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Scinald

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Everything posted by Scinald

  1. And it turns out that too, like peace, is a lie.
  2. My $0.02: 1) Tanks/Healers have always been a gating function in every game that supports the trinity. Some of it is mental (don't like the role) and some of it structural (resource gathering is traditionally faster on highly geared DPS than on tanks/healers). That said, this game does a fairly good job at quantifying and rewarding tank/healer behaviors. Warzones acknowledging and rewarding for heals and protection is an example of that. 2) PUG-life issues. I honestly think the perception of a problem is worse than the problem here. I have been running my Immortal Juggernaut through a lot of vet and mm flashpoints and, so far, out of what has to be over 50 runs (probably more) I have had exactly one negative experience and that was where three dps vote-kicked me from a vet flashpoint with no explanation (presumably they wanted to replace me with a companion healer). Everyone else has been anywhere from completely silent to fun and supportive. Bottom line is Flashpoints are nowhere near as toxic as dungeons are in WoW even when people do dumb things. Now ranked PvP is a different animal wrt to toxicity but let's just ignore that (like I ignore many people in arenas after things don't go the way they expect ). Anyway, the structural issues are what they are and are not going to change. The class preference issues are the same (DPS players love their dps numbers). But for those who are hesitant due to previous bad experiences I would say give it another shot. It has been far better than I expected.
  3. Just want to +1 the OPs point. That is pretty much my impression after being gone from the game for 12 months or so.
  4. I have no opinion either way good or bad on the new maps, but I absolutely HATE it when people say be grateful for what they give you. This is a game for which you pay money to play. Nobody should be grateful for anything they give us. It is their job to create interesting, compelling content and we give them money to do so. Now, you may rightfully say it is rude to be impolite while expressing your dissatisfaction. Got no problem with that. But "grateful"? Pffft.
  5. Scinald

    Biggest Lie of 2017

    I was going to go with "peace" myself ...
  6. I totally agree with the OP about constructive feedback. Mine is I have 12 days left on my sub.
  7. Silly....all bounty hunters need air conditioning to manage their heat.
  8. I'm pretty sure the thing that will kill off PvP will happen 6 months down the road when all the hard-core PvP-ers have finished their grind on their main toons and any new comer gets roflstomped by a combination of gear and practiced efficiency and decides who needs a multi-month grind to even be competitive.
  9. Fair enough to call out my use of the term "perma-mez" since it is true you cannot stop them forever. That said, you can quite easily buy an additional 20 seconds against people capping and quite delay two of them with no issues. That 20 seconds is an eternity and more than enough time to call for backup. The only thing that mitigates it a bit at the moment is the ability to see their "shadow" and get a hint as to where they might have scurried off to so you can drop AOE there and pop them out (although good stealthers change direction and position a lot). Full disclosure I have one of each archetype at max level and gear already (at least for now until they implement the gear lottery) so I've played both sides of the stealth game. Defending as a stealthier is ridiculously easy right now and, based on the confirmation, is about to become more so. Thanks for responses though.
  10. So, assuming I read the notes correctly, all stealth classes get a higher stealth level by default now which will make them all but impossible to spot unless you have some active AOE or scan to drop them out of stealth...a technique that has always been relatively easy to get around anyway. Does this mean that perma-mez node defense is going to be the new meta in PvP (even more so than it has been)? Obviously I think it does but I'd be happy to learn I am wrong.
  11. 50 Megaton thermonuclear detonation >>>> the force. BH wins.
  12. Those changes were all a big pile of yawn. It will, of course, all depend on the numbers for the rest of abilities. But for them to talk about Sorcs/Sages needing more mobility AND survivability just makes me wonder if they really understand what going on in the game. Anyway, time will tell. Best plan is to stay month-to-month in your sub.
  13. I'll take that as a yes that you want 1v1 balance then. Also, while B&S has several admirable characteristics (and several annoying ones), I'll direct you to their forums for ongoing complaints about *gasp* PvP balance in both solo and group play.
  14. So are you saying the game should be balanced around 1v1s (which have no official game play mode) or around teams (which has several)?
  15. I dropped out in June because I didn't feel the sub was worth the story and the PvP had gotten stale. Just came back last month to get ready for new expansion and finish off story. I will stay again until PvP / other content becomes stale and then I will unsub for a bit. I'm guessing six months max. But maybe they will surprise me.
  16. The only way an Immortal Jugg will do as much damage in a WZ as a true DPS class (given the same up time) is if the DPS is not playing well. Now Immortal Juggs do tend to live longer which gives them more time to pad their DPS stats and they have one somewhat significant (but still not as good as a DPS) burst combo. Also, it takes 2 competent DPS to burn down an Immortal Jugg of the same skill/gear or one Op. If there are two dps, one of them may die. Not sure how else it should play out. Man this argument is getting old but I really hate the hyperbole about Juggernaut/Guardians.
  17. It's not a hopeless as everyone describes. I'm sure between two top skilled Ops and Juggernauts the Op will win out as everyone said. Fortunately not everyone is equally skilled or equally geared. So even if you are probably not going to win, you should do better than you described. Sounds like you have really bad damage. Put DPS mods and augs in your slots and try to time your pretty significant damage mitigation abilities to his attacks. In objective based WZs I can usually force an Op/Scoundrel to pull off and reset the fight if nothing else which provides time for reinforcements to come.
  18. Having spent a few months playing WoW lately, I am of the opinion that most of the DPS whinging about tanks are from a WoW background where tanks have no role in PvP (at least nothing particularly useful). Sorry to break it to you sunshine(s), but this game's pedigree comes from Warhammer: Age of Reckoning where tanks were not only useful but essential to winning. It has been years now of being this way. Time to face reality and deal with it or move on. It ain't changing.
  19. So are you complaining that tanks are a natural counter to DPS classes and you don't like that? Or are you complaining about healer-tank combos being hard to take down? Or are you just complaining?
  20. There is always going to be someone (but usually not most). Part of fighting in WZs is working around the weaknesses of your teammates. And often it is due to ignorance...either willful or circumstantial. Fortunately, almost every WZ can be explained in two or three sentences. People should try that during the start of every WZ instead of waiting for folks to do something you don't like and saying stuff like "OMG u so stupid! Delete ur char noob!"
  21. @OP Nope. Seeing roughly the same distribution of classes I've always seen with sometimes more, sometimes less. For example, I was in a WZ with no less than 5 mercs the other day. You should read the link below. Pretty sure you have a bad case of this: https://en.wikipedia.org/wiki/Selection_bias
  22. So I spent between June and October this year playing WoW leading up to and including the start of Legion. I mention this because this new system that Bioware is implementing is just a variation on the basic gearing system they switched to in WoW up to and including the elimination of PvP sets. I quit Legion about a month and a half into it because of some game mechanics I didn't like and it really does have the most toxic community I have seen. Given it is pretty much a heavily WoW inspired system (which is apparently a D3 inspired system): The biggest thing that SWTOR is doing right is allowing people to get the gear level they want in the way they want. WoW gated all the higher gear behind their dungeons and raids. There was always the question "Why do you want the best gear if you aren't going to do the hardest content?" but the answers are obvious even if the Raid folks didn't want to hear them. And the biggest thing this new system is doing wrong (at least from a customer happiness perspective) is the whole RNG thing. The new WoW expansion not only had random stat gear drops but they had these uber-items called Legendaries that also dropped on RNG. This absolutely infuriated the Forum-natti Raid folks. People threatening (and apparently were) rage quitting over this lack of control over their gaming destiny. WoW also apparently dropped something called "reforging" which would let you go for whatever stats you wanted by altering the gear. Didn't ever do it myself, but a lot of folks thought it was super important. The new system may actually have that covered with the mods but I won't know until I see it. Bottom line. RNG can be a fun supplement to your gear progression. Getting something you weren't expecting in addition to the thing you were working for is pleasant. Hoping to get something over and over and over and over again but it never seems to show is straight up annoying. If BW can correct that issue in a reasonable fashion I think all will be well (at least until people start raging about group content again ).
  23. Scinald

