I always wondered to myself if the pvp in SWTOR really was fun. I loved premades of 4 in guild running with friends and a couple of pugs was a grand time. But what I never could get over was the combat dependency on CC's. I don't need to write a list of all of them like most rage-quitters because well, anyone reading this knows em anyways.
A fresh 50 dropping into a warzone, well 'you're gonna have a bad time'. Not just for a few matches, but realistically until you have 80%+ Battlemaster gear or better. I don't have any suggestions to fix the mundane PVP this game boasts but what I will say is that I do seriously believe combat could be much more interesting if status effects such as bleed, slow, poison and such played a much bigger roll than stuns and mezzes. Controling the effects on your character, such is the system in Guild Wars uses, makes the good players dominate the bad, and gear means NOTHING. I'm not entirely sure why people love grinding? I understand that it seperates the dedicated players from the lameo's who play once a week but why should it?
I used to play a game called Fury, for pc. It was a miserable failure and more buggy than Diablo 3 on release night, but the PVP was incredible. Almost 0 stuns, and the whole goal was controlling your opponents energy generation my manipulating their different types of energy. No gear restrictions or skill restrictions (very similiar to the Secret World in fact). The gear? Tiered and free. The more powerful the gear, the more points it had. You had 1000 points and all skills had levels with points as well. Creating a build was a highly strategic and thought provoking process, involving long hours of testing to find the best fit between gear and skills point levels (the higher the point level on the skill the higher it's dps or affect rate). Brilliant!
SWTOR promotes cookie-cutting. If you wantch youtube videos each class in its role (tank, healer, dps etc.) Has 1 superior build and that's what the goodies run. The WZ's are boring and please don't deny it folks, we all know us PVP'ers have been shunned by Bioware and even though PVP is not this games focus we lost our poorly designed Open World and have only 4 WZ's that are all really the same, minus Huttbal.
The point? Reduce the cooldown on our stun break (most are 1.5 minutes). Reduce the number of stuns and introduce a few new abilities like transfer status effects, like 2 random negative effects get transferred to the nearest oponent. In combat stuns should FILL THE RESOLVE BAR. Why is it that 2 do this? If i'm in combat do I really want to run in get a 4 second stuns, get destroyed, get out, 2 more seconds and dead? What does my skill level matter at that point, even during the second I popped my escape, my resolve is full and I have half health... Bleh. I'll miss you SWTOR, and the community is pretty good here (D3'ers are the worst i've ever seen). Just some food for thought as i move on to enjoy some of the other great MMO's out there. Cheers! Please share your thoughts as well, is PVP where it should be, and am really alone in the stun issue? Thanks.
Slix
Sllix 50 Gunslinger
ShatterShot 50 Shadow
Hammerfistadon 50 Guardian