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Talsyrius

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Everything posted by Talsyrius

  1. Interesting suggestions, and nice lay out on your post. However, I must say most of them are impossible to successfully implement. A big part of what keeps players paying, is the gear grind. People say they don't like it, but having a goal motivate them to keep playing, and that is what, as a game company, they need us to do. So the gear grind will always be there in some form, be it for vanity or for better stats. However, I most certainly agree with you that the difference in gear is way to big. In my opinion, recruit gear could have same "normal" stats as war hero, and only have the expertise differ, so there is still some gain from getting war hero, but not to the point where a war hero geared player have more then half hp left when the recruit geared player dies in a 1 on 1... If all stats where same, and all that differed was like 5% in pvp damage boost and damage reduction for each tier, it would be a lot more balanced and fun for newcomers, while still incentivize people to grind for gear. This would also alleviate the situation with the ranked queues not popping, because they would be more accessible to everyone, and not just those who farmed for days and days to get the best gear. Also, gear needs to be modifiable to fit to what spec you are running. For example, a lethality sniper don't need nearly as much accuracy as a marksman one, and a rage juggernaut needs huge numbers in to power and surge to be able to perform well. Giving everyone the same stats would fit some classes a lot more then others.
  2. Atm operative healers are the best on accounts on their instant cast hot's that allow them to move around while healing, and can't be interrupted. After the come sorcs, with the highest healing potential if left alone, but rather squishy and easy to interrupt. Lastly come mercenarys, who got decent survivability when their shield is up so that they can't be interrupted, but when it is on cool down they are just as squishy as the other healers, and their lack of instant cast or powerful aoe healing make them mainly single target healers, so when they get focused, they won't be able to heal anyone but themselves.
  3. But um... Since the point of this is to get as much damage out of this as possible, how can you say that stats don't affect each other? If I have 10 bonus damage, one point in to critical rating will give us same percentage increase as if we had 1000, but if you should chose between critical rating and power, I would strongly suggest you go with power, because you would gain a lot more damage from that.... (if you have 10 bonus damage). Edit: I am sorry, was in a real hurry last time I read your answer and made the above reply, so didn't really get it then... and when I did I was at my parents house without security key so couldn't log in to reply! Yes I see what you mean now, I should really derive (or however it is called in English) the function for x=stat value! I kinda feel silly not seeing that... although it could have something to do that I failed "mathematic analysis in one variable" or however it translates... But um... the formula for the derivative should be static, and just substitute in x for respective stat, and insert that result in my "very scientific formulas" above?
  4. The funny thing though is that a lot of people seems to have problems with the same classes, which might be interpreted as an imbalance... You're statement sounds a lot like "leave my class as it is, I don't want to give away my advantage" To give you an example, to kill a marauder you have to know about their skills, when to run and when to stun. To kill a sorc the tactics goes like: DPS.
  5. My main problem with it is that the exchange rate for warzone commendations is half the rate you get from the vender at the pvp terminal, which forces you to go to fleet anyway, which is what I would like to be able to avoid D:
  6. To be fair, the defensive cooldowns, which is what most people complain about, give marauders a bigger edge the more people it is around them, because they make them essentially no damage, regardless how many people are hitting on them. Not to mention that most people switch to another target when the marauder goes invis. So to sum up, I agree with you that it make more sense to balance around 8v8 with the current pvp options ingame, but that doesn't change the fact that marauders are over the top in most situations, any way you slice it.
  7. It really depends how you view it. I am pretty sure that bioware wants every class to have a separate job, where marauder is the front line melee damage dealer. However, because this is what is most needed in most situations in warzones, they are in many instances overpowered compared to other classes, especially when you pair them up with a healer, because they have two "no damage taken" abilities, undying rage and camouflage, during wihch they can be healed up for a big part of their health.
  8. Pretty much, with single person cap, and without the advantage of closer spawn to the side nodes, making attacking side nodes a more viable option then in novare.
  9. I would like to make two changes, removing the side speeders altogether to make the game more dynamic, and only have the ships taking damage when you have two turrets.
  10. Yet another example of what not to do, stating your oppinion isn't really interesting to anyone, try to explain why he is wrong. Otherwise we will just keep having threads that goes like this: -Statement/question -No -yes -no -l2p nub -you l2p -no you etc etc, you get the point...
  11. First of all, it seems that no one is agreeing with you, yet you call them names and try to ridicule them, rather then giving examples of why it would be more useful go guard. So let me give an example of when it is not viable to guard: One dps and one tank is guarding a side node in Alderaan when attacks come in. A. If he would guard you, you would be able to put out higher dps, but you would die at the same time, meaning if you didn't get help from one additional player, the node would be theirs. B However, if he do not guard you, you die, then he dies, in roughly the same amount of time as it would take in example A, but when you die, and the tank still lives, you have time to try to get back to the node, essentially granting you the double HP compared to option A. Since the time it takes to kill you both is roughly the same from both examples, it is equally likely that outside help will be able to arrive.
