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Sildadar

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  1. Its a good principle but I see a major flaw in that different classes are better suited to different roles. As a jagg, I'm wasted trying to plant a bomb on a door, I should be delaying anyone trying to get to the bomb planter because I'm more suited for that role. On the flip side, expecting a sniper to run the ball in huttball is unreasonable, thats my role. Good thinking in general, but those sorts of goals are impractical.
  2. I've had a lot of experience with EV, here's what almost certainly happened. Soa starts mind trap targeting tank (which mean briefly someone passed him on agro) Main tank retakes agro after targeting but before being trapped Main tank appears inside mind trap, Soa can no longer target his highest threat target Main tank counts as evaded so Soa despawns.
  3. If it can be made in a way that isn't game breaking sign me up. I have a tier 3 geared immortal jugg, I've love to pair it with my sorc I'm leveling. Finally get through Poisinous Strategy solo =)
  4. Juggs have a force push knockback.
  5. No idea if it's a record but well done!
  6. I don't want this to turn into a pre-made hate thread. It's not. I enjoy a good pre-made too... I go in with my guild and most of us are 500+ expertise. It's not about pre-mades being good or bad, it's about the lack of fun that comes with always winning or losing by a lot. The most fun I have in Huttball comes from the tie matches that time out and the team holding the ball wins. Someone brought up cross server to drop queue times and I think that's a great idea. It helps ensure you can queue a group in a reasonable amount of time so they're not punished for group queue and still makes the solo only queue option viable for people that just want more even matches. Make the groups fill in a one goes to this team, next goes to that team and you can't really coordinate queuing effectively. As a consumer this is an attractive option for me. I don't need to win every match, a close loss is more fun than a 3 minute roflstomp win.
  7. That assumes the teams are filled in an analog fashion. If they are filled in an alternating fashion that doesn't work. I'm assuming it's alternating since the mechanics exist to make people play a lot of Huttball on servers that are Imp heavy but I'll admit that's just an assumption.
  8. Don't respond if you didn't read it chuckles. The point isn't to get rid of pre-mades, just to allow people that don't want to deal with them one way or the other to work around them. You know, give them a choice? So yea, you're right, it does make sense.
  9. Your point is well made but if your example groups of friends were common you wouldn't have lopsided matches so frequently. And again, when the rated pvp system is eventually instituted it resolves that problem for your example pre-made. My focus here is on casual but competitive pvp for individuals.
  10. I agree with this in principle however I'm mindful that it's easier to make adjustments to a system using pre-existing mechanics. When rated pvp comes out that solves the problem of competitive matches for pre-made groups, but doesn't help the more casual pvpers.
  11. This is more to support the casual pvpers (e.g. the bulk of employed subscribers). I'm kind of tired of always being on a lopsided team one way or the other. I'd say over 3/4 of my matches go 6-0 in Huttball and its really only slightly more fun to win for the first 3 matches. It's my opinion that this is the result of over-geared pre-mades that people in the solo queue can't realistically compete against. I realize the response from some will be "well make your own pre-mades" but I'm not playing for pvp, my preference is raiding. The tragedy of this for me is when pvp was originally set up so everyone was in a single overall queue my win/loss record was closer to 50/50 and I was having more fun because I actually had to compete to win (or trying made sense because I had a chance to win). For the first time in any mmo (and there has been a lot of them over the years) I actually looked forward to pvp. Now it isn't run anymore. So as a solution, I propose making it so pre-mades only get to fight other pre-mades. The "pros" can have their serious pvp and the rest of us can play matches that go back and forth. Everyone gets to have fun their own way, no one gets an unrealistic advantage. No more me going 15 strait wins one day because I'm synched up with a 4 BM group when I queue, no more 15 strait losses when I'm lined up against them the next. The only other alternatives I can think of is balancing based off gear levels (which would be painfully complicated to program) or eliminating the group queue option entirely (which seems unfair to those that want to pvp with their friends). Edit: Eye speel guud.
  12. For the 8/16 man hard version 2 bosses require tank swaps. Normals are probably possible for solo tanking but life is much easier with 2
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