Jump to content

lJustAlexl

Members
  • Posts

    240
  • Joined

Everything posted by lJustAlexl

  1. So you're okay with 20 comms for 10-12 minutes of gameplay while the winning team got 88 for the same time investment? Sounds like you're playing very inefficiently. Unless you derive pleasure from losing and spending far more time advancing than other players...and to that I say, to each their own. I think another thing people seem to be completely missing is that some gametypes and some character classes simply can't get those medals. How many screenshots have we seen of top healers earning only 3 medals because their activities don't count toward offensive or defensive medals like dps classes do? The system needs reworking. It really is indefensible.
  2. This occurs even outside of late entries. In Huttball, a well-coordinated pre-made can crush a pug group 6-0 in roughly 4 minutes. In that time, it is nearly impossible to get more than 4 medals in the new system because of the way offensive and defensive medals are awarded in that specific game type. I ended that match with 120k dmg (again, just 4 minutes of play and focusing on retrieving the ball) and some healing and got 3 medals. After the loss, I was awarded nothing. I didn't mind so much since it was just a 4 minute match...however... You know does get 8 medals and full rewards for the 4 minute game? The winners. That kind of system will keep the losing team in stasis while the winning team would continue gearing up better and faster because ending matches quickly provides enough medals for full credit to the winning team regardless of how few medals they might earn. That can't be working as intended.
  3. lJustAlexl

    Mar/Sents

    You don't use Ravage in your rotation for the first two instant hits? You're missing out.
  4. At first I thought that stupid 'zoom in during the beat' thing was just for the purposes of introducing the song, maybe used for some highlights. Then I realized you kept doing that crap more than halfway into the video. Closed out. I know you're just getting started, but there's a lesson to be had in the saying, "Less is more." It was fine, unique even, in the beginning. But to use it throughout the entire video? Awful. IMO, anyway.
  5. What I don't understand is the fact that Bioware had it mostly figured out from 1.1.5. The previous 4 medal requirement meant anyone, winners or losers a like, would get moderately good rewards for playing the match to its end. A losing match where a player earned more than 4 medals received 2/3 of the winners rewards. Perfectly acceptable and there was still solid incentive to play at your best to get that extra boost in rewards for winning. On top of that, they rewarded warzones played so even if you lost all the time you still got something. Now, there really is no logic in staying in a losing match. You get less than half the rewards of the winning team even if you performed exceptionally and you get no credit toward any pvp quests. There is also zero punishment for leaving a match. What did they think would happen?
  6. lJustAlexl

