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Yeochins

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Everything posted by Yeochins

  1. The actual reason is because it gets boring after awhile. Lack of tiered matchmaking. Its no fun for people fresh to PvP to be thrown against the premade of 2011 veterans. Similarly its no fun to play with people who don't know what they're doing. Lack of engaging PvP. Huttball + 1 arena actually has depth (using the Z-axis). The rest of the maps are a 2D field with no real depth to them. 4v4's and 8v8's are pretty predictable. The 12v12 space PvP is a step in the right direction - though you really need to bring up the numbers to 16-16, or 32-32 to really make things engaging. Lack of variety. The team sizes are too small to justify bringing classes of differing builds. There are a handful of cookie-cutter synergies which outperform others. Some of the most imbalanced games have balanced PvP by sheer virtue of giving each class something unique they can do and having a large player count (32 vs 32, 40 vs 40, 80 vs 80).
  2. You and your team were horrible. You only managed to kill their healer once. By their protection numbers you either were derping it up and not focusing their healer, or they didn't even have a fully dedicated tank like you did. Either way that scoreboard shows your team are bad players. It doesn't show in any way shape or form why you need over-the-top melee damage.
  3. Reasons why huttball is superior to all other forms of PvP in SWTOR: Everybody can be active - no longer does the shadow/assassin have to sit twiddling their thumbs babysitting a node Huttball rewards a true PvP mentality, not a PvE one: PvE'ers are concerned with performing their rotations and maximizing their damage output. They get butthurt when people can beat them without needing to do the same. Huttball rewards smart play (PvP: roots and stuns in fire pits/acid traps), not efficient (PvE) play. Huttball has the most strategy associated with it (the gameplay is rarely the same unless you have braindead people on your team). Huttball equalizes classes: The FOTM classes aren't as effective when people use the fire-pits on them. Operative healers aren't a problem when you pull them into the fire-pits. Huttball equalizes gear: It doesn't matter if you have the best, optimized, PvP gear in the game. The newbie being bolstered can still kick your *** by using the fire/acid pits. Huttball does not reward: Brain-dead players Death-match PvE newbs If PvP consisted of more huttball like maps the FOTM problem wouldn't be as big of a problem. The healer/tank synergy could be busted by well timed stuns/pulls. The hard hitting classes would be balanced with utility-based classes because the utility-based classes could use the fire/acid pits to make up for the burst-discrepancy.
  4. Huttball is the only reason SWTOR PvP is playable. If I wanted the other typical death-match, hold the objective PvP, there are other, better games for it.
  5. If anything I want it to be nerfed so the baddies who think they're good at using the class will show. If smash ever takes a nerf you'll instantly find out 80% of the Warrior population are useless - and the other 20% will really shine.
  6. Sages/Sorcerers are not strong at all. You've been playing baddies or are one. Marauders when played correctly can man-handle a Sorcerer.
  7. This game is on a crash course to failure. The PvP has become stale, and the new PvP content they're introducing is almost 8 years old (its ridiculously funny how people are giving Arena's praise as being a NEW feature). The only unique thing they did for SWTOR PvP was Huttball - either hated or loved. Illum was joke, twice. In about a years time they'll be merging the PvP and PvE servers if they continue screwing up like this.
  8. IF this is actually true, Bioware developers/designers show how stupid they are (yet again). They're removing the only bandaid there is to the lack of role-based matchmaking.
  9. You just aren't playing Carnage/Combat properly. Carnage/Combat can absolutely wreck any sniper in most warzone situations if they aren't getting healed (the sniper can't be in the open near objectives otherwise Lightning Sorcerers will wreck them with 20K bursts). Force Camo will break roots and allow you to bypass their legshot or knockback root. Position yourself against walls to prevent yourself from being launched far. Use force choke when needed. Obfuscate to eliminate their burst for 6 seconds. If they use seismic grenades, you use seismic grenades. Use LOS against the sniper - force him to exit cover. Specced properly you have 60% damage reduction on Orbital Strike (you can face tank it while destroying a sniper) - 30% passive, 30% from Cloak of Pain. You have 30% damage reduction for 30 seconds, and an additional 6% more from the Frenzied Sabrs passive. Good snipers are more afraid of a good Combat/Carnage than the opposite. The baddies incorrectly assume sniper is a hard counter - it isn't. Gore isn't predictable due to the proc'ing nature of it. A good marauder will eventually land a gore with a 6K+ force scream and 4K+ Vicious throw. Not to mention their amped up ravage and massacre spam.
  10. Different people are at different stages of PUG PvP. Most players who've been here since launch or beta will just quit games where the players are hopelessly sabotaging winnable games. Many who have been here since 1.1.5 will often do the same. Many players who arrived this year (2013) and late last year (Summer 2012) seem to still have that newb naiveness. There is a growing trend within quitter-complaint threads. If you do the correlation you find out one unsurprising thing they all have in common - the people complaining are likely terrible players. If you find players often quitting your games then you need to realize that its not them, its you.
  11. Perhaps you shouldn't have dug up old threads where the answer given was agreed upon my the majority of experienced PvP'ers who've PvP'ed in this game. If you feel like insulting my reading comprehension, I shall point to your general lack of expertise on the subject and your own lack of understanding about what you're writing. Perhaps you need to take a little more school to figure out how to express what you want to express. If you wanted a discussion you shouldn't have reopened the discussion with: When you clearly don't have a firm understanding of the subject yourself. Here is the succinct answer: If you can't figure out why that is the case, or how then you should turn away from this thread now. The answers have been given, you're just too stubborn to take the bits of information from the condescending posts (which you asked for).
