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Tuloc

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  1. DPS: 1427.19 http://i.imgur.com/NgaNm.jpg 25 medals http://i.imgur.com/zdqPV.jpg
  2. I would be surprised if this thread last 24 hours. Every single thread that even mentions this guild is deleted. And I think we might have to apologize to Forces Elite (there isn't really a guild named this). We are placing the blame solely on them, when it's other guilds that are doing it too. Hypothetically speaking, there are 2 guilds coordinating this right now that I saw... BREAD and Comfortably N... (not the real guild names, don't want to be given a warning for "naming and shaming"). So... I get to sit in empty warzones for 10 minutes at a time all night. AWSOME JOB BIOWARE!!!!!!
  3. The problem here is that there is a big disconnect from ranged players and melee players. For melee characters, Roots is basically a CC for them also. As a melee once you are rooted 10 feet from a fight, you are useless. Where as a ranged dps player, if rooted, can still dps. I believe the OP is referring to how roots are a second form of CC for melee players that don't fill up resolve. So there is no L2P in this issue. Why should it be possible as a range dps to be able to stun me, and do damage to me, then once my resolve fills, root me, run dps me again while I am not able to do anything unless I have my 2 minute CC breaker?
  4. Wow... just wow. Not taking damage? Are we even in the same conversation here? Do you even know what guard does?
  5. Then what is it? If a 2 man dps can't take out a healer+tank combo heads up, there's a problem with the people playing. No way is a tank dishing out enough damage to kill 2 people in the time those 2 dps's can take out the healer, with all the CC the two dps's have. Then what are you arguing is a 2 man DPS should be able to take out a healer+tank combo? Seriously, give me the scenario in which your argument has the ideal situation is. You are arguing for the removal of an ability that takes two people. Yet it's not because you can't go 1 v2, but 2v2 might be a stand still, Or oh my god, you might need 3v2 cause a the healer+tank combo that compliments each other is too hard?
  6. Or maybe you should brush up on your argument. Your argument is that BW needs to balance burst damage with either the assumption that guard is either present or not right? For guard to be present, it needs 2 people. And since you are arguing about burst damage, you are talking about a DPS's ability to dish out a high amount of dps to a target to kill him quickly. Let me know what I got wrong?
  7. Seriously, OP, your argument is flawed in so many ways. What you are basically saying is, any DPS burst should be able to take out a two man team who is actually working together, how does that make sense? As guard works now, it reduces damage by 5% to the one who is being guarded, and transfers 50 percent of it over to the Tank. Which means, even if you are attacking the healer, you are still doing 95% damage spread between 2 targets. If a healer is caught alone, can you take him out with a burst 1v1? How about if the tank is caught alone 1v1? Oh wait, you want to be able to go 1v2, kill the healer, then escape out of combat, come back and kill the tank right? So whats the problem? 5% damage or that you can't take out one person of a two man team in 3 seconds then finish off the other one 6 seconds later all by yourself? What you and all the other whiners fail to understand is, the game does not revolve around your DPS burst damage class. There are MANY other pvp issues that need to be balanced. And honsetly, you are picking at something that from all intents is working as intended baffles me. News flash: Healers heal and Tanks take damage, what a novel concept, how does BW come up with this stuff!
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