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QuietGoneJinn

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Everything posted by QuietGoneJinn

  1. This! I don't undestand why we have all the Vader gear (except the Vader Helmets) when Vader is clearly a "Juggernaut" by definition (Big strong, slow guy that uses a single blade). The Xenotech Weaponmaster seems to be the only good one. I have a Nylite Vest but it's short at the bottom. I can't get the XWV because it's impossible to get in a Group for Karraga because Group Finder discriminates against DPS.
  2. How are the queues set up for 8-man? Of the 8 how many DPS per group? Or is it random? Also while I'm at it, since I have never gotten into a SM Group yet. Is Elite War Hero weapons + Battlemaster Gear + Rakatta Bracers/Belt good enough for Story Mode Karraga? I'm basically at 1700 strength and 1830 Health atm. I know my 1099 Expertise is useless, but is everything else par for the course?
  3. That's what I'm saying. They don't have the population to make these kind of perks. So people who already have an advantage in WZs (Ie queued with proper specs and a gameplan) now get all the best gear? I've tried 4 RWZ and it took about 30 minutes to queue into each of them because there's just not enough people to get 8 together. And of the 4 RWZs I participated in, all squash matches (on both giving and receiving end). What little guilds remain can basically go up against PUG RWZs for easy commendations.
  4. Or is it like the " call" button in the hospital that doesn't get you help, but instead pumps you full of morphine? Seriously though, I've attempted to use it 4 times now waiting roughly 1-hour per queue and I have never gotten a group? Looking around it seems like this feature, as with everything else in this game, is stacked against DPS?
  5. The problem is a lot of the abilities rarely work Force Choke is basically a toss-up of work/fail. I usually set-up a Viscous Throw by holding an enemy up with Force Choke, however 75% of the time Force Choke won't stun an enemy. They get a black collar that damages them, but they can run/heal/attack without hindrance. I mean I constantly see 500k-600k healing and unless they've made some huge changes since I last played in April, those numbers were practically unheard of. Now they're commonplace. You're surprised if the healers in the game don't get at least 400k.
  6. It's broken because people who can queue 8 people get direct 165 RWZ comms. People who can't, only get 165 WZ comms which end up becoming 55 RWZ comms. It has nothing to do with earning them or entitlement. Basically it's rewarding people who are fortunate enough to get 8 people together and punishing everyone else. It's bad enough that an 8-man-team is organized and properly speced, but now you're practically just giving them all the best PvP gear on top of it all? I wouldn't mind grinding at all. I am proud to have my EWH saber and am about to receive my second, and I KNOW it took forever to earn. However, when there are others earning it -literally- 3X easier/faster than I do, it's nothing short of discouraging. TL;DR: I play 60 games to get 1 WH piece, someone else plays 60 games and gets 3 WH pieces. It's balance like this that's why this game didn't even last one year before going F2P. People will only just continue to leave.
  7. The record they announced on December 23rd, 3 days after launch, was the "1 million users - Fastest Growing MMO Ever" thing, which is what I'm referring to. The majority of sales were from Origin pre-orders for the DD and Early Access. I never heard anything positive past that, unfortunately. I'm just saying most people who hopped online to complain probably weren't most people. SWTOR had over 1 million players, but there has never been 1 million active members on this forums. There's only a couple thousand at most. Just like of the millions of COD players, the main COD forums only has a small percentage of posters compared to the actual playerbase. It's just easier to feel like we know what's going on by posting on these forums, reading threads, participating in polls, etc., but honestly we just know what the few who bother to come here think. Polls help, but they're not completely indicative of the entire community. Take the recent "Party Jawa" polls for example. The majority of voting took place on Facebook and almost every post I've read here on these forums were people upset that the Party Jawa won by "unanimous decision". If we took this forums' temperament of the polls and tried to predict an outcome we would have been led to believe the Party Jawa would stand no chance of winning. However, the voting took place on many platforms with different inputs from people that never set foot on this forums and Party Jawa won hands down.
  8. It doesn't pay in Warzone commendations either, thanks to Ranked. If your server doesn't have a lot of ranked going on you must play Warzones. You're lucky to receive 165 comms per winning game (With the 8 medal cap) and even then they turn into a mere 50 Ranked comms. I had to cash in 15k+ WZ to get an Elite WH Saber because of this broken system. A. Ranked comms, and B. NEEDING to cash in the previous piece. So 2k RWZ for the WH + 3.475RWZ for EWH at a 3:1 of WZ is just ridiculous. They can't increase the payout because PvE could "double-dip". But what they SHOULD do is create a Legacy Perk that forces you to chose ONE playstyle. PvP or PvE. Whichever you select will reward you more, and you can't double-dip from both.
