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Zurules

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Posts posted by Zurules

  1. I only ever use Holotraverse in Huttball when someone gets stunned over fire to get them out or when someone gets knocked down with the ball to get them up (most of the time they lag and fall down again because they keep running).

     

    Instead of adding a new DCD I would welcome if one DCD got removed from all the other classes. PT is perfect as it is.

  2. There is a seller on the GTN (Satele Shan) who sells items from several crafting professions (cybertech, armstech, synthweaving, etc.). The seller typically has pages and pages of BiS crafted items/mods for each profession (306s) and each items has the "the maker's name has been worn completely off" label. But here's the kicker, the seller's name is always the same name (I've been very careful to see if there are special chars/accents, and there aren't). Pages and pages, all crafting professions, all 306 items, and all with same seller name and 'worn off" label.

     

    Given the 30-day cooldown to changing a toon's name, and given the one crafting profession per toon limit, how is it possible to have the same seller's name, day after day, week after week, on items across multiple professions simultaneously?

     

    (Note, I've intentionally kept the seller's name out of this, and posted no screenshots - but you can see this anytime if you're on SS)....

     

    I'm fairly certain that the seller is crafting on a different server and simply selling the items on another. This is why the name of the crafter has been removed, they do not exist on your server.

  3. I have all crafters and I like to craft, but I do need a reason to do it. what's the point of being able to craft armorings, enhancements, mods, jewelry, weapons, etc if you can't use them? Any bit you loot from a random mob is better then what you can craft.

    Just for the heck of it i tried to see what the max enhancement is one can craft. It's max 74. Everyone that plays a level 75 char for a week has better pieces then that drop from loot. And you need 8 Solid Resource Matrixes to craft that 74 enhancement.

     

    Just to let you know that you can craft basically all 306 components. Just certain ones with slightly different stats in terms of stat distribution you cannot make. The base ones are all craftable at the 306 level.

  4. Swapping tacticals during the same round in arenas is not an action that was intended to be allowed. Tacticals are strong items meant to alter your play style in a small way but with strong effect. This is why i pick one tactical and i stick to it. I wont ever swap it mid fight after i vanish to gain these extra advantages that we are not supposed to have. I definitely do not think shadows/sins are Op what so ever with one tactical. I still highly prioritize going on sins in arenas because we are still very squishy and are easily forced to vanish out very fast.

     

    If people want to abuse this extra tactical usage in the same round then yes, it is too strong. But if you play with only one tactical as it is intended, then sins are just ok.

  5. Casually downplaying the whole point of stealth burst classes being that the victims do not get to counterplay your damage window :D

     

    The counterplay is to play classes that can't get burst down. Or at least take a few tries.

     

    Wait, that's the answer.

     

    The counterplay is to reroll :eek::rolleyes:

     

    The counter play is actually using a teammate. It's like 99% of the minds on these forums look at this game from a solo point of view. Don't let Bioware fool you with the name of the game mode! Pvp is a team game in case i was not clear enough.

  6. Obviously you enjoy pvp on your fotm class

    I've been playing my shadow since launch and it will always be my main whether it's strong or weak. I will find my way to make it work as best i can.

     

    You can swap around to whatever you consider to be fotm if that's what you need to pvp. I never have and never will be fotm re-roller.

  7. Unfortunately, 6.0 ruined pvp for me. It doesn't even have anything to do with class balance. Here's why.

     

    1. Credits for gear

    For the first time (ever, I believe), gear costs credits. One set piece or one tactical costs a million credits. As a pvper, you have to have the set bonus. So that's 6M credits per character + a few million for tacticals, depending on what you want. I can't afford to get set bonus for more than 2-3 characters. Forget about tech fragments and how much of a grind that is, I'm only talking about credits.

     

    2. Amplifiers

    Again, this boils down to credits. I simply cannot afford to purchase set bonus pieces, tacticals, augments, and the amplifiers on more than maybe one character. So I have to accept being at a significant disadvantage because I'm poor and hate gambling?

