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vindianajones

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Everything posted by vindianajones

  1. I appreciate the help! Maybe one day you'll read a joke and actually laugh at text!
  2. The more I read about and watch videos on GW2, the more I envy those who get to play in the beta. I can't wait for this game. It's just the kind of PvP I'm looking for. SW has very little left for me. I don't know how much longer I'm going to last.
  3. I think what the OP is saying is that Vigilance/Vengeance is not as viable as it should be, and Focus/Rage is just poorly designed. He's unfortunately correct. I like my Guardian, but the trees are just so dull. The two proc DoTs in Vig/Veng seem cool until you realize that they do a total of about 800 damage combined at level 50. Meanwhile individual Sentinel/Marauder DoT's are ticking for more damage than those two over their entire course, combined. Slam spam is just boring. I hate being based around using one skill. A redesign would be much appreciated.
  4. Thanks for the super serious response to a post that was quite clearly the opposite!
  5. A few years ago, in a galaxy right here... BW Developer: Okay, guys! These are all great ideas, let's get started on our revolutionary game! Man, people are really going to love all of these new ideas we have! EA Bigwig: Wait a second... this is nothing like WoW. WoW makes money. Make it like that. Ya, we want it to be like that, but with Jedi. Fin.
  6. Mercenaries. Not because they do a lot of damage. When I see them standing 30M away from a battle repeatedly leaning over and spamming that damn missile with that mentally challenged look on their faces (my mind imagines a stupid look under the helmet), I see red and must kill them immediately. I will go out of my way, even shunning objectives, in order to repeatedly kill a Mercenary.
  7. No. Defense already has the advantage. DoTs made defense way too easy for any team with half a brain. This is a solid change. It's already plenty easy to defend without DoTs. This is coming from another player whose main can't DoT spam to defend.
  8. How often is there just one person spamming DoT's against you? Have you ever even played these warzones? It's usually a minimum of 2-3 people using a combination of DoT's and regular attacks. If you think it's as easy as pulling one person away and laughing as your stealther caps a door, I don't really know what to tell you. It takes 8 seconds. Anyone with half a brain that gets pulled away is going to immediately CC break if it's up, wait it out (because again, 8 seconds is a lifetime) or they're going to use a ranged DoT, ranged regular attack or a leap on the person capping. I don't know if you're just playing against idiots or if you've actually never played the warzones before, but the situation you describe and its magical solution are so rare as to make this strategy useless.
  9. Your fix does not make more sense, but we're better off now without the DoT spam prior to dying than we were pre-1.1.5 when people would get free defense time for running around uselessly DoT'ing people. It will make Voidstar faster and Alderaan more exciting, along with the speeder change.
  10. That's hardly a Sage/Sorc nerf. Almost every class has a DoT and almost everyone (including myself) would be sure to apply it to as many players as possible before dying while defending a point. I'm fine with this. It's going to make Voidstars a lot faster (wiping the defense group is almost a free cap now since the DoT's won't slow things down) and Alderaan should have more back and forth. I'm hoping it makes warzones a bit more fun.
  11. The populations certainly is not as vibrant as it once was on my server, which used to be full all of the time and now is typically light to standard. The average population on the fleet during my gaming time has probably dropped to a little over half of what it was in January. Two of our major guilds on the Republic side are either gone or have no population left. The pre-made PvP guilds on the Empire side that I was accustomed to having heated battles against, and all of the player names I knew and feared seem to be gone. Warzones have devolved into an endless sea of nameless Sorcerer and Mercenary opponents. I started playing the game with 6 other real life friends. One of them cancelled his sub yesterday; said he just doesn't have any fun playing the game anymore. Two of them log on only once or twice a week for a few hours in total. One of them hasn't logged on at all in two weeks. Three of us still play fairly regularly and we're all getting bored. We actually started doing the PvE end-game content (and none of us really like PvE) because the warzones are so lackluster, Ilum is useless and there is no open-world PvP, events or real competition to speak of. Of course, none of this is scientific, but if you play the game you can see the changes and decline for yourself. If enough people are echoing these trends, there's probably something to it. I have a feeling I'm going to be the last holdout among my group of friends, but honestly there's just not much here for me. I play these games for the PvP, and I'm already bored of it two months after release. I don't remember ever getting sick of PvP in Shadowbane, Rift, WAR, or even WoW. I keep telling myself I'll stick around in hopes that they fix it, but the overall design of the game, the classes, the talent trees, the warzones, the debacle that is Ilum, it's all just so cookie-cutter and boring. I've seen it all before, and it's been done better everywhere else. Even if the game was bug free, I think I'm finally starting to admit to myself that - compared to every other MMO I've played - it just isn't that much fun. It's missing that magic, whatever it is. So, is it dying? I have no idea, but it's certainly dying for me.
