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tomroark

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Everything posted by tomroark

  1. I'm a returning player after many, many years away. Juggernaut is my favorite class, but it's a bummer to see this bug in game. I was very confused when I selected the Warmonger utility to then start experiencing increased cooldown for Force Charge. I can confirm this specific utility is bugged. Upon exiting combat, if Force Charge is not already off cooldown, it experiences an increased delay beyond the original 15s cooldown (upwards of 20 seconds, which is very noticeable and a huge hit on mobility). I was hoping to see a mention of this in the patch notes today, but no mention. As a returning player that wants to properly experience one of my favorite classes, could we please get some acknowledgment on this bug and a fix? Would be so much appreciated.
  2. Can it be saved? Not with this dev team. /unsubscribe.
  3. Correct. It would be the game it should have been at launch.
  4. I understand this. To clarify: by swift I mean within the foreseeable future (perhaps within the year?), not two or three years or a couple expansions away.
  5. I want to start off by saying that now is the time for action, and that swift action by Bioware's part can save the PvP in this game. My recommendation basically revolves around the implementation of one or two new servers that will be vastly different than the current PvP servers, which are basically the same as PvE servers currently. These servers would implement a new PvP theory and construct. Since this theory that has gained widespread support has already been posted about (even before the game launched, this type of theory was pushed for and the development team was warned against the implementation of Warzones/BGs/Arenas), I will just post a link to that thread from here: http://www.swtor.com/community/showthread.php?t=234156 In my opinion, it is too late to implement this type of system on the current PvP servers. The implementation of Warzones that award gear has already ruined the possibility for fun, engaging, objective based World PvP with faction wide consequences. These new servers would: 1. Implement this new system, minus Warzones: Warzones would be left to the current PvE and PvP servers. Players who prefer this type of system would be at luxury to stay. These new servers would focus solely on the new system. 2. A clean start: No character transfers. Everyone would be able to start on a fresh, new slate. This is a suggestion. I believe it would help immensely. If it's a fail, Bioware can shut it down. If it proves to be successful and helps revive and stimulate the PvP community, Bioware can expand upon it. Feel free to post your suggestions and ideas. Edit: To clarify, I'm calling it the PvP lifeboat because, currently, the ship is sinking. It's our only chance. We either go down with the ship, die at sea, or have a hope of finding some glimmering ray of hope. It's worth a shot. Let's take it.
  6. In short: The majority of accessible and good gear should be player crafted. This requires a fun and engaging crafting system, which Bioware failed to implement. The very rare, or at least much harder to obtain gear should be acquired from raiding or PvPing. This gear should have comparable stats, perhaps different looks. Or even better... tokens that you can turn in to a vendor to acquire the gear pieces you want. PvP gear should not be obtainable from Warzones/BGs/Arenas. These should be left out of the game completely since they get old and boring fast. Open World PvP that is objective based should be implemented. When players die, they drop tokens, x amount of tokens will allow you to turn them in to vendors. EQ2 had a similar system that worked fantastic. It had amazing World PvP in its prime.
  7. The game could have been more if the development team for PvP had actually listened to the PvP community when many of us warned against the implementation of Warzones/Battlegrounds/Arenas which award PvP gear. They didn't. Now we have a PvP gear grindfest to valor 60 and no fun reason to stay. Edit: I will also be cancelling my subscription when GW2 comes out. Even if the game isn't perfect, the PvP will still be 50x closer to what I enjoy when it comes to PvP. Warzones/Battlegrounds/Arenas can all burn for all I care. They do NOT promote a healthy PvP community or a fun PvP experience.
  8. What boggles my mind the most is the blatant disregard the developers had for the PvP community when a large amount of the player base warned and fought against the implementation of Warzones/Battlegrounds/Arenas. This could all have been avoided.
