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Talsyrius

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Posts posted by Talsyrius

  1. I would love to see a 30 min lockout from warzones if you leave. Whatever reason you have to leave, you are hurting those who do stay. If you think your time is more valuable than the 7 other people on your teams' time, **** you.

     

    There are a lot of other games that do this, I don't see why this game should be any different. Don't be a duche.

  2. I think it is a combination of the facts that the ones with the tools, the job, and the know-how to make the changes aren't the ones that have the "right" to decide what to do, that is for the mighty higher-ups; and that they don't want every class to be doing the same job, one class should be more viable the others in certain situations and the other way around. The problem with the latter approach is that the warzones have a lot of situations that favors certain classes. (Generally classes with instant cast abilities with good mobility and/or defensive cooldowns that still can do their job at near full potential even under focus. )
  3. Only changes that I think could work would be to either increase the cooldown on all classes interrupt to 12 sec, and speced down to 8 at the most, or being immune to interrupts when the resolve is full.
  4. If I recall, recruit gear gives you about 18% damage boost, and 15% damage reduction. That would mean that to deal 10k damage on each other, you would need to do 11,7647k damage without expertise, where as the recruit geared player would only need to do 8,475k

     

    if you have 18k hp without expertise, or 14.5 with, that would mean the recruit geared player would need to deal 15.25k, compared to 17,05 from the guy without expertise.

    So far so good for the pve geared guy, it would require their damage be 11,8% higher, which doesn't sound unreasonable.

    However, when they start to get healed, problems arise. if both receive 5k heals, the recruit geared person would need to deal 19,49k damage, compared to 22,94k damage, which is a 17% difference.

    The more you get healed, the better is the pvp gear.

  5. Er.... Bioware favoring ranged classes? are you high? Any way you slice it, melee classes have a huge advantage with the current warzones. The damage you take reaching the person is a lot lower then the damage you can take away by interrupting and "channel pushback", on top of your defensive capabilities generally are better.

    Try playing as a sorc or commando dps at lvl 50, then come back and say what you think....

    Granted, snipers are supposed to be the counter class for warriors, so I can understand if you have some issues with them, as they are the rock to your scissors, but there are PLENTY of paper in this game to go around...

  6. And whom you are shooting at. At 95% basic main hand attacks will hit 100% of the time except against tanks (or other people bolstering their +defense stat) and consulars/inquisitors (whom have 10% base dodge chance). Off hand hits operate based on less accuracy (typically 1/3rd) so they benefit from higher accuracy. And against tanks who have high defenses obviously more accuracy will hit them more often.

     

    Now, that being said, you have to look at what you're fighting and what your class is and how often you're missing to determine if you need more accuracy but in this game, generally you get the least amount of accuracy you can justify from combat logs. (Typically 98% for most people, 100-105%+ for dual wielders).

    Actually, you would need 105% basic accuracy to always hit on weapon damage attacks against someone with 5% defense chance.

  7. I have made a thread about this, it is a work in process, but I think it might be right now :)

    http://www.swtor.com/community/showthread.php?t=504843

    Basically, unless you have some skill that awards 100% crit chance, you should always go with main stat over power, especially considering the 5% inquisitor buff. However, this isn't really an issue as far as the item modifications go, since you can not really give up main stat for power. (assuming every non-tank go for the 51 main 39 secondary mods and 41&53 enhancements).

    The really annoying thing is that you can not pick power and crit on enhancements, so for assassins, who's damage mainly comes from instant cast force abilities, alacrity and accuracy is sub par to surge even with the steep diminishing returns, leaving you with power&surge enhancements as only option. On the mods, you will probably have to take a fair amount of crit, around 150 at least dependent on spec.

    I couldn't say about the other classes though, haven't really researched that as much, but try to use the link I posted, it should help, but require some "leg work" on your part :p

  8. ...and this system kept the game alive how long?

     

    Seriously, its silly for me to have an edge when I meet a guy one on one because of how many people are on a planet.

    If there where some kind of open world pvp objectives, the population would only matter in the direct vicinity, and not planet wide.

     

    As for the actual topic here, I am very interested to see what they have been able to pull off. I would like to see something with more objective points at equal distance from the respawn, making the groups of people roaming around smaller, instead of just having one giant zerg at "mid".

