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Morath

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Posts posted by Morath

  1. SWG was good in Pre-Cu and the Cu wasn't too bad. After that, everything went down hill. Would be nice to have something setup like that.

     

    This is spot on. I remember even in the CU having a 30-minute duel with a Bounty Hunter who took a bounty out on me.. it was epic. The game just had balance issues but omg it had so many classes and mixes. Biggest complaint I heard from people is that they couldn't get the class they liked balanced enough.

  2. As a PVP player there are many issues with the upcoming system that seem to be poorly addressed as a whole. The real issue I see here is not just the number of rolls, but the fact that when a player rolls (or uses force speed) at any kind of ramp or stairs that go up the game loses track of them and they are quite frequently impossible to see or attack for several seconds. This is more of a game mechanics issue than a skill issue, and one that has never been addressed.

     

    This is already abused in matches as it is and adding more rolls will just make this much worse. You can go into any match and watch this happen. A player will get to a ramp and they appear to bounce up and down or simply vanish when using force speed or a roll. After a few seconds they appear again and can be attacked. This is a well known issue and has been brought up for years with no resolution that I have ever seen.

     

    From a purely PVP position it seems that they are trying to compensate the over abundance of stuns with more mobility instead of balancing out the main issue of over powered nature of being able to stun lock players, but perhaps that is just my perspective. A solution I have seen proposed several times that would be a better solution is to build resolve over time and be able to use it strategically to make yourself immune to stuns when you choose to activate it. Meaning each stun adds to the resolve bar and once you use a stun break it begins ticking down and during that time you are immune to stuns instead of having it filled and useless while sitting at spawn with your resolve bar ticking down after getting stun locked and killed.

     

    One of many issues really. Its why, in my opinion, they need to completely separate the game modes like many other games do. Then they can leave PVE players with the proper balance for PVE content and still balance out PVP. Neither mode effecting the other. If for example an ability is too strong in PVP they can make adjustments to that ability without effecting PVE players at all, and vice versa. This leaves both communities in a much better position and prevents nerfs and buffs from one mode effecting the other.

     

    I agree with this post 1000 percent. Well said. Quesh for me is the worst.. The resolve idea is great. Nothing more annoying than a full resolve bar while waiting to get out of the spawn area.. Well except for maybe the ball carrier appearing on the bottom level and leaping down only to find he is climbing the top rung and waiting at the trap to cross and score..

  3. This ^^

     

    Especially for Lighting Sorcs. Give us back our burst in exchange for reduced DCDs.

     

    I don't want a flame war, but I recently got back into the game after about a year off learning new specs and toons and if this is the same Twixit that played as before that I see now, burst is not gonna help you. You are so afraid of dying that you don't help your team with any kind of damage. You don't try to help anyone you just run around and laugh at people when it's 4 on one and they die. Not very constructive or helpful.

     

    I remember from before chasing you down with Mace and killing you and how enraged you were at that. Why don't you just play and not worry about dying and help your team win objectives...

     

    If I got the wrong Twix, than pardon me.. but the one I have been playing with hasn't changed since I played them before... and burst won't make any difference if your too obsessed with not dying.

  4. I still like those long posts but having said that I appreciate the effort to improve. Also, he may not like to hear this but I think Evolixe has also improved his posts. Maybe its just me but they seem a bit less in your face and easier to accept and try out what he says. In the past, honestly I just skipped them, but now appreciate them more.

     

    Don't worry you still give a sufficient amount of black eyes, maybe you have just lessened them from always two to one with an occasional bloody nose mixed in for good measure lol...

  5. Wait, I dont always agree with him but I love the long replies!! We are smart enough to skim through it if we want the highlights. Besides hottie I think you write more words than anyone else on these forums. Just because its broken into more posts doesnt my make it any less interesting to read.

     

    Grim, keep it up for those than cannot keep up maybe just put it into 3 posts in a row lol.

  6. This is good information. I wonder if it hurts burst though. Juggs do enough damage IMO to pressure even a healer with our debuffs. However I wiil give it another try. It's not uncommon for me to get a 26k hit on a sorc healer. The other thing is rarely do I go down before the healer. Honestly, not sure I need the extra defense. Played 10 games of ranked last night and when we did lose, I was the last to go down. Just stuff to think about. I suppose it would help if I was stalling.

