Jump to content

seefouruno

Members
  • Posts

    67
  • Joined

Reputation

10 Good
  1. Agreed, 90% of the sorcs shown force barrier at 5%, don't move from orbital strike, don't try to even heal, and don't use static barrier.
  2. Take out stuns, keep burst? Then what is the point of PvP? CC is a part of pvp, but the burst makes CC seem more powerful than it actually is.
  3. What? SO what ISN'T fun is when you get taken 100%-0 in a single stun, yet it should still happen? I'm just going to point out the complete contradiction in that statement, thus proving my point that burst is too high and kills should be less about tunneling a target and more about setting up good cc chains.
  4. Wait, so you used the point i made about people NOT complaining about cc if burst wasn't so high, tweaked it a little, and attempted to use it in a way to disprove my argument? Makes absolutely no sense.
  5. After reading the responses to the thread, i think that people just wanted to say their opinion without really reading or even considering the points I made. People either said "OMG SO MUCH CC OH MY GOD". The ironic thing about that is that if you were stunned and DIDN'T go from 100% to 0, then no one would be complaining about it. And in response to the super pve person, if you say, reduced the health pools in a proportional way to the burst damage reduction, then logically the overall fight dps mechanics would remain the same. And what proof do you have that Burst is fine? On my gunslinger, I can crit Aimed shot for 8-9K which is the threshold that you stated for 4 seconds 100%-0. Not to even MENTION the other abilities i still have. Transitioning to the obsessive 16 sec ccs or whatever If people actually USED cleanses then cc would be a lot less frequent yes? And one of the first people to respond stated that a proportional increase in the healing reduction would be done to make healers still KILLABLE, but NOT just a target to kill 100%-0 training in 30 seconds.
  6. Yes, please point me to the forum post that mentioned this exact topic as well as touching on all of the points I made here. And in response to PvE of course there would be changes to PVE mechanics so lower dps could still be viable (longer enrage timer, lower health pools or whatever).
  7. The complaints about cc are a proxy complaint about the state of damage in SWTOR. Burst is, undeniably, waaay too high in SWTOR right now, and it is not something people can simply say "L2P and get bttr n00b" or whatever. People going from 100% to 0% in the instance of a SINGLE, FOUR SECOND stun is completely absurd. This honestly is the reason that PvP is so imbalanced. If there was a universal tone-down on overall damage that made it so training the healer for less than a minute to get kills no longer becomes a viable strat without careful swaps and cc coordination. That would therefore require kills to be based on cc chains and careful setups as around to popping cds or whatever and literally just 3 shotting people. (Hint, peels rarely even MATTER becuase of how high burst is). And before someone says "oh well that means tanks+heals will become unkillable" no it won't. Guard has a relatively short range and it is quite easy to knockback people out of range of it. LD;DR: Reduce Burst damage. It is the ONLY reason that PvP is beoming increasingly unbalanced.
  8. Why am I posting? I am going Free-to-Play mode and Bioware likes it when you post about why you decided to do that. Note: This is NOT meant to be like "LOOK AT ME I UNSUBBED RAWR!!!!!". It is meant to just summarize why I felt like it wasn't worth the 15$ a month, as well as why I finally left. I think others may have similar feelings, but you will have to read this first. I began this game as a veteran of MMOs, having played WOW as well as dabbling in DAOC and some other ones. I started with a smuggler, who became Moryy, the gunslinger (double pistols are AWESOME!!!!). Anyway, I leveled up and began PvP at about level 26. I loved the mechanics of a Gunslinger and how much utility and synergy I felt it had with the other classes. When I hit 50, I discovered the darker side of SWTOR PvP: the large amount of grinding. Grinding valor, comms (ewwww, BM and Champion bags). Fortunately, they fixed that about a week after I hit 50 and introduced the new system. I thoroughly enjoyed PvP with Moryy until other classes called my name. A Jedi Shadow and an Operative quickly got leveled to 50. I switched around with those classes for a while, until settling on Moryy, again. I started to notice a decline in population about then. After that, a massive influx in premades. That was ok, having often played on premades. What was not ok was the "balancing" of the classes after that. Burst got really high, and some classes just were REALLY bad. I still had some fun at that time, but I didn't get the same effort from my teammates that I had used to. However, the second that I could get people from 100% to 0% in 3-4 abilities, i started to get really bored. That isn't really fun, that's just bursty kills that require no effort whatsoever. Other classes at the time started to show how strong they were. Operative healers, and tank shadows showed how invaluable they can be to a team, and those popped up everywhere. So did a certain spec of Maras and Sents (you know which one). I stayed at that time because I was geared, and my friends and guildmates still played. Once they left, and I got to feel what it was like to play as a PuG versus a geared premade, that was when I hit the point of bordering on unsubbing. I wanted to stay until 2.0, however, so I waited. At that point, with pvp time to kill at an all time low and burst at an all-time high, I decided I was done. So here I am, at F2P status. Wall of text end.
  9. Well some classes' skill curve is a lot steeper than others, while others have about 0. A Rage specce'd person has to work a lot less to achieve the same damage amount as for example a sorc. A sorc has a lot more skill involved in staying alive, wheras a Rage Jugg/Mara has a lot lower skill cap due to the simplicity of the rotation. And I disagree that no classes are gimped. Mercs have a hard time against melee, and there is pretty much no way for skill to solve the problem, it is a broken class. Lightning Sorcs have to do a hybrid spec in order to be competitive. Also, winning or losing is about the other players, not USUALLY about oneself.
  10. Wow nice revitalization of this thread o.o
  11. Swelling Winds now increases damage done by 5/10%, down from 10/20%, the cooldown reduction of 1.5/3 seconds will remain the same. That is about a net 20% ish nerf to its damage. And there isn't THAT MUCH CC in this game. ALL of them have at least a 30s cd. (except for bubble stun).And what would you change talent/mechanic wise? That is what I meant by constructive criticism.
  12. Sharpshooter has amazing burst and 40% accuracy reduction is actually very good group utility, not to mention I think that DF has awful energy management.
  13. Obviously You didn't. (and lol because you play a mara who is rage) Try to put some constructive criticism, k?
  14. People, could you at least PRETEND like you read my post?
  15. The best nerf would be like this with patch notes above and then Classes Sentinel Focus Swelling Winds now increases damage done by 5/10%, down from 10/20%, the cooldown reduction of 1.5/3 seconds will remain the same. Singularity has been redesigned. It will only increase the damage done by force sweep on the target currently affected by force exhaustion or force stasis. Inner Focus now causes a buff triggered by Zen to increase all damage done by 2/4% per talent point for 8 seconds. This Effect has a 15 second cooldown. (Combat Focus for Guardian, with no internal CD) Watchman: Recompense has been redesigned. It now additionally causes burns to increase the damage done by Riposte by 4/8% per burn, in addition to its current effect. Stacks of burns do not count as a damage increase, only unique burns. (Cauterize and Overload Saber). This effect will only occur in Juyo Form. Burning Focus now causes burn effects to be undispellable. Merciless Slash now costs 4 focus, down from 5. This gives a nerf to Focus that doesn't completely destroy the spec, but it makes it so that force sweep damage is not increased for multiple targets. It also causes it to be more difficult to gain singularity, which was one of the reasons that it was so high damaging. This will also make Watchman again a better spec for PvP because its resource costs will be somewhat lower than before, as well as making recompense a good talent choice.
×
×
  • Create New...