    Guard...

    There is nothing wrong with guard itself. It keeps the game from becoming totally DPS focused (see WoW PvP for an example of what happens when tanks can't mitigate damage to teammates). The problem with guard in PvP has to do with the way they balanced healers. In particular, they gave healers all kinds of nifty escape tools in this game...enough so that a healer can stand up to a DPS 1v1. Once they did that, it made guard "OP". Except that it didn't. Two high-skill teams with good compositions can still get through it. However, it requires time to do so where you are constantly pushing the healer into a low-resource state and then either gank him or (if sorc) wait for bubble to kill his support. And if there is one thing that the "elite" MMO DPS players cannot stand is to be forced to wait for their little burst of adrenaline from the kill or have to think about setting up the kill. Drives them crazy. So they complain about things that slow down the kill. After this topic disappears I guarantee there will be a "nerf teh healz" post soon following it. Seen it for the entire life of this game. DPS junkies want their hit.
  24. So the information I found was at a random financial analysis site. I unfortunately cannot locate it again. However, if you check out page 16 of the summary: http://files.shareholder.com/downloads/ERTS/2370419384x0x891262/75B36285-0310-48DB-9973-EADD7ED4FA72/Q4_FY16_Earnings_Release.pdf You will see the total PC/Browser GAAP net revenue is $195 million which puts a ceiling on things and includes all their titles with digital and physical content of which FIFA dominates. I suspect if you reverse out all the other hints and details of physical goods versus you will roughly arrive at the numbers the other analysis site came up with. Maybe you are talking quarterly, maybe you are talking yearly. I don't actually care. For the purposes of SWTOR's continued existence the real question is the rate of return on resources they allocate to generate that revenue. I suspect that the ROI is pretty good at the moment b/c they generate 2 hours of story content at $15 per subscriber per month plus a ton skins that have a high margin as well.
  25. Those digital revenue numbers include PC, Xbox and mobile. The numbers I saw had the breakout of revenue at about 50% from Xbox with PC and mobile splitting the rest evenly. Hence the $151 million number.
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