    Mar/Sents

    I pretty much main a marauder for PvP (got a PT and Sorc up there as well, but enjoy the Marauder the most) and I'll state without hesitation: The buffs are completely out of whack. My marauder was in full BM, had Biochem and I made use of the proper stims, adrenals and relics in each fight. They were pretty much never off of cooldown. Though I played Annihilation spec before 1.2 and will continue to do so now, I still never ended a match under 300k dmg and I always had minimal deaths thanks to the defensive cooldowns and escapes we were provided. There are several very well-known players on my server on both factions that play similarly. We demonstrated what the class was capable of. What 1.2 did was bring up the wide majority of marauders that played beneath the level of those min/maxers. Far too often people would play the class and perform horrendously, barely rising above six figure dps while playing offensively in a match like Voidstar (I'm not exaggerating. At least on my server, this was the norm for sentinel/marauder players). After the patch, they now make a difference in warzones, which is nice... However, this has now made those who actually took their time to learn the class and play it properly become practically Godlike. The playerbase has been punished by Bioware's decision to make the class far easier to play for the majority by substantially increasing their dps potential. All this served to do was frustrate others because the bad players are now lethal and the good players are now unstoppable. Personally, I think all they needed to do was provide a minor buff to some abilities and, more importantly, change the way Strength is weighted and the reliance on accuracy for Marauders. Aim and Willpower (in my experience) provide far more of a difference in dmg and healing output than Strength does for marauders. It's part of the reason they hit like wet noodles before becoming optimally geared and before they acquire the right trinkets and such. If they did that, the lower geared players could still be moderately effective, even lacking skill. I hope things change. Playing as a marauder has become less interesting and people are understandably upset by the changes.
  7. Just to add an update, we returned to it with a different composition and found it almost too easy. With two marauders, there was never any remote danger of the cast going off and he was downed in short order. As a way to make the fight seem less hectic, our tank offered an excellent strategy. Likening the lightning fields to the Oil Slicks from Karagga, the entire group would move as one, tight unit from beginning of the fight to the end, led by the tank. This way, even though the lightning field would target a player randomly, we could control where it landed. This made navigating the area while consistently dpsing and interrupting him a breeze. This still works with stationary ranged dps and sorc healers, as there were more than enough periods where we could sit between lightning field cast. It only ever became hectic at 10%, but by then even instant cast abilities were enough to quickly down him. Thanks again for all the input and discussion.
  8. These posts have all been very helpful. Judging from the responses, it does seem like it was simply a lack of precision on our part. Heh, now I feel doubly bad about losing to him at 2%. Appreciate the help, all. We'll give it another try later tonight.
  9. Basically what the topic title says. Could use some insight into completing the hard mode version of this encounter when interrupts are lacking. LR-5 Sentinel's Incinerate will provide one stack of the DoT on anyone standing within a 5-10m range of the target if it's not interrupted within about .5-.7 seconds (it's a 2 second channel which provides a stack of the DoT every 1/3 of the cast). A single stack can bring a tank down about 10k health and if this occurs during the last 10% phase (where each lightning area attack is at it's largest and most powerful the moment it touches down), that's a wipe. Sure enough, this is where our group (with only the tank and one dps sniper available for interrupts) would always fall. I can easily see this done with a marauder or other classes with solid interrupts that can be done on the go, but I'm not sure how certain group compositions will get past this. Completely missing the interrupt should never happen, of course, but even being a half-second late (with consideration to the fact that interrupts are close range and we need to keep moving him around the room) is enough to make the last 10% nigh impossible. Worse yet, if the entire room is filled with lightning fields and the group needs to move in a rather tight formation, one .5 second slip and the group is killed. For those who have beaten it today on Hard, any insight and advice would be greatly appreciated. The closest we came was 2% where, again, the Droid used incinerate while we were moving to avoid a lightning field and our interrupt came after the first stack of the DoT. It's good to know that we can consistently get him to 10% before it becomes partially a matter of luck...but we could be missing something obvious. Thanks in advance.
  10. The video may be old, but he's still addressing correspondence as of one month ago, telling people he's been updating the program and directing them to their site. Not quite awol.
  11. Uh...there are youtube videos of people programming bots as a tutorial for those using the bots including links to download the best programs for it. I'm shocked someone who's spent as much time with the game as you has yet to come across it.
  12. I see nothing wrong with this idea. People who need it will play it (and there are many who do) and those who don't will not need it. It's just an optional tool that I could see even expert level players trying out new strategies with. This would also allow for guild vs. guild scrimmage when larger guilds would want to play against one another but do not have that opportunity due to the queue system. Come 1.2, those players who don't know will likely stick with unranked as it'll be the closest thing to 'practice' warzones. Still not a bad idea, IMO.