  12. I must say this thread is very interesting, and I am surprised that the OP hasn't commented on a couple of things. First off, the "You're bad" reply to someones post is usually used in order to discredit the person rather then actually replying to the thread. It is kind of like when Rita's mother from the TV series Dexter tell her son: "Dexter does drugs, he is wrong". Although both the statement and the conclusion might be correct, one does not validate the other. Which brings us to next point, all the complaining about the OP's condescending tone of the first post, his spelling and whatnot, is a perfect example of someone who try to discredit the person rather then replying to what he actually said. Third, logic and spelling are two separate fields, where one is universal, and the other is local, so just because someone, like me, don't speak English as a first language, doesn't mean that their knowledge about logic, or any other matter for that matter ( ), is any less valid then someone who lives in england/US.
  13. I'm all for adding a 15-30 min lockout if you leave a warzone/get voted out of it, if you have to leave a warzone because someone is at your door, that is understandable, but leaving just because you aren't happy with the team is just despicable, it destroys the warzone for those who stay, because on top of having to deal with a bad team, they get to play with one less player for 1-2 minutes. Although I wouldn't mind if this debuff didn't apply if you left the game when there where more then one minute left until the game starts, in which time a replacement usually have time to get in. edit: additionally I think it would be a good idea if the lock out is 10 min to start with, if you leave another game within an hour, then the next lock out would be 20 min, and then 40 min to discourage people from systematically leaving losing warzones.
  14. Thanks for your response! I should probably have been clearer on this point, I didn't mean that you would use the values you get and extrapolate to get some sort of fixed number, rather I would suggest that you do those calculations every time before you buy a new piece of equipment to see what is actually most needed. I might be rather dumb, but I don't see how that second graph you made with surge crit and cunning on the same sheet could be correct, I thought the percentage gain from your main stat was dependent on how much you have in the other stats. For example, if you have same amount of points in to your main stat, but your power differs greatly, so that you have 10k bonus damage(too much I know) one point to main stat would add just a teeny tiny percentage gain to your attack (ca 0,002%), because the increase is for the most part a fixed numerical value (not the critical hit chance compartment). Reversed, if you have 20 bonus damage, one point in to main stat would give a much higher (ca 1%) more damage. i.e you can't successfully make a generalized comparison for all values if one stat that have a fixed numerical gain to one that have a logarithmic percentile gain because of the way they interact with each other. So my point really is that while solving the differentials might render nice looking graphs, they won't give you an exact comparable result, where as my way gives an exact answer for your current gear level, if you only add one point. I think this is more meaningful when you should try to extrapolate how much you would gain from a new set piece, where the increase for default gear is about 60 more in each stat at the most, which gives you a reasonable chance to decide which stat to prioritize. If nothing else, it is a good way to check if you where right in your assumption. I must apologize for my bad English, it is really cumbersome to not have this kind of discussion in my native language D:
  15. Sentinel is one of the classes that get their "good" skills later on, at like lvl 40ish, so until then, you will feel rather underpowered in warzones. But hang in there, at max level you are arguably the best class for damage dealing in pvp! "good" damage is very subjective in a warzone, and vary very much from game to game, dependent on how the game progresses, try to compare your damage to the other players rather then to some fixed number, it will give you more information. If you want tips on how to play, I suggest you go over to the class forum and look for guides there, I am sure there are something helpful you can find there
  16. "this video clip is currently being worked on, check back later"... So I guess I don't have to suggest that you remove it from your signature if you are much better now- Instead of removing it you edit it... good move D:
  17. I am sorry... what? How can you possibly know about class balance if you knowingly play in an under performing way? /thread
  18. So surviving for a guaranteed 5 seconds longer isn't enough for you, you want full health when you come out of it too? come on...
  19. And with retaliate, isn't that just about the length of the cool down?
  20. My bad, I thought that was the mirror of obfuscate...
  21. How many CC's do you think other classes have? By the way this thread isn't questioning if you can do anything to mitigate the cooldowns that marauders have, but the balance compared to other classes. Just because there is something that can be done to lower the impact of a cooldown, doesn't nesecarily justify one class getting five of them... (you didn't mention cloak of pain)
  22. So by that logic, the rest of the classes are permanently screwed...
  23. Then since you are so smart, please tell me what part of my post that is inaccurate...
  24. So let me get this straight... Your dps is among the better in the game, your survivability is the best of any dps class, your interrupt is on the shortest cool down, all but choke is instant cast or can't be interrupted, you have leap on a very short cooldown, and you have buffs that affect your whole party, and you SHOULD be the best at 1v1 as well according to you? What exactly is it that they can do that isn't on par with the best in the game? their range attacks? I am sorry, but learn to think....
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