  9. I'm currently leveling a Juggernaut in primarily PvP and Flashpoints, and I have to say that I love it. After playing a Guardian for a while, it just "feels like home." One thing that I think the community is well aware of, considering I've seen other posts semi-touching on this topic, is the fact that armor mitigation and defense rating currently are negated by the fact that most hard hitting attacks are Tech/Force attacks that ignore our armor, making our tank able to be burned down pretty quick. Changes/thoughts as follows: 1. Buff Tech/Force mitigation and defense in the Immortal tree: As a tank I want to be that: A tank. Hard to kill. What troubles me is that some other heavy armor wearing classes (see: BH and Trooper) can last just as long, if not what seems like longer, than many Juggernauts and Guardians while outputting much more damage and still retaining group utility. 2. Damage: I've seen some people mention that they'd like to see a damage increase to the Immortal tree. Here is where I disagree. As a tank in an actual tank spec, I don't foresee myself doing a lot of damage. I've traded doing extra damage for extra survivability. At least, that should be the case. Currently the trade-off between damage input to damage output is off balance. By losing about 5% defense I can change talent points over to a DPS tree and achieve about 3x damage output. That's huge. Anyways, these are just my thoughts concerning the Immortal tree (and mirror tree for Guardians, whom I still have love for!). If you guys have any thoughts or suggestions yourselves, feel free to post them.
  10. Any high crits or hits you've seen from Guardians/Juggernauts are from those that have specc'd into their damage trees, forsaking some defense abilities. These guys are in fact pretty squishy considering most attacks negate armor mitigation anyways.
  11. Being able to back up statements with actual numbers can make a huge difference in getting a response from the development team. No facts equals "It was a buff, these are just variances due to 'x' circumstance." Combat logs can highlight the truth.
  12. We could lay all this to rest by using the long-waited for Combat Log they just implemented! Oh wait. Nevermind. Who needs a Combat Log anyways?
  13. I would love to see this type of system implemented. Unfortunately, this would take a dedicated and committed dev team, and I haven't seen this yet. What is especially unnerving is that this isn't an original idea. Many people, including myself, posted very similar ideas back when the game was being developed. The OP is actually a very well written and much expanded upon idea that I myself had posted about. My point is that none of this is new to the development team. Many people touched on the importance of staying away from Warzones that awarded gear and instead focusing on actual objective based PvP. The development team decided to ignore that and is now facing the consequences and the realization that the PvP community isn't equivalent to a little kid who has silly ideas and notions. A dedicated and serious PvP development team, preferably a new one, might be able to save SWTOR PvP, and perhaps the entire game itself.
  14. I know it has been mentioned before, but don't force color crystals based upon moral choices. In no other place have I seen color crystals being restricted by light side or dark side alignment. It's boring being restricted.
  15. This is a perfect example of why the cry for nerfing can often be over-exaggerated and directly impact classes that do not necessarily need it or are then over-nerfed into brokenness. All classes need a bit of tweaking currently. Not major nerfs. Incoming is the Operative/Scoundrel nerf. It should not be implemented at all in its current state and is overdone. If anything is going to be nerfed, it should be a soft nerf and all classes should be included in the updates.
  16. I think that an important aspect of any MMO, especially when it comes to the PvP Community, is the relationship between developers and the rest of the community. As many of us know, one of the biggest aspects of any relationship is trust. Trust derives primarily from transparency with the other group. I believe that the opportunity exists for improvement in this regard, and if more trust and transparency were prevalent between the devs and the community, there would be a much more healthy relationship and more trust in the devs actions. I think a recent example that really hurt the relationship between the two exists within patch 1.1.0, the patch where Level 50s bracket was implemented. Also in this patch were two ninja patches that immediately effected the PvP Community and were not mentioned at all in the patch notes. Before I continue, let me say that I believe that one of these updates was okay, although that is not the issue at hand, the issue at hand is that the development team did not inform the community that these patches were going to be implemented. The first one, the one that I am okay with, is the increase commendation cost of Level 20 and Level 40 PvP gear sets. What I am not okay with is the fact that was there no mention of this prior to it being implemented. I know for me that really tarnished my trust in the development team. The second one was the removal of a Level 50 PvP gear set from vendors in Coruscant. This, also, was not mentioned in the notes. Now, when a player who PvPs hits 50, they are going into situations where they are extremely undergeared and have to play from a large disadvantage against players who have extremely good gear. My biggest issue, however, is that this as well was not mentioned. The trust between the community and the development team needs to be there if there is ever going to be hope of repairing the PvP situation. That largely stems from transparency, and the development team has not been very transparent with us. I really do hope this changes. I would really like to see a larger involvement from the development community. It would help immensely.