  9. range IS the defensive capability - have you tried walking up to an entrenched sniper? :p

    Yes I have, force speed is my friend :) How often do you have to walk up to a sorc? force charge, force camouflage, force sprint, force pull snares and roots, sounds familiar?

    I am just saying that the time you gain from being able to hit first looks rather bleak to the time wasted by interrupts and pushback, especially considering the very short cd on gap closers in this game (apart from operatives).

  10. That would harm the real dot specs more then marauders and powertechs, meaning madness and lethality, as their dots last longer, and therefore bigger gain from cleansing. The problem is really the interrupts. Melee classes have higher uptime due to instant cast skills and gap closers, as a lot of the ranged classes damage is removed by interrupts and channeling pushback. This is really weird, since it should be the other way around, ranged classes should have higher up time because they generally don't have matching defensive capabilities. .
  11. WH has the bonus tied to the armoring mod. So if you buy a piece of War Hero gear and take the mods out, you can put that into ANY orange piece you want and it will keep the set bonus because you moved the armoring.

     

    With Battlemaster however, your basically stuck with that gear until you can get the WH gear to move mods.

     

    As far as moving WH armoring into a battlemaster piece, you could do it but I dont know which one will take precedence. If you use say tank battlemaster gear and you move in DPS WH mods, you will not get both set bonuses. If I had to guess the WH set bonus would probably take precedence but I dont know that for sure.

    Like a lot of people said already, if there is a set bonus on the armoring, that overwrites the shell.

  12. Er... unless you have 53% critical hit chance on rail shot, the 8% damage buff is better... And to clarify, on the bm set the set bonus is in the shell, and on the war hero it is tied to the armoring. If you got set bonus on both the shell and the armoring, the armoring overrides the shell. So for the set bonus, either war hero armoring in any shell, or bm shell with <61 armoring in.
  13. It's hilarious all these OP/Scoundrels coming in this thread saying the Mara sucked so they don't get any more nerfs. He obviously didn't suck if he made it all the way to the finals of the winner's bracket beating out all the other competition. It's been said for the longest, but I guess I'll say it again, OP's hard counter Mara's. Period. As long as you're not a full-fledged mouth breather, you should never come even close to losing to a Mara as a DPS OP.

    Yes, because an operative that might have been using adrenal against a marauder that don't use any defensive cooldowns is a good way to balance the game... ER...

  14. What a lot of people said here, you have to backpedal while clicking targets/ops frame, and you can't go in a straight line and still face the target, so you have to always turn slightly which isn't always possible. Also, especially for powertechs, who by the way is the only class that successfully can ktie and keep their dps up, you do not always want to go as fast as possible away from someone, beause you want to stay in that 10 m range of flame burst, and out of the evil force charge minimum distance. if someone is moving towards you, and you got the 30% snare on them, backpedaling from time to time is a great way to not get too far a head.

     

    But backpedaling when a melee is in your face and can apply slows on you is completely pointless, you might as well be standing still.

  15. I agree that tank stats are laughable at best for pvp, imagine a tank with say 50% more over all mitigation (compared to the maybe 15% they get now (assuming 50% white damage) in hutball, if they got the ball, and they had a healer on their side, GG. This game would be a lot easier to balance if they warzones didn't differ so much in design and objective. That is not to say that tanks are useless, the healers are going to need guard, so work with what you got, all 3 tank classes are about equally viable as it is.
  16. If stunning, running and getting help are your solutions to fighting Maras, then I think you just confirmed how OP they are.

     

    I can only imagine if the shoe were on the other foot...in fact, why don't you go on record and say which class you as a Mara have to run away from, so everyone (including other Maras) can laugh.

    Sniper?

  17. I don't get why people keep saying "he push 3 buttons, that is op", because it is not like any class have a hard rotation. What is hard is positioning, los, and knowing when to use your cool downs, and it is in this department some classes have it way easyer then others... Not to mention that ranged classes have about the same dps output as most melee classes, but they can be interrupted... instant cast is king currently.
  18. Also, the point of having expertise is not for the sake of the pvpers, but so that the pve people can feel like snowflakes with their gear. If pvp gear had the same stats as the pve gear, all their "hard" work in pve would be worth the same as the days and days (playtime) of grinding pvp is, which would be... bad.

    And the concept of having to pve in order to be good in pvp is something that a lot of people would be against, at least if I am to believe what I read about that in wow... Although I wouldn't really mind that either :p

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