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BDutch

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Posts posted by BDutch

  1. I near choked on my croissant reading this, nice try though they have been bleeding players these past few weeks the stats show it all.

     

    Like I said, right now the community is comprised of people that either like the old system or grew to tolerate it. It doesn't surprise me that they dislike a drastic change... how could it have possibly been made for their benefit? If there is a positive impact on PvP population, it won't happen over night. It's a lot easier to drive away players than it is to draw them back. Just like all the players that rage quit the first time they hit 50 and queued up to be destroyed a few times in a row then said "lol screw this".

  2. Hardcore pvp guilds still murder pve'ers/casuals bolster or not.

     

    If that's the case then why does it even matter if something changed? Hardcore pvp guilds are already geared to fight eachother on equal footing, so who cares what sort of bolstering the trampled remainder gets?

     

    Nothing really changed on my server except there are more premades now because people refuse to solo queue only to be grouped with players who got no clue how to pvp.

     

    People are frustrated because more bad players are trying PvP now? Working as intended. I can't sympathize with PvP communities that don't understand how PvP dies a slow death without an influx of new players. It's like a stupid goldfish that won't stop eating until it dies.

  3. Endless gear treadmills in PvP w/o some sort of system like this just bleed the playerbase over time. It's no surprise that there's such opposition from remaining players, since that population has been filtered down to only people that can tolerate the previous lame system. I'm guessing BW isn't going for retaining those players so much as enticing new players and luring back people like me.

     

    Here's my sub--show me what you can do BW. Don't pussyfoot around like RIFT; a small group of hardcore elitist cockroaches never kept any PvP community alive. Drawing in casuals, PvE'ers, and new blood is the way to go. Stay on target... Stay on target...

  4. PvP communities as a whole only give way to reason regarding driving away their food chain once food becomes scarce enough. It's funny, because you could tell who had played MMOs where PvP died day 1 on these forums; hard to pick apart from the regular dooooom-sayers, but yes... if you continually violate your opponents over and over, they will stop playing with you. :mon_confused:

     

    This applies to progression in PvP as much as it does premades vs pugs. I understand why people come down on different sides of the argument for progression/premade queue times, but ultimately it always seems to come down to this: are you more concerned with attracting new blood to PvP, or retaining veterans? Especially if your game is not a completely PvP focused game, only one of these will even have a chance of fostering a respectably active PvP community over time.

  5. When you put guard on someone, that dmg will always hit your shield.

    Either way, tanks rarely get focus fired, and guard damage can't be avoided by shields/defence.

    I do, it completely nullifies marauder and sniper crit chance over time, and then some.

    Psst, shield chance doesn't negate crit, it negates hits. If a crit is rolled it cannot be shielded/deflected.

     

    Up is down, left is right, cats and dogs, I'm so confused!

  6. It's called Dead Lines.

     

    WoW had NONE of the great features and it took them 4 years to create a LFG tool.

     

    The fact that there even needs to be server mergers/transfers/cross-server WZ just to do stuff is not the result of a lack of feature/tool. It's half-past triage time.

  7. Take armortech or synthweaving and keep yourself in blues.

    Spend comms on weapons/implants.

    Enjoy many levels of care-free PvP.

     

    PS. Don't bother picking up un-needed recipes for armortech/synthweaving since you're going to be dropping it at 50 for Biochem anyway.

  8. They need to get back to basics.

     

    If your class is tank you are 100% tank. If you are 50% tank and 50% DPS, then you shiuld only do 50% of a pure DPS damage and only be worth 50% of a pure tank.

     

    Hybrids classes in this game have far too much utility in each characteristic then they should have. This leaves no reason to be a pure class of anything.

     

    Hybrids should be as basically as useless as a red mage.

     

    First, they need to rework the shielding mechanic in PvP.

    Second, they need to take a hard look at all cooldowns that increase survivability in PvP.

    Then they can fairly tweak the damage:mitigation ratios on tanks. Until then, tanks aren't just driven to hybrid specs because they want to have their cake and eat it to; when you PvP, you want to spec in abilities that actually work in PvP.

  9. Consider this:

     

    If in 1.2 the class changes remained but they never changed expertise.

     

    There would be almost no complaining about my class if this was the case.

     

    Maras were strong before, but this is probably true. Lowering the TTK essentially did 2 things..

    1) buffed top DPS classes more than anyone else (same percentage, higher base value)

    2) increased the duration of damage invuln abilities (relative to the overall TTL of players)

     

    I could see why the side effects of these changes might not be anticipated. BW already said that damage was about where they expected, but I think they need to review the effectiveness of maras survival skills from the perspective of the new TTK... it's a different ballgame.