  17. I'm being transparent, and I don't need to be 50 to have an understanding of the situation. I've played plenty of Warzones, plenty before the 50's bracket was implemented. I've fought against many Operatives/Scoundrels in a wide array of gear. If they get the jump, yes, I most likely die. That's their class. Once the burst damage is done though, there's not much left. AOE's interrupt their vanish, and if I'm actually playing with my team, Operatives/Scoundrels don't last that long. Unfortunately, the only way to get accurate readings is to have a large pool of equal players with similar gear, i.e. everyone has Battlemaster gear. That's when we can make truly accurate judgments on where classes stand against others.
  18. As you can see in the title, I play a Guardian. It is my hopes to remain as objective as possible in this post. My only regret is that I am not yet level 50, even though I wished to abstain from posting until then. Unfortunately, time is not a luxury that has been afforded us. As many of you know, there is a patch that will be incoming to live servers soon that will effectively nerf, and in my opinion break, the Operative/Scoundrel class. So that we can be aware of what we are discussing here, here are the patch notes that have been posted: Acid Blade/Flechette Round: Now provides 30% armor penetration while active. Jarring Strike/K.O.: This ability now knocks the target down for 1.5 seconds. Hidden Strike/Shoot First: The damage output of this ability has been decreased by approximately 20% to control burst damage and because it was enabling significantly faster than intended kills in PvP. 1. My biggest concern about these nerfs for the Operative/Scoundrel class is that this update is far too soon. Level 50 brackets and the biochem nerf have not been in place long, and it seems that to get an accurate reading of where classes truly lie in the balanced/imbalanced scale, there would need to be a couple more weeks of monitoring Level 50 brackets specifically. In addition to more time needed to get an accurate reading, a larger pool of well equipped Level 50 players would be needed as well to have a more diverse sample. 2. These updates will break the Operative/Scoundrel in PvE. Reducing a burst damage classes' ability to do burst damage is not only totally reconstructing the type of class that it is, but is making it undesirable for high end group instances. We will have a playable class that cannot heal or DPS effectively, and will most likely be overlooked for classes that are specific healers and specific DPSers. 3. Starting nerfs now will only create a perception vacuum that will be filled by other classes who will, in turn, be nerfed as well. What I mean by perception vacuum is that certain classes throughout a game fluctuate in and out of the community's perception of what is currently "OP" and "Imbalanced." Sometimes, these statements are accurate. Unfortunately, those loudest on the forums tend to not have all the facts, or have blinders on and do not wish to see the full picture. Starting the nerf bat system will only bring other classes up to be nerfed in the future and will start a cycle that will end with a broken PvP system, as seen by other games. In all honesty, if any nerfs are being handed out so soon, then two other classes should be receiving nerfs as well. The Bounty Hunter/Trooper and Sage/Sorcerer. Both of these classes are nearly impossible to kill in 1v1 fights, and just because their damage is not burst, they are often overlooked when it comes to forum QQing. These classes, in my opinion, would need a fair amount of nerfing as well if any nerf is going to be applied to the Operative/Scoundrel class. 4. This nerf is overkill. I appreciate the devs attempt to take into consideration the feelings of the forum community, but in this case it is way too much. The first problem is that feelings are often unreliable and biased. The second is that they produce a perceived picture that is often over-bloated. There are two "nerfs" that I would implement to the Operative/Scoundrel classes if I was the dev team (and keep in mind that I said if any nerfs were to be implemented, Bounty Hunters/Troopers and Sages/Sorcerers would need nerfs as well to keep balance). The fixes I would implement would be these: Acid Blade/Flechette Round: Now provides 35% armor penetration while active and reduces the damage over time applied by 20%. Jarring Strike/K.O.: This ability now knocks the target down for 1.5 seconds, but resolve fill is cut by 50% as well. These are the changes I would make, and these changes would be made only if valid evidence was seen in a couple of weeks time since the recent patch via observing well equipped level 50's in the Level 50's bracket. Conclusion: If this preemptive and jump-of-the-gun patch is indeed implemented without the above suggestions and a nerf to Bounty Hunters/Troopers and Sages/Sorcerers as well, it will be a very messy and very bad situation that will most likely result in lost subscriptions and a discontent player base in addition to an entire class feeling shunned and not valued.
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