  12. Wow, asking for nerfs to three different classes in one thread? The worst part is they're all melee, when this entire game panders to ranged classes. This might be a new record for worst nerf call. Move along.
  13. I laughed too, but not because of your grammar. It was more of just the fact that the word "stroken" has really funny implications.
  14. ir·re·gard·less adv \ˌir-i-ˈgärd-ləs\ Definition of IRREGARDLESS nonstandard : regardless Usage Discussion of IRREGARDLESS Irregardless originated in dialectal American speech in the early 20th century. Its fairly widespread use in speech called it to the attention of usage commentators as early as 1927. The most frequently repeated remark about it is that “there is no such word.” There is such a word, however. It is still used primarily in speech, although it can be found from time to time in edited prose. Its reputation has not risen over the years, and it is still a long way from general acceptance. Use regardless instead. In order to stay on topic though, I'll agree that Sorcerer/Sage needs some toning down of their CC ability, primarily in the popular hybrid spec.
  15. This has nothing to do with roleplaying. It's about not looking like an idiot.
  16. I think "hardcore" is subjective. Decide for yourself.
  17. I've actually just started doing PvE raiding and am hoping to see this drop. I typically only PvP'ed before. I almost have enough for the Columi chest via commendations, but haven't been lucky enough to see/win the Rakata chest yet. I'll wear the Columi over the Champion any day, Expertise be damned.
  18. It's very easy to get 10-12 medals. 16? I don't get how. Most warzones, I get the following medals: *2k Defense *5k Defense *10k Defense *75k Damage *300k Damage *2.5k Single Hit *5k Single Hit *1k Defender Points *Killing Blow *Solo Kill *10 Kills *25 Kills Medals I sometimes get: *3k Defender Points *2.5k Single Heal Often I will not get the Solo Kill medal just due to circumstance, or if we're not doing particularly well I won't get the 300k medal, so average is around 10. Sometimes I get the 3k Defender Points, but that's usually just on Alderaan. It seems to be very finicky anywhere else. Also, I will occasionally get the 2.5k Single Heal medal. I don't know if it's coming from my Guardian Leap heal (which shouldn't do that much) or my reusable Medpac (which I thought they fixed), but I do still get it periodically. If I get those two, it's 14 medals. Where are we coming up with another two? There's been one circumstance in which I've gotten the 75k heal medal, and I have no clue how I managed that.
  19. This made me snicker, but honestly, I'd much prefer "slightly varied earth-toned robe with hood" over the Champion appearance.
  20. Well, it's PvP armor, so I'd say that's what it has to do with PvP.
  21. I'm a bit bored here at work, so here's a lighthearted post for my own amusement. What I thought my Jedi would look in end-game PvP gear. What they actually look like. Yes, I know that PvP mods will be fully removable soon, and that change can't come fast enough. The question of whether I'll have to look like a backpacking space samurai forever has been answered. A better question though, is what in the world was the artistic design team thinking when they came up with this monstrosity? Is there anybody who actually thinks this looks good? I wore robes, cloaks and hoods for 49 levels. I looked like a Jedi. Then at level 50 when I began getting my first pieces of Champion gear, I thought to myself "Boy, I'm gonna be a ****** looking Jedi in cool armor and that classic brown robe! Just look at that guy!". Alas, how wrong I was. Yesterday I gritted my teeth and unchecked that dreaded "Show Head Slot" box in the settings for all of 30 seconds. Did you know that the Champion helm - aside from making your character look like the captain of the shortbus - doesn't even match the color scheme of the rest of the Champion armor? BW, while you're busy working on ways to customize your characters' appearances, please consider removing and replacing this armor set with anything (I mean anything) else. I don't know that there is another single set in the game that makes your character look like a three year old dressed you for the day. Every time I join a warzone and see a bunch of supposedly epic and powerful Jedi Knights derping around in this sad excuse for armor, it makes me cringe. Fix it, fix it, fix it!