  10. . . .

    IF you want a nerf, go ahead. I really dont care I'll still play mara.

    . . .

    If you think some class is OP, play it and enjoy.

    . . .

     

    You yourself are a good example of how people don't just have fun with a class simply because it's OP; some people will avoid rolling a class because it is OP.

  11. Instanced PvP, and PvE encounters killed open world PvP. You cannot expect world PvP to thrive when you never have to leave a safe zone such as fleet.

     

    This. Although I've noticed this in several games, I remember shortly after WAR came out... people complaining about running the same BG over and over each bracket, yet never leaving a quest hub to try to find something else. It has to do with incentives too, but ultimately it's like trying to discourage people from using a exp/gold/gear gumball machine. People will follow the path of least resistance even if they aren't enjoying themselves.

  12. What they should have done was simply make the reusables crit only. and BOE so they can be sold to others.

     

    Pretty much. Armortech/Synthweaving is actually pretty nice for leveling right now, so long as you don't waste too much cash/effort before you switch to Biochem. Much better as an alt profession.

  13. I actually don't have to prove anything because it's not my job to disprove their claims, it's their job to prove them. Bioware has indicated in both word and deed that Assassins are fine. The people crying nerfs are the ones who need to prove their case, which none have done. They are, after all, the ones saying something is wrong. Where's the evidence of that? If a spec is doing more damage in PvP than in PvE, then prove it. I've provided what I've been able to find simply as a point of reference, which is more than anyone else has done so far. I'm making parses a 'talking point' because it's the closest thing we have to an objective set of data we can look at.

     

    One would think that with the number of people claiming to have Valor 60+ Assassins that their their class is 'overpowered', one of them would run a parse on the WZ dummy to actually prove their point. Until one does, the parses I linked are still the most relevant despite the fact that they were done for PvE.

     

    So you're complaining about other people not doing their research in PvP, while you link the research that someone else did for PvE?

  14. Why don't you provide some parses of a tank specced assassin doing higher DPS?

     

    The only numbers I have are the PvE ones provided from tank assassins in PvE tank gear. Maybe you should stop using parses as a talking point until you can find their PvP counter-parts? I didn't go off on this "700 DPS", "half the DPS of a DPS class" tangent... doesn't seem like it's any better than any other anecdotal evidence if you can't back it up.

     

    On the other hand, I'll be the first to support your point when someone links a PvP parse that shows that tank assassin burst DPS is nothing to write home about.

  15. The part where we get a 150% buff to armor in tank stance? The part where we lose a significant number of DPS abilities in tank stance, dropping our DPS from about 1200+ (DPS spec'd gear'd) to about 700 (tank spec'd, dps gear). To make it real clear (Tank shadow=2x armor rating, half the DPS vs DPS shadow). Whys is this bad/hard to understand?

     

    Is the "700 DPS" referring to the parses mentioned earlier from tank geared people in PvE, or were there some more applicable parses mentioned in the last 40 pages?

  16. If a healer cant out heal one dps'er then how would they help keep another player up in pvp?

     

    Healing yourself while you are being attacked and healing other people are two different things. With mechanics like guard, taunt, and most forms of CC, combined with team-mates to peel for you, you don't have to simply out-math DPS against yourself with superior healing.

     

    I'm not saying that all healers should be fodder for 1v1 either... just that with other mechanics in the game they don't have to be immortal 1v1 in order to be justified as a dedicated healer. If, as a healer, you are the reason that more than one person is staying alive, but in some cases that requires your team mate(s) to keep you alive, then it's all good.

     

    If you are getting burned down in a 1v1 over a decent period of time, without returning any attrition to your attacker, then you are playing a very team oriented spec and not receiving any assistance from that team you are supporting.

  17. I dislike the cost of removing mods, but other than that I think it's stupid to alienate PvP, PvE, or crafting from each other. None of them alone is a complete/satisfying gaming experience, IMO. All of them benefit greatly from an increased pool of participating players.

     

    I cannot imagine what sort of player is here for the duration if they only focus on one, so content should not be designed around those flashes in the pan. Lets be honest, what player that is only interested in PvP, period, is going to be sticking with SWTOR?

     

    They need to get back to giving the different groups more reasons to play with each other, not less.

  18. This is driving me nuts as well. I picked synthweaving on a newer char when I heard that 1.2 was going to fix this. Now I'm idling at 50, doing all I can to max out my char's potential, and it seems like dropping all my crafting skills to switch to biochem is inevitable.

     

    Very annoying.

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