     

    3. Crafting

    Ok, so the bulk of my complaints are centered around the credit cost of everything. Crafting is how I made the ~30M that I started this expansion with. This should be my salvation. WRONG. I believe we all know how terribly broken crafting is. So BW comes in and sets ridiculously high credit costs while simultaneously taking away the best method of being able to afford the credit increase?

     

    4. PvP Rewards are Awful

    I don't think I have to say anything here. Anybody who has done 1 flashpoint and 1 warzone knows what's up. I've made numerous stealth runs in flashpoints to gear one character. I don't think I have the willpower to do it again, even assuming I had the credits.

     

    I know, nobody cares, but I have my finger on the trigger for cancelling sub. I'm a very patient guy, but when you launch something like this that is so obviously broken, must you really sit back and "wait for the data" to tell you what we all knew before this was even released?

     

    1. 1M per piece of gear is very little. Calling it trully credits for gear is not fair at all to say.

     

    2. You do not really need amplifiers unless your a perfectionist for pvp. You only need to focus on the armoings/hilts/barels and that's it. Do as others suggest do not go over 50k when rerolling and be patient, you only need to find 9 good ones and your set.

     

    3. If you cannot make money from crafting, i must ask what in the world are you crafting? Granted, i am a huge crafter, but i BUY ALL my mats and still make good profits overall.

     

    4. The rewards for pvp does need a little help, this we can agree on. I was very excited for 6.0 and i personally like the new gearing system. It takes very little effort to get to 306 gear rating and once you are there, you can gear out any other alt super fast if you know what to do.

     

    Overall, it sounds to me like most people don't want to put any effort at all when playing an MMO these days. So many issues people complain about to me are simply L2p or THINK when you play issues. The PvP in 6.0 is extremely refreshing with all the new set bonuses and i'm enjoying it quite a bit.

  8. Crafting turned into garbage. Iam ok with making it more difficult with need of making few layers of mats: green-blue-purple to make best things. But forcing to do conquest for mats which requires waiting 7 days for them or forcing to farm mats which doesn't even have decent sorce of farming (gold embers) makes crafting total garbage since you are forced to wait conquests for weeks and pray for luck to get embers. I thought hidding mats behind ranked was a bad idea but at least you had guaranteed drops there and you didn't had to wait weeks to get it

    Legendary embers are actually fairly easy to get, so im not sure why you are complaining about them.

  9. You seem like the type of person who can't debate the ideas but attacks the character of the person instead. Weak! Explain how I'm wrong for starters.

     

    I'm sorry if you are offended by having a solo player type of mind. This is the what can "i" do type of thinking. When the "i" cannot provide someone with a solution, they often go and complain.

     

    Is our opening burst very strong, 100% agree with everyone. How you can stop it you ask? Have a teammate stun or mezz them, put accuracy debuff on them, guard you, knock them back, etc.... This is what i refer to as this being a TEAM game. There will always be moments where YOU CANNOT do anything about what your opponent does to you, but there are rarely ever a situation where your entire team cant do anything to counter it either. If you played vs good team ranked hard swap teams, this concept would be very familiar to you.

  10. You are dancing around this thing like you don't know it's OP. Give up the stun on Spike and turn it into a root and the damage isnt as bad. If you want to keep double stun give up some burst. You want your cake and to eat it too while pointing to examples that haven't been a problem yet. I don't see roaming packs of snipers instant ambushing everybody the way assassin's have completely turned PVP into a plague.

     

    You definitely seem like the type of player who plays this game solo. Unfortunately this is a TEAM game and until you figure this part out, you are going to think a lot of things are op when they are not.

  11. You're a bit of an idiot aren't you? Of course there was a 4th player, they didn't specify the class or spec but it doesn't really matter. Also, I referred to assassin as the second weakest class, I didn't specifically mention specs. I think we could spend some time debating whether lethality is squishier than deception but this is besides the point anyway.

