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Safid

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  1. Safid

    PVP: a chore?

    I'm just trying to get my daily done every day, and it's painfully slow. Most of my friends have left, so I don't have a premade, and I'm finding myself feeling like I'm wasting each evening trying to get 3 measly wins. It's just rapidly approaching not being worth it. I have the feeling that once I stop doing the PVP daily, I probably just will stop logging on entirely.
  2. Safid

    PVP: a chore?

    Is it just me, or has PVP since 1.2 been more of a chore and less of anything resembling entertainment?
  3. People don't complain about Powertech Pyros because they're not broken. They do tons of damage, but their counter is available to every other class in the game -- just target them and press damage buttons until they die. Marauders have more and better escapes and defensive cooldowns, and it's a lot harder to deal with those. I don't care if you think Marauders are unbalanced or not -- it's still much harder to deal with 6s of damage immunity, stealth, and stacking active mitigation skills. You have to know what to do against a Marauder and play smart, whereas all you need to take down a Pyro who pops their shield is slightly more damage (i.e. just do what you were doing anyway, but press your buttons HARDER). I'm not saying Marauders are broken and Pyros aren't. I'm saying it's harder to counter a Marauder than it is a Pyro, and that's why no one complains.
  4. I'm well aware of the icons for, say, a Sage's spells. Don't kick the GTAE, don't kick the channel unless you catch it immediately (because kicking the last tick of the channel is lol), kick the fast and slow heal. Interrupts are STILL weak in this scenario, because if I play well and kick the fast heal, it doesn't stop the Sage from shielding, using their HoT, casting the long heal, or casting the channel -- all of which are worth casting (even the HoT if he thinks he has time to use it to make his long heal crit). All I did was cost the Sage 1-2 seconds of casting, and while this can be useful if the Sage is near death, it's pretty paltry compared to, say, locking an entire school of spells out ala WoW. Interrupts aren't useless, but pretending that they're strong is disingenuous. I have a 50 Sorcerer, I heal with him in warzones, and being interrupted is one of the least of my worries.
  5. Healing before 1.2 was too good. Average healers could keep themselves alive indefinitely because of three factors: 1) they never ran out of resources 2) interrupts are weak (interrupting heal spell A does not prevent the use of heal spells B C D or E) and 3) expertise was too effective for healers because it completely cancelled the equivalent incoming damage bonus while also boosting heals. This lead to healing dominance and premades made up of 3+ healers who were very difficult to kill. In 1.2, factor 1 has been fixed, 2 has been untouched, and 3 has been rebalanced. My experience is that average healers, used to being able to stand completely still and heal through incoming damage, have been hit hard. Good healers have adapted and use mobility and control effects to keep DPS at bay -- a fair trade, one player keeping another player busy, with skill determining who will prevail. I am unconcerned about the average or poor healers being unable to heal. They can either up their game or continue to die to average DPS. However, some healers have much larger toolboxes than others to deal with the new environment (Operatives/Smugglers) while others have very few (Commando/Mercenary) and it is resulting in an imbalance. While a great Smuggler kites me in circles while throwing instant cast spells on himself and using CC to stop me from getting off damaging combinations of abilities, a great Commando ... pops his shield and tries to heal through my DPS, then I CC him instead of interrupting. That's a problem.
  6. Hi Henni! At least I can run a Sage out of force in 1.2. Ops just keep going and going and going and going ... Safid, 50 PT
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