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GreymaneAlpha

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Everything posted by GreymaneAlpha

  1. Will Resolve ever be redesigned? Especially given how many stuns and CCs there are in this game, it feels like Resolve is just completely useless, with the sole exception of carrying the Huttball. It really feels to me (and to every player I generally talk to) that a smooth diminishing returns system for stuns and mezzes would be a huge, huge improvement to PvP gameplay.
  2. Are you going to revisit the exceedingly awful Resolve bar, and replace the binary nature of Resolve immunity with a Diminishing Returns system?
  3. Developers responses to questions about macros have been very vague so far: do you consider context-sensitive macros based on [enemy] vs [friendly], [target = target of target], and [target = mouseover] to be "combat macros", and thus something that will or will not be added to the game?
  4. It's to punish you for choosing the wrong ME3 color ending. If you chose Red, you should have chosen Blue. If you chose Blue, you should have chosen Green. If you chose Green, you should have chosen Red. Thus the will of the RGB color Gods would have been met, and they would have not been forced to punish you for your sins by inflicting upon you this insanely bizarre graphical glitch.
  5. Honestly, I think it is kinda gamebreaking. I seriously wonder how many close huttball games are decided by things like "I CAN"T TARGET HIM TO GRIP HIM UP TO ME!" instead of by sound strategic play. I feel like a ball gets scored or not scored at least once a game just based on whether or not I could target the ball carrier to grip him (either with Rescue on my Sage or Harpoon on my Vanguard). And that's pretty gamebreaking to me.
  6. It's a conspiracy! //shrug// It's a DX9 game that's almost completely CPU-bound. I'm not sure there's much to be done.
  7. No, no, no. I keep trying to tell you this over and over, but the difference between an average player and a great player in WoW was less about their ability to click the buttons in a particular order, and more about their situational awareness, understanding of the game, and coordination with teammates. Yes, I will grant you that you would be at a slight disadvantage if you never used macros, at the high levels. But I view that argument as a non sequitur, anyways. The entire point of macros is this: you can customize your ability usage to how you play, so that you can maximize your button-pressing efficiency as you see fit (subject to lots of requirements, obviously) in an effort to play against your opponents instead of playing against your keyboard. Let's rephrase this differently. If SWTOR allowed you the following would you object? 1) Two main bars, one for when you're targeting enemies, one for when you're targeting friendlies 2) For all spells, a default target-of-target modifier, in addition to a focus-target and self-target modifier 3) For all spells, the ability to toggle mouseover. This has 90% of the usefullness of macros in WoW, but it's baked in to the UI! Now no one can claim that they're persecuted for refusing to use macros! So would you still object to such a thing?
  8. Actually--I expect them to get a lot closer than they did...but they made some very bad design decisions because they tried to reinvent the wheel (worst offender: "cinematic combat" causing unresponsive ability usage due to prioritizing animations over actions). And do you know why? Because I expect that they would have hired designers who HAD worked on MMOs, or at least designers that were very hardcore players of various MMOs. Edit: first paragraph was phrased really awkwardly.
  9. For Mass Dispel, it probably had a /stopcasting. The shield button seemed to use a [targettarget] too? I'm not really sure how he was using SW:D, I had assumed it was an [@focus] macro like most people used. But you're right, I didn't exactly pick the best video to show off macro use, it was just the most recent WoW video I've seen.
  10. I seem to remember targeting in WoW working quite nicely, thank you.
  11. As accurately targeting something is the most important and first step towards being useful in combat, I absolutely agree with you.
  12. This is exactly the kind of situations that make me frustrated with the game. And yeah, it's made much worse because it's often very hard to see WHO you're actually targeting sometimes, and the fact that click-targeting people (with your mouse) is super hard doesn't help, which is made much harder by not being able to click on healthbar/nameplates above people's heads
  13. I still don't understand how you think this is somehow a good thing. And I actually kinda disagree about it being challenging in a "mental mapping" way, but that's a trivial point. MMOs, by their very nature of having GCDs, do not lend themselves very well to being tests of dexterity. What they do lend themselves very well to is being tests of understanding game mechanics, understanding which abilities should be used in certain times, coordination with your teammates, and most importantly tests of how good your situational awareness is (especially as battles get larger and the game gets more complicated). Look at videos of the top pros in WoW Arena. They all use various macros. Does this somehow trivialize the game? No, it makes the game better, because it differentiates the players that can have the situational awareness to mentally track where all three opponents are, how their line of sight relates to you and your two teammates, which players have trinkets and important cooldowns available, which players are in vulnerable positions, etc. But what pro WoW arena does NOT look like is a series of dexterity tests of who can press the most convoluted series of buttons. That kind of bogging-down of the game is what would trivialize the competitive nature, because all the cool stuff that the pros did, they partially could do because it was easy to use the abilities, but very hard to know WHEN to use the abilities. Watch . Tell me that the amazing stuff that happens in this video is possible without some level of macros, either by him or his teammates.
