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BDutch

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Posts posted by BDutch

  1. This is preseason. They've already stated it's in preparation for cross server qing in the next game updated and actual season one.

     

    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. Maybe not fair, but it is necessary. Far more subs will be lost by segregating the queues, then will be lost by slowing down pop rates that much. Ive witnessed this happen in a previous game I played.

     

    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. If Bioware is unable to gaurantee that the two types of PvP will never mix without cross-server PvP, then rated warzones should NOT be implemented until the Cross-Server PvP queues are ready for deployment.

     

    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.

  4. 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.

  5. Solo and group queued players might be pulled together after a while if needed to launch a match. If a match cannot be made for extended periods of time, then Normal and Rank queued players (except those who queued as a group of five or more) might be pulled together to launch a ‘mixed’ match.

     

    This has to be one of the worst ideas I've heard regarding PvP in an MMO.

  6. Just throwing this out there.

     

    By popping, Enure boosting their HP by 30%, then Focus Defense, healing 30% of that for total of 14 focus (not a problem while in Soresu)

     

    So a Guardian with 18000 hp, will instantly gain 5400 hp by activating Enure, then activating Focus defense during that time would get him 702 hp per tick (up to 10 ticks). So they do ahve the potential to heal 12420 hp by popping those two cool down in the correct order.

     

    Not to mention the Rakata Medpac's 15% health bonus boost.

     

    Have fun killing them, or anyone they're guarding.

     

    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?

  7. DPS don't have the control or tools to lock somebody completely out.

     

    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.

  8. The problem is that against a decent team, healers will almost always have someone trying to kill them. Free-casting is not the norm..If they cant out-heal a DPS 1v1, then there is no point in the healer being there. Eventually the DPS will win and the healer didn't even do any damage.

     

    That's why I said you need your team to guard you, CC your attacker(s), and kill them.

  9. No. Healer should have the advantage or NO ONE would ever take a healer with them in PvP.

     

    Healers should be able to survive forever in a 1v1 against a dps. But guess what, that healer won't be able to kill you because they are too busy healing themselves. It ends in a stalemate...i call this balance.

     

    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.

  10. Disjunction

    Activating Force Speed now removes all movement-impairing effects, and your Force Shroud now lasts 2 seconds longer.

     

    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.

  11. 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.

  12. People having better gear than other people isn't a problem.

     

    People having to be steamrolled, constantly by groups full of people in better gear than them is the problem.

     

    Proper queues and brackets and server merging would be needed for this .. and apparently it's easier to just screw everything else up instead.

     

    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

  13. *slaps his forehead* Wow people are dense. What he says is very telling. Don't say stupid things just because you can't understand how potent a tank can be.

     

    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?

  14. i am running a full battlemaster survivor geared shadow with my premade, and i promise you that even 5 dps wont kill me or my guarded healer, i am averaging between 60k to 100k protection each match, depends on how fast my premade whipes the other team. i played in few matches where it was premade vs premade and i had 200k+ protection and 500k damage taken. we win vs the other premades almost always unless the other 4 pugs in our team are too undergeared. i am considering a good tank as a player who takes at least twice the damage of his healer or any other player in his team. tanks are perfectly balanced in pvp, as solo we are weak, with a healer we are unstoppable.

     

    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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