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BDutch

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Everything posted by BDutch

  1. I'd rather keep PvP'in with current queue times. "it's eventually going to get better" isn't really much consolation. I don't think I've ever used the cliche troll rant of "I'm not paying for beta" before, but this proof-of-concept is really testing my patience.
  2. Either way sucks; both ways will ultimately lead to longer queue times. That's why they should not further divide the queues until they increase queue population (by mergers, cross-server WZ, or whatever).
  3. Personally, I don't like separate suits of gear. I don't want raiders to dominate PvP with PvE gear, but I don't really want anyone to dominate by gear alone regardless of where it comes from.
  4. Pretty much this. Don't create another valor/ilum situation where you have to depreciate content later on because you did it half-a** the first time. Just wait until you can do it right.
  5. This makes the assumption that, at some point, it is better to have an 8-man ranked pop vs a pug non-ranked. Nope. It's better to have it not pop at all. They don't have battlegroups, server mergers, or character transfers, and they decide to slice up the queues even more. That's their bad planning, and this is an equally bad bandaid to go with it.
  6. This has to be one of the worst ideas I've heard regarding PvP in an MMO.
  7. Enure is temporary, and if you're spending 14 focus for healing then you're not doing anything else during that time. And you're adding medpacks to the list of things that make guardians uber? You trollin bro?
  8. lol I dunno why I didn't think of this.. you sure it works?
  9. balance/tweak all you want, but please don't make: http://img1.mmo.mmo4arab.com/wow/20111021/new_system/new_system_2s.jpg
  10. I've been wondering this myself. The more viable spec options, the better IMO.
  11. eh.. take it with a grain of salt.. no telling if they were really just answering the first part of the question
  12. FWIW: Q: Alt: those buffs from other classes, are those self only or apply to all group members? Does that mean we don’t need to bring a specific class for ops/warzones? A; yes http://dulfy.net/2012/03/05/swtor-guild-summitlive-blogging/
  13. I believe they said somewhere that you will eventually be able to buy them like other legacy stuff, just not with 1.2
  14. http://www.youtube.com/watch?v=J3HZW4IolKk
  15. IMO, this is the reason why a lot of people think healers are OP. Since interrupts lock that specific ability and not similar abilities, people end up locking out the wrong abilities at least half the time. That's not even counting fake-casting.
  16. That's why I said you need your team to guard you, CC your attacker(s), and kill them.
  17. When my scoundrel does not have a DPS on him, he can freely use healing with cast time to keep multiple people up. When good DPS with interrupts is on him, he will only be able to survive as long as his weaker instant-casts allow him to. If you add Guard, these instant casts become much more self-sustaining. If you have other team-mates doing CC/peeling off your attackers, then you get more time to do the bigger heals. A healer does not have to be immortal 1v1 to be useful. Being able to keep themselves up indefinitely has nothing to do with how many team-mates they can keep up at the same time, (given the support of those team-mates). This isn't really any sort of comment on the current state of healing balance SWTOR, so much as just my opinion on healing in 1v1 for any game. I don't think healers should be free kills by any means either. They are almost always doing some small amount of damage to DPS that cannot do the same amount of self-healing.
  18. Has nothing to do with tank specs, but if it makes you feel better it is already being nerfed in 1.2
  19. In a game where tanks can guard 50% damage all of the time, and taunt occasionally? Yes.
  20. Good point. My point was more about the damage types, in response to the comparing "bubbles" comments. The reason an operative bubble doesn't feel as noticeable as the assassin is because it's not blocking the real damaging attacks, the same way that shields aren't super effective in PvP.
  21. Evasion Instant Cooldown: 1 minute Increases your chance to dodge melee and ranged attacks by 100% for 3 seconds. Does not break Stealth. Force Shroud Instant Cooldown: 1 minute Removes all hostile removable effects and increases your chance to resist Force and tech attacks by 100% for 3 seconds. Does not break Stealth.
  22. I'd say this is accurate, but it's funny when you think about it. If they had tons of people (through merging, battlegroups, whatever) to do excellent match making, then your gear bonus would be negated anyway since you'd only be playing against similar players in similar gear. The only advantage better gear provides requires worse geared players to use it against. So, people in favor of gear progression instead of/in addition to a simple rating match making system benefit more from poor match making. TLDR, progression=advantage. if you want an advantage, you don't want good match making
  23. Does anybody think that a tank sin isn't viable in PvP? Look at the thread title, *** does this have to do with one of the strongest class/specs in the game?
  24. so you're saying a tank sin wearing full BM running around with a pocket healer in a premade is unstoppable? Well that's shocking.
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