     

    Did you post the 15%? I would really like to see that. It has always confused me a bit. I see the damage just not the defense.

  7. Grim, first off I like your long well thought out replies. But even though you don't focus on objectives solely, never have I seen you let a cap go off if you could stop it. That is where my frustration lies. You dont just stand there and dps while someone is capping 5 meters away.

     

    I played pub again earlier today solo pugging and they did play better than the imps.. objectives ect. I will give it more time but seems like they win more than we do unless we are grouped.. I totally agree about not knowing anyone.. strange huh..

     

    BTW I have had a couple of 1v1's against you. If it was always like that, I guess I wouldn't do objectives either.. Kudos.

  8. Usually I agree with Grim and disagree with Trix but I am so frustrated with imp play on SF right now I made a pub toon and played pub. I just cant stomach people completely ignoring objectives. I'm fighting 2 good players for about two minutes at grass after I solo'd and caped it. I see 4 people on the map around the objective at snow they lose the cap. I finally die after a marathon stunfest no help coming they are still at snow dpsing. We get snow back, I go to mid to help thinking 4 people should hold and bam they cap we lose.

     

    I go pub and we lose the first game because we were horribly under geared but they called and did all they could to stop caps we lost the voidstar on kills. I can take that... all is well.

     

    We play another civil war and I go to snow to block. I had a 3v1 against some really bad imps and capped,. We 3 capped them. We had an arena the other day with my 3 of my guildies on Kung Fu Treachery we were not on mumble,. our forth guy was a merc. He did 9k damage and hid. Just not sure what happened to all the shadowland imps.

  9. Just wanted to chime in. First, I dont think our damage is fluff. I am not the best player but even on solo targets when we debuff and pound on them it is a lot of pressure. I rarely lose a one v one in regs and I have had many 2v1 and even some 3 v1 against bad players. Before someone says Im not protecting my team, this was when I was responding to a call for example in civil war and they are trying to stall me in the middle.

     

    Anyway, a couple of utility changes I like. Now this is not ranked, I like taking the root break on enraged defense because it helps me tremendously kill snipers and mercs. I also love extending roar. I cant tell you the number of times I have stopped a cap with it while netted by a merc with saber throw on cooldown.

     

    For me the number one objective is not protecting the team... That is number 2. Number one is securing the win. Sometimes that means guarding and objective when no one else will. Sometimes that is stalling the pub team with 4 healers from getting their node by drawing them away from mid. Is it optimal no but it seems to work.

     

    I was really worried about giving up the 4 seconds of breakfree on leap but I don't miss it a bit. For me it is no fun and you are just not as effective if you can't move.

     

    One other thing, I don't use a shield. It seems useless and only hurts my damage. I would really like to see someone show me how that is justified. Its 20% chance to shield and 20% absorb on 2 types of damage? That's 4% damage reduction on 2 types of damage? I cant even tell. Remember too part of defense is offence. Pressure them enough and they run.

     

    Finally in my mind 25k HP increase does not just mean 2.5 hits. 25k HP with our defenses is much higher. I notice a difference even at 10k lower HP. It really depends on how much dps the other team has and how good the healers are as to whether I do dps gear vs high health. Getting rid of the shield makes even the high health dangerous imo,.

  10. Honestly for pvp I have 2 sets but the second set does not have the set bonus. I have had great success with putting 248's from my other toons into legacy gear and just mailing them to my skank. The set bonus is ok but you are not gimped. I was very successful without the set bonus when I started. I really think 248's is stronger than 242 with set bonus. Maybe its just me. It just seems a shame to wait for all that gear before you play your jugg/guadian.
  11. It depends on the server.

     

    On Ebon Hawk the Republic wins about on average probably 2 out of every 3 matches versus Imps.

     

    Recently switched to Ebon Hawk and I feel like i'm in bizarro world. Completely opposite with imps. Actually nice to see since I originally started this game as a pub but decided I liked competitive pvp more.