     

    And yes, it was a sorc healer too.

     

    Just to clear up things, the combat dev just gave a few statistics in a conversation where pt survivability was being discussed so my original post may have been a little bit inaccurate, i'll edit it now.

     

    Idiot? The fact you actually think a player with my experience would actually consider a 3 v 4 with those classes/specs to have an advantage overall vs any composition of 4 classes/specs with similar roles is the moronic part, but not everyone sees sarcasm all the time, myself included. We all good =) just try to be way more detailed next time if possible.

  12. The SWTOR Combat Dev team gave a statistic in the PTS discord that's been setup, the statistic they gave is that the 2nd highest win rate comp in solo ranked consists of a healer an ap pt and a deception assassin. They gave this as counter evidence in response to people saying that ap pt needed a defensive buff. What they didn't realize is that this statistic only proves how ridiculously strong off-guarding and cross-guarding is in PVP, that the weakest defensive class (pt) and the second weakest defensive class (assassin) have ridiculously high win rates together purely due to the ability to cross-guard.

     

    Of course there are ways to try to play around guarding and cross-guarding but the point remains, it's just simply far too powerful and therefore needs to at least be tweaked or arguably removed full stop.

     

    3 man comp has second highest win rate vs composition of 4 players lol. How many times has that composition even occurred out of the thousands of games played and were the people in those games any good to even start off. Also, Deception assassin is not the second worst defensive spec in the game. Hatred assassin and lethality operatives are both weaker. Way too much info missing here for me to take this one seriously.

  13. It seems you are not playing ranked much. Two guardians can't keep guard at same time on each other but they just drop guard when they are low hp so other dps with guard can guard him. This cross guard makes their healer much easier to heal up compared to enemy team with no cross guard. Literally cross-guard team sits on one target and mezzes healer forcing that target to use defenses fast while another team is forced to swap two targets and take out BOTH TARGET'S defenses which gives team with cross guard great advantage.

     

    My favorite part with these arguments is the fact you all use the double guardian/jugg as your example and only example. They are the best of the cross guard because they have 2 lives each and suffer the least in uptime since they have no escapes. Shadows can vanish out and leave combat for 20 or so seconds while pts have no escapes either but do not have 2 lives.

     

    If two pts cross guarding was an issue as the weakest form of cross-guarding, then you have a good reason to say that dps guarding is too good.

     

    I am not playing ranked these days and i do not need too. The general meta has been the same for years now with no dramatic changes to pvp outside of the removal of 30% dr while stunned to dps specs.

  14. There isn't really a risk/reward for guarding as a DPS. The only risk is if your healer is bad.

     

    When you guard someone as a dps, you cannot get guard in return(be guarded). If you do not know how to take advantage of that, then you might want to rethink how you pvp in this game.

  15. I'm not sure why people think that removing a game-breaking mecahnic warrants some kind of reimbursement. Not all DPS can guard, so its not like you ''need the utility''. Broken mechanic is broken. Just fix/remove the ability for DPS to guard. Should have happened years ago.

     

     

    EDIT:

    Actually just found this in another thread. Good example on why DPS being able to guard is retarded.

    Screenshot: https://imgur.com/a/oZja4Qf

    (Image source: page 2 of: http://www.swtor.com/community/showthread.php?t=968693&page=2)

     

    Those are tanks... Dps guarding grants a nice complexity to pvp in this game. The risk/reward is there too so im happy it is staying the same.

  16. Yeah in my post there I explained how the game could add incentives to actually play objectively.

     

    Like reward players with titles. Have a title for planting a bomb in Voidstar 100 times, etc. Stuff like that would actually give people a reason to play objectively and if they had titles for most wins, percentage of wins versus losses, most losses, they could add lots of different titles for all the different activities that happen in the WZs.

     

    They could also have unique sets of armors as rewards for people that play objectively... once a year tally up everyone's stats regarding objective gameplay and then offer armor sets to these players only. They could figure out the logistics of how to reward players I just haphazardly put this together but you get the idea.

