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Mycrof

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  1. I see, so your perceptions immediately invalidate someone else's experience? In pvp guardian are squishy because they don't have a lot of escape options and, best case scenario if you're a tanky guardian, few CC's on manageable cool downs. That's what I'm talking about. I haven't encountered a problem with threat, and I the content in this game is so easy, anyway, that marginal or maybe in substantial difference in tanking ability mean next to nothing in PVE. Just saying damage is high doesn't necessarily correlate into anything meaningful. In terms of survivability the only thing high damage indicates is that you were alive along enough to go all smashy on people. That can mean anything from the fact that you have a pocket healer (which kind of negates the whole squishy issue thing) or that your fighting against people that simply ignore you because they don't know better. Super high overall damage because your went sweep crazy doesn't mean you survive better when you're being focused or in 1v1 or 1v2 situations. That's just silly logic! That's like saying I drove 300 miles today, so clearly my car is fast. Maybe your car is fast, but driving 300 miles doesn't do anything to prove your point.
  2. 1. Better defense or better CC. Even with our cooldowns, we're super squishy. This isn't what I'd expect a tank class to feel like. My experience has been that tanks are HARD to kill in PVP. Apparently this is only true if you choose to play a shadow. We have to be able to either absorb/avoid damage or heal ourselves. 2. Leap needs to have it's minimum range removed. Grasp >>> Leap in most situations because... it doesn't have a minimum range. Being knocked back by a lot of the knockbacks won't allow you to leap back. Unless you're incredibly "lucky" and happened to be knocked off a platform, in which case all you have to do is run around to get into line of sight and bank on your target being too much of mouth breather to not just move a little bit. I've mentioned how insanely favored ranged are in this game. It's mind boggling - but then again these guys are coming from warhammer so... no surprise there.
  3. Everything is and fine and well for focus bombers until they hit you with one of their umpteen gillion knockbacks when you leap in.
  4. Tank guardians appear to be incredibly fragile in pvp compared to other classes. I don't know why. I don't know why a vanguard would appear to be more durable than guardians, but it sure seems that way when I'm trying to kill on vs. a guardian. Shadows are, well, that's not even worth talking about.
  5. Mycrof

    One more sorc thread.

    How did you only do 30k damage and 8k protection. Did you join just before the game ended?
  6. There is no auto attack in this game. Most range have stuns and cc as well as instant attacks they can use while moving. All ranged have knock backs of some form. If you move out of Los when a skill is already being cast, it goes through. Tell me what charge you think shadows, operatives, assassins, smugglers and non tank vanguards have that allow them to leap back up after being knocked down down from a platform.
  7. You can't possibly be this dense. It is a lot easier for a ranged to keep their target in their effect range of damage than a melee, so melee should do more damage. Knock a melee off a ledge and they can't touch you. Knock a ranged off and they happily plug away at you. Ill make the numbers simple on the off chance you really are that dense. Over the course of 100 seconds, derby the ranged does 1 damage a second. Dippy the melee has to move into range for 5 seconds, but when he gets into melee, I does one damage a second. Now imagine derby and dippy have 100 hit points. Who wins? (derby wins, by 5 points.) When range and melee do the same damage, range will usually win. This is what many people refer to as an unfair advantage. To offset this, you should give dippy a bonus to his damage so that he can compete with derby.
  8. In your previous post you stated you did not get whispered nor did you whisper people from your war zones. So, how is that different then what you just criticized about wow? Here, these are your words; . Now, attacks on my intellect notwithstanding, explain to me how swtor current pvp system imposes accountability on players. Do we choose not to play with those players that aft through the game? No. Do we remove them from team? No. Do we prevent them from queueing again? No. There is no accountability in swtor pvp, so that argument is just more nonsense.
  9. No, that's also wrong. I'm sorry, are people not allowed to have their own opinions without being pigeonholed by some non compos mentis with an ax to grind?
  10. A mentally deficient squirrel that eats lead chips can fart around for medals. It actually takes a modicum of skill and coordination to keep someone alive when they're being focused. Your suggestion is silly.
  11. Every time I look at my shadow I feel like I'm logging in to play a transvestite space nun. The armor is that bad. Did you hire the costume designer for rocky horror picture show? Could you ask someone else, maybe the janitor, to design the next tier set, please? Thank you.
  12. In the interest of fairness, I think the hutt ball should instantly kill anyone that touches it.
  13. I'd only recommend this if you intend on stance shifting into your tanking form.
  14. No, you would not be correct. That's okay, people that preface their observations with a shot in the dark assumption frequently are. The fact is what you just described doesn't represent a community. Instead, it suggest that war zones have had what appears to be a marginal impact on your sense of community. It appears your perception is merely based on some yet to be expressed bias. You don't even define what community is nor do you bother to explain how this one facet of the game amounts to the demise of community. I might take these self indulgent threads more seriously if people could actually articulate what is wrong with this feature as it relates to pvp beyond just saying they're bad.
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