  14. I'm not familiar with this "DCUO" of which you speak. But that does indeed sound bad.
  15. Sure it's relevant. Because we don't have it right now, and it might not be the implementation you, as user used to customizable macros, actually want. Furthermore, other types of macros (target of target) also reduce this time-from-reaction-to-action. Frankly, I'm interested in few types of macros, and these macros all involve the following contexts: [help] vs [harm], [@mouseover], [@targettarget], and [modifier]. Of these, [help] vs [harm] primarily reduces your keybinds. [modifier] is almost purely aesthetic. But [@mouseover] and [@targettarget] absolutely increase your efficiency, and [@targettarget] furthermore increases the likelihood of successfully performing an action, because the main source of error in performing an action on a target-of-target in this game is actually re-targeting your initial target. Edit: And I maintain that increasing your efficiency and decreasing the likelihood of failing to target what you want is a universally good thing.
  16. Huh? This depends very strongly on the macro... Let's bring up the example of Guard again. Say my macro is (using WoW syntax) /cast [help] Guard; [@targettarget, help] Guard So if I'm chasing an enemy on my Vanguard, and that enemy is targeting a friendly, I can guard the friendly with ONE CLICK by using the macro to cast guard on the enemy's target. To do this without macros requires three clicks: assisting the enemy to target my friend, pressing guard, and then tab-targeting or click-targeting the enemy again to target him so I can continue to do more damage. In this case, it's absolutely true that my efficiency is increased, the number of buttons is decreased, and (especially because of how bad tab-target is), the likelihood of successfully pulling this off is increased. I think that these are all uniformly positive things. He thinks that efficiency is somehow bad. I'm not really sure what you're arguing.
  17. This is insufficient, because it doesn't help me target someone that's ahead of me (like I often want) when there's someone nearby me. I have both bound, but target closest enemy is almost completely useless if you're not a melee class.
  18. Yes, we agree on this. I think that this is a uniformly bad thing. A competitive MMO should focus on differentiating good players from bad players by their decision making, first and foremost. Using some abilities in this game (Guard comes to mind) without macros is like trying to play football in 2 feet of water: it doesn't *********** matter how good you are at reading the defense, everything will be slowed down and awkward no matter what you do.
  19. Tab-target (target next enemy) is amazing broken and unintuitive in this game. Unlike in every other MMO I've ever played, tab seems not to prioritize targets in front of you. Which leads to awesome behavior like "I hit tab to try to target the guy 20 feet directly ahead of me, but I ended up targeting the guy 15 feet to the right of me". I rage every single time I play this game about how bad tab-target is. Every battlemaster I talk to complains about this. How is this not being addressed? But back to the basic question: bad implementation or worst implementation ever?
  20. I hope this means you're done with the thread in general, and thus we can move on from your ridiculous claims that skill is only based on how good you are at pressing an awkward sequence of keys to perform various actions, instead of measuring skill by your situational awareness, reaction time, and group coordination.
  21. It's possible. I've read reports that Plasma Cell's activation is really buggy for Repubic, and often clips the initial tick when you use certain abilities: behavior that doesn't apply to Bounty Hunters. This means that there's possibly a ~100 dps difference between Assault Specialist Vanguards and Pyro Powertechs. An unrelated bug in the Tactics Tree apparently makes a +50% damage to Pulse Cannon apply to every AE (Mortar Volley, Sticky Grenade) without using the buff. So, due to these two republic-only bugs, it's possible that the highest DPS spec for Vanguards is the middle tree, whereas the highest DPS spec for Powertechs is the right tree. Fun, right?
  22. That would mean that they would have to have said "our heat valus will be 8, 16, and....25! No one wants 24 heat!", right?
  23. I'm not talking about this from a balance perspective...I'm assuming that (for the most part) everything is number-crunched correctly to work out. What I'm talking about is just how BIZARRE it is that you have 100 heat vs 12 ammo, when (obviously) 100 is not divisible by 12.
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