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AmorphousCro

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  1. Sometime long ago, some braintrust decided that sentinels and marauders would better fit their archetype by having medium armor instead of heavy. So all warrior/knights were start with medium armor until they hit level 10 and picked an advanced class. The evidence is still on live in 1.2 to this day with heavy armor strength drops for levels below 10. Medium armor was an afterthought. The problem with that aesthetic is that they are way too squishy. Heavy armor is valued incorrectly as evidenced by commando and mercenary survivability, but they are ranged so it makes no difference. Tanks have a bonus of 60% armor while in Soresu form. To make mara/sents work in pve, they need alot of cooldowns and tricks so they just don't die instantly under an ops boss' AE. Ranged classes would crush them before you could say Vicious Slash in PvP if they couldn't survive a gap closer. The real problem with Marauders and Sentinels is that they should still wear heavy armor and that armor should have a higher value. The aesthetic decision to make them medium, combined with all the compensation they got for that weakness is why we are here today. Bioware has a big mess to clean up, and will have to make 1000 adjustments to fix one stupid decision made long ago.
  2. It's a buff overall. Here's my problem. They cut us off at the knees in 1.2. This 1.3 buff gives us a sheet of cardboard to kneel our bloody stumps on so we feel taller. Anyone defending the substance of this buff comes off sounding like slavering toady. It's not enough. It's a confirmation that they cut too deep, but don't want to openly admit it. With this buff, we are being given a dismissive handwave. In defense of other classes like guardians and juggernauts who were underperforming at tanking: they got a threat buff to make up for poor design, but a damage nerf to balance it out. Why? If the BioWare balance team was a muffler shop, they'd fix your muffler then cut your brake lines.
  3. That dev post reads like "Hey Commandos! We brought you some cake!" Then you find out the cake is made from Head Cheese and Alpo with wallpaper paste frosting.
  4. Your burns already ignore armor, they're elemental. Energy and Kinetic are reduced by armor. Elemental and Internal are not. 10% armor penetration is maybe 2% damage increase. It's a buff, but it is a small one. Marauders will still crotch mount your face.
  5. My personal best backpeddling kills is 4. Lined up 4 melee and used concussion charge to knock the bunch into a fire pit. I've lined up 5 for an acid swim, but only 2 died..... derp.
  6. Heh, the CC in this game is fine. If you wanna see over the top CC, go try DCUO. That's excessive. They have active blocking which can be hard stunned with a Block Breaker. Hard attacks which are blocked cause the attacker to take heavy damage and get knocked down. Combine these with regular stuns, encasements, and knockbacks. SW:ToR isn't that bad.
  7. Backpeddling is only looked down upon because of guys in wow like Swifty who have a habit of saying things like "LOLZ Derp Backpeddler!" I don't have anything against the guy, but alot of WoW pvpers have made him and his opinions into god's gospel. This isn't WoW. Don't get mad when i kill you while walking backwards.... derp.
  8. Dual Sabers were given survivability to close gaps against classes who can do massive damage at range and against Ops bosses. It's unreasonable to nerf them if any semblance of class balance is to be achieved in the future. Edit: I'm a 50 commando. I hate fighting dual saber classes but nerfing them hurts the game in the long run.
  9. This game would have been amazing in 2006.
  10. At least your queue pops. Bad or not, they fill WZs.
  11. Wanna see swtor die even faster? Do as the OP suggests. Isn't Fatman Pub dominated?
  12. It's not just AoE. Some companions have short duration CC of their own, like carbonize. If you use a 1 minute CC and they use a carbon at the same time, when carbon ends, the CC is broken. If they use an AoE CC, like Neural Surge, when it ends your CC is broken. Also, quite a few companions have bleeds, or stances which cause DoTs. Change the stances, or turn off the dot abilities.
  13. He ties 2 players together and the closer they are at the end of the channel, the bigger the damage. 2 Lv 50s 30 meters apart will take 150 damage, but f they are right next to him, they can take 30k.
  14. Poorly executed pvp gear system. That is on the "reason to unsub" list. Your recruit gear not only has less HP. That's just the most obvious difference as soon as you target. It has less armor, expertise, stats, and it's poorly itemized to boot. Just wait. If this game survives into it's 4th PvP tier, you'll see Conquerors with 24k HP. What they should do is remove the 10-49 bracket, bolster everyone to 50, and yank the level req off of all pvp gear. At least if you are level 14 and getting smashed to bits, it's easier to accept than getting to 50 and being smashed. You'd hit 20 and have full battlemaster, and a very long PvP career to look forward to. All they would need is a mechanism to activate the stats only while in warzones.
  15. In novarre you have to watch the inside corners of the bunkers. A stealth class can go in, jump into one of the corners and cap while standing on the console across the back wall. Frequently look into the bunker while defending. If you see the bar moving, but no players capping, AoE the inside of the bunker.
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