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OSOKSouthpaw

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  1. This is especially frustrating playing on the faction that loses most of its games. In the rare few that I do win I may not even get credit. I am beginning to wonder if it has to do with sides not having enough players and it discounting the victory for that reason (i.e. winning 8v6 doesn't count). This would be difficult to observe from a player perspective, especially if players on the losing side ragequit the match close to the end, as they will still appear on the scoreboard afterwards
  2. Don't be so easily mislead. Shield chance (and consequently absorb) are only pushed off the table if your opponent's crit chance is so high that "chance to shield attack + chance for attack to be a crit" is greater than 100%. This only occurs when your opponent uses a cooldown to significantly increase his critical strike chance (like Force Potency, which gives +60% crit chance for your next two critical strikes, but this is technically irrelevant because attacks boosted by this ability can't be shielded) or in the cases where their critical strikes are guaranteed (Particle Acceleration procs). These attacks make up a small minority of the incoming damage that you will see in PvP and this means that Shield Rating and Absorb (much more so absorb than shield) are still quite valuable against most opponents. As a character trying to stack critical strike rating, I currently have ~30% crit, which means you'll need more than a 70% shield chance before we even begin to conflict and I need to blow cooldowns in order to start pushing your shield rating off the table (in which case you also have cooldowns to greatly reduce the damage you're taking in response anyways).
  3. There are aalready systems in place that prevent this. Please at least test out your theories before posting them
  4. As a jedi shadow (infiltration spec) with less than 100 expertise I laugh at operatives. Literally laugh. It is perhaps the one class I have had the least issues with in this game so far. If I'm kinetic combat instead of infiltration it's even more of a joke. QQ more about the class. I really enjoyed the buffs I got last patch
  5. I agree with the basic idea, that there should be some level of pvp-focused gear available as a "starting kit" for players. Ops have this insofar as you can run normal modes and craft purple-quality items/mods for your characters in order to gear up for entry-level pvp. However, Ops are PvE content and require that you run easier PvE encounters to gear up for them, and you should never be allowed to gear up for PvP by doing PvE (and vice versa). So to do this you might consider a crafting material of some kind that is obtained from killing players, which should be easy enough.
  6. While you are correct that we don't have numbers so we don't know how bad the damage really is you are failing to note one point here: It doesn't matter if they would have the same valor in two weeks, because having it now means their gear is much better now which means when they go into PvP against the people who didn't benefit they have a much greater chance of winning (which means the other players lose, which stunts their valor gain) and gives these people more gear and the problem compounds on itself. The fact is if this only effected these people, nobody would really care. BUT significantly accelerating the gear acquisition rate of a select number of players negatively impacts everyone (a much larger pool of players, I'm sure you would agree) who participates either in World PvP or Warzones with these players who did not benefit from that exact gear acceleration.
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