  9. This is what I want but is far from what I have experienced. If it was about locking down Healer and being worried about their "protectors" that would be awesome. It's not, though. My experience is I'll "bother" the healer, taking away huge chunks of their health (Which they effortlessly fill instantly and repeatedly -without mercy- back to 100% as if nothing ever happened), and because they can instantly repair whatever damage I give them, they can actually heal their team like "business as usual". Granted, if I wasn't the only one targeting the healer we could have taken them down, however the point I'm trying to get across, is that my attacks, which were causing them great damage (Taking about 1/3 of their health with each smash) didn't even hinder them as a team healer. The fact that they were taking 6k-8k damage ever 10-12 seconds meant nothing to them. They could just insta-heal and heal their teammates, rinse and repeat. It's like a healer can keep themselves and most teammates at 100% simultaneously without even noticing a DPS is attacking them. They should be 'locked down' on healing themselves, but when they can basically fil 20k health in a second 3-4 times, it's no problem. And stuns are more of a problem than a solution (As I find the DPS get stunned into oblivion making the OP healing an even greater problem). The second I target a healer I'm stun-locked for a solid minute, or until I'm killed.
  10. That's incredibly misleading, though. The game sold big initially because of the hype (Star Wars + Bioware. KOTR + MMO), not because it was a spectacular game at launch that slowly devolved. The "record breaking subscribers" was on pre-orders alone. i.e. A majority of people who never even played the game before they purchased it. That's why you saw such a huge decline, the vanity wore off and, more importantly, the story. Yahtzee put it best, that this game's story was a double-edged sword. It made for a great single-player MMO experience, although the second you finish it, Endgame seems pointless. You finished the story, now your toon is just standing around in his/her ship with the best armor, twiddling his/her thumbs. In your opinion PvP was great in the beginning and slowly slid into this miserable state, however most players didn't enjoy the PvP at all from the beginning. Sure, you may have made some polls, read some articles, and maybe even sat in an official Bioware Research Group. But still, your opinion is YOUR opinion. Yes, it can be applied to millions of people's opinons, however look how that's worked for Bioware thus far. They listened to a minority of complaints that resulted in the majority ditching their subscriptions. One thing you need to realize is that online communities are a vast minority of actual players. Any game forum has significantly lower number of posters than actual number of players. We post online, so it seems like we have our 'thumbs on the pulse' of this game, but honestly we have no clue what the majority of gamers want. We just know what us few on the forums want.
  11. I resubbed on Oct 1st and since I last played, they've added the WZ records, and I've picked up 108 WZ wins with random pick-up groups, so no. And I'm not trollng, it's just that in your arrogance you're misunderstanding what I'm saying. I'm not saying Marauders should have all that. I'm saying that if you ranked abilities, Marauders rank last in almost every category while other classes can practically dual-spec (Healer/Tank, Tank/DPS, DPS/Healer, etc.). It's like TF2. Scouts make up for low health with high speed. They're balanced against Heavies because they have such a low speed for their high health. Both share about the same attack strength, so they perfectly compliment each other. In a one-on-one it's completely up in the air. No one class has an inherent ability advantage over the others. In Swtor you've got classes with decent DPS, Tank life/absorbtion, and the ability to restore their health completely.
  12. Are Marauders even viable as a Tank? Annihilation will heal you, but you need to be constantly attacking things (And if you get stunned then it's all over). Plus your HP and absorption are still low. And you don't get the advantage of Heavy Armor ratings.
  13. I was talking about the Force Camouflage as in the previous post I mentioned "stealth". But as far as damage reduction goes, Warrior's are not even comparable to Inquisitor's. They can go through the acid/flames in Huttball with little-to-no damage. Saber Ward won't even let a Warrior last 5 seconds in either of those hazards. Yeah, an "instant" ability vs. one that requires 30 stacks of fury to activate. Next indeed! That was obviously sarcasm. They don't envy us. Not only do we have pathetic stuns, we can't attack while using them. Choke is channeled and Scream allows one attack before breaking. Smugglers and Inquistors, on the other hand, can actually attack a defenseless target with most of their stuns. Nothing like being held in place while they crit you for 8k. You're delusional if you think I proved you right in any of that.
  14. A 3 second cloak is hardly a strategic advantage in battle or tactics. Sure it helps more so than if you didn't have it. But compared to he other stealthers in the game it's a laughable ability. Warriors don't have dash, I hope you aren't thinking about Sprint? Stuns: 1 5-second channeled stun that is broken (It causes damage but players are still mobile). And an AoE stun that is on a 3-minute cooldown that can only be activated if you are right ontop of your enemy. Yeah, we sure are the envy of all the CC classes. I bet Inquisitors & Smugglers are super jealous of us. Healing: Only if you're speced Annihilation does it count. Otherwise the focused heal is worthless as it can't be used in battle and it takes a good 10 seconds to pop back up after battle (Where someone can just run up and engage you before you have the opportunity to heal yourself). Sound like your Marauder is hacked or fictional.
  15. Only when there isn't some ridiculous heals or absorptions that negate everything. I'm saying tactically, the DPS player's biggest advantage is a huge disadvantage in Warzones. But the fact I'm trying to push out is that it has nothing to do with "l2p" it's that there's an inherent ability gap for Marauders. A Bounty Hunter spamming ranged AoE to avoid caps isn't a skilled player, they're exploiting their ability advantages for that game type. Same with an Inquisitor that dashes halfway across the field for the first cap of the game. He isn't a pro at playing Inquisitor, the class just has the right tools for the job. After all the nerfing/buffing and flavor-of-the-months, no one can really say "l2p" in SWTOR because the classes aren't, nor have they ever been, balanced. Not like this is Team Fortress 2, where class balance is near perfect.