  12. You clearly don't understand how to play Vigilance if you're telling me to drop Accuracy completely. All attacks that arent the basic Assault have 100% accuracy by default. You don't have control over that so stop being a newb and get it into your head. The accuracy you have control over is the the amount of accuracy you gain from: Enhancements Passive Skills Active Skills The sum of the accuracy from these 3 things should total near 5% for maximum effectiveness. You do realize you have others skills which are insanely important: Vicious throw Deadly throw Sunder (for Juggernaught) Obliterate Force Charge If you're a very seasoned PvP'er you'll be able to pick up on the small things - yes you can miss with force charge. What is the impact? Your targets don't get rooted. If you miss with Vicious throw that can be a nice chunk of HP you don't deal (4K-8K). If you miss with sunder, well that is a lot of damage that your team could be dealing that you have now lost. Everyone loves to stack nothing but Power and Surge. The the Smash-monkeys benefit a great deal from it. The smallest things which make the difference between a good Warrior and a Great one illude the majority of the smashing population. Given that high level PvP is very stalemate-y, you really cant afford to be missing a hit. 1 GCD is enough time for a healer to ensure you don't kill someone, or cap an objective. A missed sunder can be the difference between a living healer and a dead one.
  13. You clearly didn't understand that the sum of all the accuracy that a player has control over has to add up to near 5% to land your hits all the time. Furthermore you failed to grasp the context of the thread, which is indicative that you haven't been PvPing very long. By the original posters comments the stacking of power and surge is primarily for the auto-crit classes. The healer archetype does not need nor care about accuracy in PvP.
  14. Its been in the game since Beta. Its been used in this manner ever since beta. Its just the number of players who can do it successfully are few.
  15. You understanding on how it works shows you have limited insight into bolster. You do not yet comprehend the irrefutable fact that your PvP gear is being bolstered because the PvE gear is. If it wasn't for the fact that PvP hilts/barrels are being bolstered to item rating 72 your PvP gear would be substantially inferior to PvE gear with a 1000 expertise bolster.
  16. Your idea doesn't work. You obviously didn't realize PvE gear is grade 74 while PvP is stuck at 65. The solution is if the mod/armoring/enhancement is not a partisian or conqueror mod, then it becomes a partisian mod/armoring/enhancement regardless of its initial stats. Only PvP mods/enhancements/barrels are allowed to be used to customize your stats. This means PvE gear gets it stats nerfed, and crappy regular gear gets buffed.
  17. Because they want to be carried. I've always maintained that if you're incredibly good at PvP, then quitters should not bother you in the slightest. If you're incredibly good you should be able to carry an empty slot or better. If believe quitters put you at a disadvantage you really aren't as good as you think you are. Everyone whose ever posted advocating a quitter debuff has not demonstrated in any way that they are skilled players.
  18. Your video showed the reason why madness is no longer viable. You keep being pulled away from the objective when you kite.
  19. I'm afraid that is a learn to play issue. Sniper/Gunsligner didn't need a roll. It's just baddies were super bad and positioned themselves besides walls that good melee players will abuse to eat the knockback.
  20. Bolster isn't bad because it was implemented. Bolster is bad because it was implemented POORLY, by a team of developers who should never have been paid given their quality of work. INCOMPETENCE: When Bolster was in the PTS people logged bugs. Some of those known bugs made its way into the production version of the game. FAILURE IN DESIGN: Bolster fails fundamentally because there is little incentive to progress. Good PvP is fair PvP. Fair PvP eliminates the vertical grind. Eliminate the vertical grind and you have PvP'ers getting the super short end of the staff. PvP already makes a tenth of the number of credits a PvE'er makes in an hour. The kicker in the balls is the PvE'er at the end of the day has better gear. For the 3 months that Bioware failed to fix bolster, PvE'ers had better gear for both PvP and PvE. NO TRANSPARENCY: Nobody knows how bolster works. Its all guessing at this time. Its pointless to attempt to optimize your gear because Bolster screws up any sort of calculations you're trying to do. What appears on your character sheet outside of Warzones is drastically different than what appears on your character sheet while bolstered. Bolster isn't the problem. Its poor implementation is.
  21. I like your immature rant. You didn't follow your own advice of be coherent. The primary reason people dislike arenas (since you're too daft to figure it out), is because: It doesn't solve the long-term replayability issue with PvP. It doesn't solve the boredom experienced by high level players (rated teams). It doesn't solve the class imbalances. It doesn't solve the 5 month old bugs. People want things that solve problems. Arenas is a typical example of people building stuff the customer doesn't want. Your rant is obviously the response of someone whose never competed at a high level in this game. You're looking for ways that will allow you to join this group of highly competitive players. Only you're too ignorant to see what they're trying to tell you.
  22. Many times it is a Learn 2 Play issue. The major screw-up that was 1.2 wouldn't have happened if Bioware didn't listen to the terrible PvP'ers who whined about Scoundrels/Operatives and Sages/Sorcerers back in 1.1.5, or listened to the bads who complained about "white-barring" their opponents in 1.1.3. Yes, the sheer amount of CC in this game wasn't a problem when the Resolve system actually worked. It was just terrible players never saved their CC-breaker (trinket) for the inevitable white-bar. Occasionally you would find the decent player who knew how to use roots to build 10 resolve at a time. If the vocal minority actually learned to play we wouldn't have had the mass exodus of over 1 million players from the horror that would be patch 1.2. The nerf of the sorcerer and operative and the change in how resolve worked have royally screwed up the balance for over a year.
  23. Yeochins

    PVP troubles

    Everyone's trying to be nice to you, but they're doing you a great disservice. In a 0-50 situation there is only one constant. The sooner you figure out that ITS YOU whose causing your team to loose, the sooner you'll get better at PvP in this game.
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