  12. I appreciate the reply's. I was really asking to see what would help him more. I was thinking with plasma probe it would slow everybody so we could smash them easier. Obviously a healer is going to synergize best but from a DPS standpoint I was just looking at the spec that would help us work together best.
  13. Greetings,

     

    I am taking a break from my healer and I normally play with my bro. He has a dps Jugg. I decided to play sniper and after playing at level 70 for a day, really like it. I'm currently playing engi. I thought with the utility it would compliment his rage jugg for pvp. We only pvp.

     

    I hav'nt tried the other 2 specs but engi seems fun. We will try it this weekend. Thoughts?

  14. P.S. Grim, you should seriously make work of making your posts smaller. They are absolutely massive but when I break it down I can form them into 6 sentences. Nobody really reads your posts in their entirety as is. At least I havn't.

     

    Leave Grim alone, his posts are well thought out and are rarely rude unlike the lion's share of yours.

  15. Thanks, I have both sin and Jugg atm. I do stay alive on the sin more due to the stealth. I have not had the opportunity to play on the sin with my bros Jugg. He takes 3-4 mill at times because he gets focused due to his high dps. I played the sin when he was on his shadow.

     

    The other thing about the jugg is that it seems to hit a lot harder. Im getting 20k hits where on my sin it never seems to get close to that.

     

    I may try both without a shield and see if I can stay tanky .. really to see how much difference it makes.

  16. Thx guys really appreciate it. I found that sin tank worked fine with my bro playing his shadow as there are escapes and stealth outs. However, my personality is more like a last stand type. Like Grim, I would prefer not to stealth out. Oh and by the way, I will throw a guard on you too if you stick around.. :p
  17. Greetings,

     

    I usually play with my bro and he takes a ton of damage on his DPS Jugg. I am taking a break from my healer and want to tank with him.. My question is which tank can take the best beating pvp? I know the sin tank has great utility but for just shear damage reduction i'm thinking its prolly Jugg Tank.

     

    For example, hypergate center. We are just gonna stay in the center and beat stuff down. I know pull would be great but not at the expense of being more squishy. I'm not gonna stealth out and leave him. So I guess its between PT tank and Jugg. Thoughts? Also, I will be rotating guards when he is not in trouble. I guess im looking for some synergy as well.

  18. Ad hominem (attacks on the arguer, not the argument) are not civil, they're logical fallacies and you reduce the quality of your (strong) argument with your manner. You'd be better off actually treating his arguments in their best light and then rebuffing them than simply and rudely dismissing them, it's beneath a player of your calibre.

     

    Use of "kindly" doesn't mitigate your passive aggressiveness or exclusionary elitism friend.

     

    This is probably the best retort I have seen in a long long time. Spot on. It also applies to so many posts that are well thought out but lose their force because they attack the "Arguer".

  19. You realize the nerf to sorcs is actually going to cause guard to be used more right? In my guild our top pvpers that play sorc feel in-effective now so first they decided just not to play anymore, but then some decided to try to roll guard classes and live in pairs. You cannot blame the completely nerfed sorcs for trying to find a way to still be relevant. That way is to 100% of the time have a guard bubble on, where prior they'd play with or without it.

     

    So regardless of what the desired effect of the nerfs were, lets breakdown what really may end up happening once all the smoke clears and people have made the adjustments, call it unintended consequences.

    1.) Wars will have more mercs/snipers, they do not need heals so they will now be in a golden-age of OPness.

    2.) Many healers will respec to merc/sniper or just quit the game. Longer queue wait times.

    3.) Guard bubble on a sorc was kinda rare before, now it will be common. If you see a sorc, he has a guard on him.

    4.) All non-merc, non-snipers classes will have less heals and become less relevant in PvP, many quit or finally give up and roll merc/sniper.

     

    Great.

     

    With the exception point number three which I can't comment, my experience is exactly the opposite there are more sorc healers, less mercs. Sorcs are still top healers and in a good spot dps. They are just not crushing everyone as badly as before. I think there are a lot more because they don't feel like they're over powered now.

  20. I'm asking because I can hit on a good game 5-5.5 HPS but of course sorc is always better. But wow 11.2 hps. I have seen a sorc do 8+ hps. That's why I'm asking. I may be underestimating Kolto Shell. I have not been keeping that on everyone. Yes, energy is a problem as is being stunned and interrupted. Perhaps it was the perfect storm..
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