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Faat

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  1. Unfortunately, WAR / Rift tried, but failed. Both had challenging PvE and good PvP, yet they failed to get players to leave WoW. SWTOR is so mind-numbingly easy, I don't recall playing a game that easy in my life, and I'm 31. I feel like I'm playing any game in Godmode when I do my class story. I basically never lose any health. on my operative, Send my companion in, I backstab the mobs, rinse repeat. On my bounty hunter, i don't even need a companion, I just death from above them then use my basic attack while eating a sandwich. Mind you, those two 50s are on dead servers, that were 'heavy' when I created them. That says something about the sad state of the game. GW1 had much better competitive PvP than WoW. Saying WoW as the most competitive PvP game, because of their ranking and tournaments, is completely missing the mark. popular =/ better.
  2. I miss the days where I would log on my PC in the morning to read all the QQ about gigantic clashes in RvR, read people calling names and challenging guilds / alliances for another fight the next evening, the desire to get better to make your opponents shut their traps, to post SS and videos of a particular troll's guild / alliance ownage, the HATE for some people, the LOVE to HATE these people. This is competition, that can only be found in RvR games, where an alliance of good players can really dominate an entire server, even with lesser numbers. What a great challenge that was playing WAR on the outnumbered realm.
  3. I kind of agree that defined settings is more competitive, but a game like WAR had both, and still failed. PvP centric games needs more resources and bring less incomes than casual games. Really, PvP games are a niche and pretty much any Devs wanting to start a project with that in mind will have to deal with that audience. They could have made SWTOR more PvP oriented but the same 'rage' would have been exponentially raised on the forums by casuals not having a chance to fight and class imbalances. But SWTOR also missed the mark PvE-wise. This is really a badly designed MMO, there's no challenge in PvE and PvP is botched.
  4. Hadcore PvP games are niche and never mainstream. Reason ? people hate dying. Everybody hates dying. But what differentiates the best players that can organize groups, strategies, with the most common denominator PuG casual, is right there. Best players would group, strategize and win, the casual PuG saw no point fighting and unsubbed. That's how and why those games died. They're meant for hardcores, with a hardcore grind attached to it. SWTOR (I don't kniow if you defend the game or are just against world PvP for some obscure reason) is failing in all categories, unless you're a casual PvEer that likes storytelling. Tell me again that a game that had world PvP AND more warzones (WAR) failed more than SWTOR, from a PvPer PoV. Thanks. At least the WAR servers had 200k-300k players for YEARS of RvR. At the end of this summer, I'm pretty sure SWTOR won't even have 100k, even with the Star Wars name on it. I know I am a Star Wars fan, and I pretty much wanted to LOVE SWTOR, but the PvP is terrible.
  5. LOL some people never played DAOC or WAR... open world PvP is where you can have the most fun for hardcore PvPers, not gear chasers. Imagine somthing : In DAOC / WAR, a solid premade could take on 4 times their numbers. A solid warband could take out hundreds of players and take castles, control an entire map with good strategy and communication between groups of people. That's WARFARE. Arenas, BGs, WZs are minigames. They are repetitive and boring. In a 100 vs 100 fight, the outcome is unpredictable, and a terrain advantage can lead to a quick wipe if all cards are played right, but it can also result in a long siege battle where both sides establish a frontline and play defensively with tanks in the front, MDPS hitting and running and RDPS sniping everything in sight, healers keeping people alive, and have massive fun in an undefinite setting. For HOURS you can PvP and finally capture an objective, to have it ninjaed by a coordinated 24 man bombing the hell out of you, catching you flatfooted. I never had such an incredible PvP experience in any other games, DAOC had it right, and WAR came close (needed a 3rd faction to help fight the biggest zerg). Zerg vs zerg can look like a big mess from the outside, but get a good team, learn your class and you literally can chagne the tide of a battle with good strategy and coordination, taking out people going on a kill frenzy with a warband backing you up, and even with lesser people you could mop the floor and feel incredibly strong, reinforcing the MMO feeling of playing with friends and accomplishing something. Then there was PvP on forums and QQ / troll threads about good players / guilds / alliances that made these games EPIC, because you had recognition for your hard fought work. Even the losing side would have fun considering the massive fights and the plenty of kills and oportunity to kill that happened for HOURS each and every day, when these games were populated. With all the imbalances they had, with the bugs WAR was released with, those games had much better PvP, simply because they were designed with world PvP as a top priority and people fought over those world PvP objectives for YEARS with their main toons, not something SWTOR will accomplish with the current PvE priority mindset galvanized with terribly repetitive WZs. Mind you, WAR also had a good dozen Scenarios (WZs) they would rotate to play 12 vs 12, 6 vs 6 if you are into that, and just that is MORE PvP content than SWTOR. I just LOL at SWTOR pitiful attempt at PvP, even if they hired the Mythic crew, they obviously didn't listen to them. World PvP isn't ganking lowbies in PvE zones. It's going in a PvP area DESIGNED for world PvP with your main geared toon and compete endlessly for control with the opposing faction(s). Alliances then have a real reason to exist. Without world PvP, there's not really any needs to be allied with other guilds. There's not even a reason to have a guild bigger than 15 people.
  6. Op is the best healer because : 1) Combat stealth is much more efficient at relieving pressure (getting people off of you), you start by kiting 1-2 attackers, but when more pile on you and chain CC, you can pop evasion, toxin scan (remove DoTs) then stealth. 2) HoT that proc TAs that you can use for an instant direct healing ability, that refreshes the TA (tactical advantage) if below 30% HP, so that means that you can basically spam that ability. 3) Toxin scan that heals (don't cost any energy) when you remove debuffs, wich you should use often even if it actually decreases your healing numbers on the scoresheet (damage that don't happen don't have to be healed). And you cleanse snares on your teammates or yourself, that really helps. 4) 15% speed boost, enough said. 5) Cover for when you hide in your team and you don't want anyone leaping on you or pulling you. You can use it wisely also to create distance between you and an opponent. 6) 12 second snare on a 12 second cooldown, 10m range, that means if you have 1 attacker on you you can basically run in circle around him the whole time, make him waste his leap(s), while you can remove his snare and heal through his damage without fear of being interrupted (no casted heals, unless you're unlucky with TA procs, or out of energy so you can't refresh HoTs on your teammates) 7) sleep dart - when a big clash is going to happen, like in mid Alderaan, you can stealth in the ennemy backline and Mez one of their players (I usually try to mez their healer before he gets in combat), forcing him to either use his CC breaker ability or wait 60 secs (lol). If he uses his CC breaker you can mez him again, he gets a full resolve bar but sleep dart lasts longer than resolve. Such an underused ability by OP healers.
  7. Don't nerf me bro, in other words. /popcorn
  8. Faat

