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BDutch

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Everything posted by BDutch

  1. I'm not agreeing with the OP. I'm just saying in all likelihood it was just a bunch of healers that happened to queue at the same time and do what healers do. Being a healer and healing someone doesn't make someone special. People get so proud when they use their class abilities that involve anything other than direct damage on an enemy.
  2. Sillyness of this thread aside... "tactics" and "teamwork" sound a little too fancy for "select lowest health in range" and "press heal buttons"
  3. Which is why you see so many "Nerf defense guardians" and "Nerf shield vanguards" threads.
  4. Doesn't that logic sort of apply to every crafting skill after you've gotten what you need out of it?
  5. Referring to the thread you linked: 1) "I ran a COMPLETELY defensive build focusing on End > Willpower and Secondary stats of Shield/Defese/Absorb. Also Campaign Defense Relic and Rakata Absorb Passive Relic." 2) Go to the parse they linked: http://www.torparse.com/a/7049 Now click on the top timeframe, "21:00:17 - 21:01:20" Now click on "Damage Dealt" Now note the DPS of the spikes in damage Considering the current TTK in PvP, do you place more value on sustained damage, or burst damage?
  6. It's probably a tie between seeing how fast people get destroyed in the initial skirmishes due to gear disparity, and seeing a premade that has the right classes and works together in Huttball. (I usually pug
  7. BDutch

    Mar/Sents

    When you buff damage by a percentage across the board, the highest damage gets the highest buff. When TTK is lowered, it's basically the same thing as increasing the duration of a skill that gives you invulnerability. Maras/sents were in a good place to benefit from 1.2 without any class specific changes, and they were already uber.
  8. I actually agree with most of the OP's assessments. I am afraid of the inevitable marauder nerf(s) somehow affecting juggernauts too.
  9. BDutch

    Mar/Sents

    RE: Marauders vs Juggs Marauders should always deal more damage than Juggs. Juggs should always have more survivability than Marauders. We all know this is how it should be. 1.2 fixed the rage AoE Jugg superiority. Now, you know what comes next. We all know what comes next.
  10. I just can't believe we are having to deal with gear inflation/refreshing this soon after release. The fact that they even had to provide a rating 124 suit for cash only... when the game has been out how long? I can't imagine how insane the math is going to get with an actual expansion. How do you even approach balancing PvP with variables that large over such a short period of time?
  11. http://www.youtube.com/watch?v=R1bIhZO7o3k
  12. The vast majority of servers simply could not support going from 2 queues to 4 queues without cross-server support. The only thing that surprises me is that they ever considered doing this before cross-server support was to be implemented. I'm very glad that they made the decision to delay ranked WZ until cross-server is in.
  13. GS/sniper should be able to see stealthed players on minimap when they are in cover
  14. BDutch

    Dear Tanks

    I guarded a healer one time, then I died. When I came back, someone else was guarding her, and she didn't seem to mind at all. That b**** cheated on me while my corpse was still warm. I would like to guard again someday, but I'm still recovering, and I still have a lot of baggage to sort through.
  15. I love 10-49 WZs. I only feel bad for the classes that really don't bloom until much later on as far as key PvP skills go (interrupts, CC, etc). I really dig the concept of putting in mechanics like bolstering in order to consolidate brackets for shorter queue times (10-49) instead of breaking them up more for longer queue times (50unranked, 50soloranked, 50groupranked).
  16. If 1.2 notes make you feel any better about it, concerning hybrid Scoundrels... Back Blast now has a 12-second cooldown and deals approximately 5% more damage. Sucker Punch now costs 10 Energy (down from 15) and deals approximately 10% less damage. Those nerfs aside, trinket the Flash Grenade if they're low on health. Unfortunately, dueling hybrids take: Fight or Flight Passive Dodging or resisting an attack restores 1 energy. In addition, Disappearing Act no longer reduces healing dealt and received. So even if you do trinket Flash Grenade, he still has a chance to heal up by using Disappearing Act (vanish), Tranquilizer (sap), then healing... as one of those videos showed. Fortunately that can only happen once every 3 minutes as a hybrid. Other than that, I just see a geared veteran healer hybrid doing what they do in MMOs.
  17. I think most people would agree that Marauders should always do more DPS than Juggs, and that Juggs should always have more survivability than Marauders. Prior to 1.2, Rage Marauders do less damage than Rage Juggs (being fixed). Now they need to make DPS Juggs have more survivability than Marauders. We'll have to see if 30% health for 14 rage pans out.
  18. Say you have two targets right in front to pick from. Target-A has 5% less mitigation than Target-B. They both have the same HP. Target-B taunts you so you deal less 30% less damage to Target-A. Which target are you going to focus on?
  19. Unfortunately, when you are using a DPS spec, filling a DPS role in a DPS stance, you are the one that will get burned down. It would be like DPS deliberately taunting in a raid. 2/3 stances and 2/3 trees for Juggs/Guardians are DPS.
  20. I'd be fine with it if they introduced a stat cap for the bracket to discourage twinking. Bolstered up when lower, capped to 40 when higher or something. In the long run, they should also redistribute class abilities. Some classes get most of their key tools much sooner than others, but that's a separate issue.
  21. Good question. Because longer queue times suck. Given the same number of people to play with, creating additional queues will lengthen the queue pop times. We're going from 2 queues to 4 queues; 10-49, 50unranked, 50solo ranked, 50group ranked. If you happen to have level 50 people queuing for each of these equally, then your queues times just got 3x longer at 50. So they allow all of the 50s queues to match against eachother after a period of time, but they also allow players to opt out of this miss-matched making. How many puggers do you think will continue to opt in for the miss-matches after they've been rolled a couple times by the same premade? Queues times are obviously going to go up, and slapping the disclaimer "it's just preseason" doesn't make it better, it makes it more of a waste of time. We're just going to be doing live testing for the sake of data mining at the cost of higher queue times. Sorry, that's what the PTS is for.
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