  22. I don't buy the tin-foil crowd's conspiracy theories about BW consciously favoring Empire. I play Republic, for the record, and I know that almost all advantages available (though most are minor) are to the Imperial side. Instead, I feel that during development, the Imperial side simply had better design, or more time spent on design, and a lot of the Republic equivalents were half-assed or afterthoughts. I don't know why. Maybe the team working on everything Imperial was just more talented, but I really don't think BW has intentionally tried to make one faction better than the other with such minor differences.
  23. OP, your damage figures are off. I play a Guardian and I can match the burst of ranged classes. Force Sweep crits for 3500-4500 without adrenals or stims. Vigilance builds get DoT's attached to their big damage abilities. Overhead Slash, Blade Storm and Plasma Brand all hit decently hard and can be chained for a high damage combo. I don't remember the last time any Trooper/BH hit me with a single ability for 6k. In fact I'm not sure I've ever seen them hit for that much. Maybe 3-4k with Assault Plastique or the BH equivalent followed up by a Railshot/High Impact Bolt can do 6k, but so can Force Sweep + Blade Storm, or Blade Storm + Overhead Slash + Plasma Brand in succession. However, the balance of the game leaning heavily towards ranged still makes it less fun than it should be. I don't feel seriously underpowered as melee, just not nearly as useful as someone who can do the same damage from 30m away. This is not an issue with melee needing more damage, it's just an issue with the overall balance design of the game. They want every class to be able to achieve relatively similar damage, but melee classes have to deal with gap closer cooldowns, knockbacks, slows and roots that detract from our "similar" damage severely, but do not detract from the damage of someone who can just sit in one place and turret. The game seems to be balanced around a range system where ranged characters are effectively encouraged to CC and turret rather than kite. In my opinion, this is a poor system. The advantage of a ranged class is its ability to deal damage without respect to positioning. Melee does not have this advantage. You would think, therefore, that when melee gets in a ranged character's face, he would want to get out of there as quickly as possible. Not so. Ranged characters are able to deal comparable damage or more damage than melee, even when in melee range and taking hits. As a Guardian, I can deal a lot of damage, but my gap closer is on a cooldown, so knockback + slow or root seriously reduces damage potential. Let's say I get into melee with a PT/Vanguard (since we're both heavy armor, tanky classes with DPS trees) that is specc'ed for DPS, and I am also specc'ed for DPS. They have the same armor as me, and overall defenses are roughly equal if not better for their class. They do roughly the same burst and overall damage as me as well. This means that a PT/Vanguard can (and they often do) simply stay in melee and go toe-to-toe with Guardians. It sounds nice and balanced, but consider the fact that if that PT simply gets 5 or 6 meters out of range of the Jedi, his damage potential remains identical, whereas the Jedi's damage potential is gimped until his gap closer is available again. I'm not suggesting a nerf or buff to anyone at this point because I just think the entire balance of melee VS ranged in this game is borked and beyond repair. I'm also not suggesting that I should be able to instagib ranged characters if I reach them in melee. I do fine with my class. I just don't like this mentality of "we'll let range have all the damage and defensive advantages of melee, but without the added penalty of being required to stay in a small vicinity of the target". Even classes that appear to be susceptible to interrupts (Sorcerer/Sage, Arsenal Merc/Gunnery Commando) are still able to deal significant damage as interrupts are only good for 4 seconds and for one ability, and they have plenty of other castables and instants available to do a ton of damage while standing still and being hit. For most ranged classes, kiting is an option but never required. You can simply stand there and use your knockbacks, slows, roots and stuns to have 100% damage potential in nearly all situations, whereas melee is significantly below that potential when they are anywhere other than right next to their target. If one class has its full damage potential close to 100% of the time (aside from hard stuns/incapacitates, which affect all classes equally), and another class less than 100% of the time (sometimes significantly less), then the class with the smaller time frame available in which to deal damage should have higher burst potential in order to balance out against the fact that their ranged counterparts are at full effectiveness almost constantly. It's bad design, but hell, I don't know how to fix it.
  24. I think it's time to give up. This guy isn't going to be convinced. He doesn't play the class and doesn't know anything about it. He's overstating the damage of the ability. He's clearly never missed force sweeps due to sync lag, ability/animation delay, knockback, stun, force speed, and missed out on damage that other burst builds with targetable abilities would never miss. He just got hit for a lot and now he sees red. No matter how much we explain he seems to be standing by his original point. No amount of convincing will do any good. This is a pointless debate. New thread.
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