  16. It's not this at all. I don't care if I can't kill everyone in 4 keystrokes, I just don't want to be completely nullified because healers can undo any damage I do with twice the healing in half the time. It's that Warzones are inherently stacked against Marauders. They have no useful abilites. They can't dash, they can't stun, they can't stealth, they can't heal, They can't pull, they can't absorb or tank, etc. All they do is injure/kill which is terrible because in Huttball whenever I kill 5 people I just sent 5 reinforcements to help block our score at the endzone. Or on Alderaan they can speeder straight to the areas they need to be. Marauders are basically Double-Agents. They reallocate the enemy forces for optimal performance. "Oh we're about to score the Huttball? Let me transport the enemy team to the goalline for an easy stop."
  17. Balance isn't being able to heal yourself 100% AND ALL of your teammates 50-75% at the SAME TIME. Balance is forcing people to strategically make a decision on who to heal and when. This isn't balance. This is "Having your cake, and eating it too".
  18. I'm just wondering what makes a healer capable of healing such huge numbers in such a short amount of time. Medpacs, Stims, Abilites? How can you use a move (or combination) 5 times in a row? No cooldown, low cooldown? It'd be the equivalent if Smash had 0 cooldown and you could just use it 5 times ina row.
  19. If you chop one head off, two more will take its place. You take 5k off their health and 10k magically replenishes them. It's kind of funny. I say this from the giving and receiving end. As a DPS class I definitely notice games where people just won't die and of 16 players there's only a combined 16 deaths for all players the entire game. Even as a DPS-speced Marauder I become practically invincible even with a moderate healer. The problem with this is that Players are supposed to die in Warzones.. I have noticed fewer and fewer death totals in recent games (Unless the match is stacked hugely in one team's favor) and astronomical healing totals. I've even been in 1-on-1 duels where people are capable of healing 75%-100% health 5 consecutive times in under 20 seconds. Ultimately, they're just delaying the inevitable as I can usually finish them off, but in big groups being able to replenish all of your health instantly is a bit much. And disruption doesn't seem to deter it.
  20. It's not that Marauders are boring, it's that they got the shaft -big time. Juggs can make a DPS that can come close to a Marauder, but Marauders could NEVER make a Tank that compares to a Jugg. Just one of the MANY imbalances of this game, unfortunately. When it comes to Warrior, the Jugg is the "Favorite Son" while the Marauder is the "Red-Headed Stepchild".
  21. No I took a break. I do have an alt, but he's only level 12. So don't bother Augmenting the M7-G0 Matrix Cube? I was going to augment it to +84 strength because I can't seem to find a PvP relic that has good Strength. That would put me at almost 1600 strength and 881 Expertise and 36.10% Crit (when buffed). I'd also lose about 40 Endurance w/o M7-G0. I still need to get the BM Boots and Implants, that shouldn't take too long at about 150 comms per game (Plus Dailies). Thankfully Jaesa has been criting my Might 22 Augments for 2-for-1 a lot. It's hard to gauge my character because some games I go 400k, other times I can barely get 110k.
  22. So I should also replace my Strength Matrix Cube with a PvP cube? Thanks for the input. I was neglecting to [aug] my BM stuff, but I see now that I will probably be using it for quite some time and I've got the money/schematics to just aug everything with the advanced might 22.
  23. So after about 1100-1200 it's all minimal improvements? Right now I think I'm sitting at around 755-800 Expertise, and once I start earning more BattleMaster and War Hero gear should place me around that number, hopefully.
  24. I just recently started replaying my Marauder since March, and back then the thing to do was mix & match PvE and PvP gear for Warzones for optimal performance. Although I've been hearing some people say that PvE is now far less affective without the Expertise stat? Right now I'm set up like: Ear: BM Implants 2x Columi (no expertise) Saber 1: Elite War Hero [aug] Saber 2: BM w/ War Hero mods Head: BM Vest: BM Belt: Rakata (no expertise) [aug] Bracers: Rakata (no expertise) [aug] Pants: Champion Boots: BM Gloves: BM I'm just curious because if I drop my Rakata belt/bracers and Columi implants I'll probably lose in the ballpark of 100 strength in exchange for expertise. I'm currently at 1550 strength when buffed w/Mark of Power.
  25. I don't mind them negating a Marauder, I just don't like how it takes a while to get close to them (Smugglers too) and when you finally do they just stun lock you and crit you for HUGE hits. They chip away at you from a distance and when you FINALLY close the gap making what SHOULD be your advantage (And is, in most cases) sometimes you get that one guy who is geared-to-the-moon and your Advantage becomes a disadvantage as you realize this guy can crit you for 7000 in a fist fight (And as a RANGED class, they should NOT be going toe-to-toe with a MELEE). Again, it's only in the worst cases of over-geared toons. But still if you can knock 1/3-2/3 of my health in a single strike, I don't see the need to stun lock me for 5 minutes with consecutive stuns. THIS! A Smuggler can kill someone in 3 seconds yet can stun them for about a solid minute.
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