     

    Incentives would encourage better gameplay from the players. By removing all incentives from lowbies and mids all the way to top level PVP in 70s regs has only served to make players not care if they win or not.

     

    I bring up lowbies and mids, because that's an example of how BW removed all incentives from PVPing in the lower tiers and how it directly affected the life of those tiers in the game... Removing WZ comms gained in lowbies/mids removed any purpose to queue those tiers, and then the other part that put the bow on top of it was when they added instant lvl 70 tokens.

     

    Instant 70 tokens negate any reason to level up so that killed a lot of the lowbies/mids PVP population, too. PVP used to be a very fun and good way to level up your characters, now the most common tactic is to use a instant 70 token and skip any leveling at all. Lowbies and mids are a ghost town now, and this is stupid because you want the lower levels to actually be thriving, not avoided and despised by veteran players. New players coming in are greeted by this...?

     

    This does not answer my question at all. I asked you to define "bad" behavior and to explain how the map design affects this bad behavior and changes the mentality of a player from good to bad?

  17. Well, that's the problem though. The maps actually encourages "bad" behavior on the part of the players. I have to blame the dev team for the design of their maps first before I blame players for how they play the map

     

    Can you elaborate on how the maps encourage "bad" behavior? What is "bad" behavior to you, and how do the design of the maps affect the mentality of a player?

     

    When i go into a wz, i have a pre-set plan and what i should do to best help win the match, initially. As the warzone progresses, you see what composition they have, where they are going, how they choose to allocate their resources and i try and react accordingly. At no point in a match does the map change my mentality since the map is a constant and does not vary.

  18. Yeah we should have seen it as such, wow. I never thought of it that way but that map is indeed RNG pvp.

     

    I have had that map before, and played it proper running mods and literally not ran into an enemy the entire time.

     

    I just avoided heavy areas got lucky with open node mods, opened them up and sat on them till the next round began. Then, got lucky again with open mod etc. That's not a PVP map!

     

    That map is designed for smaller skirmishes in multiple areas. Unfortunately, Almost everyone rather have 6v6+ fights and therefore do not play that map properly.

     

    Do not hate a map based on the fact the majority of players refuse to play it properly. RNG exists but is easily negated for the most part if you know how to play the map as a team.

  19. Not true. I guarantee you, without a shred of doubt in my mind, that if you put everyone in the exact same gear, you would still lose at the same rate that you lose now, because you're clearly not good at pvp. I've never met a single good pvper that thinks gear matters in pvp.

     

    Gear does matter in pvp. It is a small percentage, but it still makes a difference. The player is by far the most important variable in pvp.

  20. CRAFTING is by far the easiest and least time consuming way of making credits. I literally buy all the materials required for anything i craft and make on average 80-100m per item sold ( ** very important to note that you only really make money when you crit and get double the component ** ).

     

    You do need alot of credits in the first place to cover the high costs, but the profits are well worth it once you get there.

    For newer players, i would recommend starting with augments.

  21. Doesn't guard break if they are not within 15 meters or something? Should not be too hard to split this unstoppable tank/healer combo apart.

     

    guard does not "break", you must be within 10m of the person you are guarding to take the 50% damage from them. If you are at 10.01m , it does nothing but prevent another teammate from guarding that same person.

  22. Otherwise, what does a dps have to worry about that a tank does not? It's a simple question, really.

     

    The answer is absolutely nothing. The only difference is priority of what they should be doing in general. No dps that can guard have the option to cleanse or off-heal a teammate which are the only 2 things that tanks do not do either.

  23. Guard is not fine the way it is and it was never fine. It is the core problem of why 8v8 ranked always lead to stalemates and its the core reason today why most 4v4 granked matches go to acid. Guard the way it has been since launch should have never made it to live from the beta.

     

    Gotta agree to completely disagree.

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