    Marauder/sentinels

    Don't nerf me brah posts are so funny to read. /popcorn
  9. OP even says he thinks they need a slight buff. Obvious troll is obvious. In the end if you reply anything serious in this thread, you just got trolled, hard.
  10. Don't nerf me brah posts are fun to read. Kudos !
  11. Well, I don't play any other types of games that takes 30 keybinds and good situationnal awareness, despite GCDs wich eases the button mashing, than SWTOR and MMOs in general. A lot of people can't use 30 keybinds and have to click numerous of their skills if they want to use them, or just chose to not use them. Once you're acustomed though, it makes a real difference. That's the biggest thing to learn when switching from FPS to MMO PvP, since you need situational awareness for both.
  12. Yeah right because comparing a GAME to the OLYMPICS is totally relevant. So funny reading people saying 'I WORKED hard getting gear', 'In whatever pro event if you lose you get nothing'. Get a clue. You stomp undergeared players and call it fair game ? Because they have less free time ? Maybe one day you'll realise how pathetic you sound.
  13. No wonder why you post non-sense, you didn't l2read when you were young. I explicitely said you have to focus on objectives first, and NOT chase healers all over the place. I said if a healer heals close to an objective, fine, but focus firing anyone close to the objective works anyways. Please point out where I wrote that you should leave a healer unattended? Way to quote a post and not reading it.
  14. In my wall of text on page 31 : 'That works for both sides. I know, when I get to premade it up with a good mara, that I'll be focus healing him and that'll he'll be on the objectives much longer and have more influence than any other AC on the outcome of a battle. Dosen't mean though that they wouldn't need a slight tweak. IMO, they should just buff tanks defensive stats so that they survive better than mara / sent. Then healers could use tank stats (mods) and survive a lot more and we'd have longer TTK and everybody happy.' maras / sent would go down on the totem pole of 'survivability class' and remain on top of 'sustained melee burst class'.
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