  13. The dramatic difference in gear was not acceptable. Look at 1.2. Full BM in a week, tops. Compare to the Legacy system where people have played for months to earn unlocks. That's what the devs are afraid of, benefits to Legacy Level 50 players that would keep newer players several months away minimum from reaching them. I'd say that's a legitimate fear. Thankfully, the devs are, so far, heading in the direction you proposed. Allowing for classes that were previously locked by faction, new abilities that do not provide a distinct advantage over other players and legacy-based equipment, unique in appearance. I'm sure there'll be more along those lines to come.
  14. The Legacy system appears to be heading in this direction. The devs are cautious, however, in providing benefits that place the newer players at a distinct disadvantage.
  15. As some have accurately determined, this opening post is a well disguised (by frustration) discussion on the incentives implemented within massive multiplayer online RPGs. As expected, there are arguments on both sides of the fence regarding the 'grind system' vs the 'gameplay system' in order to ensure long-lasting subscriptions. I think people need to stop being naive and realize that subscription-based games have little choice but to rely on a grind system in some form. In order to retain the bulk of players, in order to convince people to continue playing beyond the first few months, they need to provide rewards that take some measure of time to achieve. To date, there has not been one successful subscription-based massive multiplayer online RPG that does not rely on this. The bulk of gamers rarely dedicate their time to a single game for months at a time and they would likely not accept the continued pricing each month if they could clear the content and have nothing else to look forward to after reaching an easily achieved point. Those who argue against this model offer examples such as non-MMORPGs: the various popular first person shooters, small-scale instanced multiplayer RPGs, sports titles, etc. The problem with this argument, as far as I see it, is that these games, while highly profitable, are released by the same companies on a yearly basis in order to net continued profits. MMOs, by comparison, create content every few months in the place of a 'sequel' and we pay for that and the other services they provide (server management, etc.) through our subscription fees. The 'grind', is there to keep us motivated to play until that time. I'd lastly like to add the most important aspect of this argument. What some call a 'grind', others consider 'playing the game'. Some players (hopefully a majority) genuinely enjoy the gameplay this MMO provides (myself included, both in PvE and PvP). If you consider activities after hitting the level cap a 'grind', then perhaps the game simply isn't for you (and that's totally fine. People should only be playing things they enjoy. That's the point of this hobby after all). Consider the fact that, conceding that some content is repeated after 50, it's still similar gameplay compared to 1-49. What's the difference there between replaying your favorite stages from those action games or logging on to play against others in those shooters? There, too, you're doing more of the same...it just wears a different facade.
  16. Hm...I hear what you're saying, but you have five classes in the top tier category. Doesn't that sort of weaken your argument? Yes, operatives aren't quite as useful (though I've seen more than a few use stealth to get to good locations, get passed the ball, and cancel stealth while the ball is mid-flight for surprise goals), but unless you have a team of majority operatives, you'll likely be okay.
  17. This makes me wonder if an MMO could have something like this... When you queue into PvP you get taken into a character select menu of sorts based on your faction. You get to choose roles that have set skills and equipment and, with continued play, you get customize the appearance of these characters and provide them new equipment that provides them increased performance up to...say, 5% tops at the highest end. Along the way to that goal, there are a dozen different selectable appearances to go with and different hybrid classes for different, but still balanced, play. Basically merging the system of League of Legends within an MMO. It would make the PvP a sort of meta-game in its own right. For people that want to boost their own characters, they would get access to competitive, but not top, PvE gear and a bunch of customization options. This won't get implemented in a game like this one, as far along as it is...but I wonder how the PvP community would respond to that.
  18. Hey guys, he wrote official in all caps and in parentheses. That means this can't possibly be another alarmist opinion piece. Oh, wait...
  19. We...are...GODS!!! Well...even more so now. I still can't believe they gave us THAT much.
  20. Guys, this topic was made in December, before all the operative nerfs and tweaks. It's no longer accurate. Wish people would stop resurrecting long-dead topics...seems to be happening far too often lately.
  21. This results in destroying the ball carrier and sending anyone around them flying. Pretty sure that's not what this player is speaking of here. I'm afraid I've never seen this happen so I can't comment on it. Will keep an eye out though.
  22. I read your entire post but quoted the only relevant portion since I didn't feel like taking up more space than needed. Additionally, the remainder of your post also operates entirely on assumptions. Not every single DPS sorcerer in the game uses the hybrid spec with points into the root. I can say with confidence that it's not that common in the warzones I've played even if most on the forums would agree that it's highly effective in PvP. How many min/maxers do you think this game has? Or players that take time to research their class for that matter? It's not as common as you think.
  23. You're insulting him because he didn't feel like relying on assumptions or reading your mind since you didn't specify that it refers to only one build? Laughable.
  24. That person just didn't read your post is all. I've had the same thing happen. I get antsy and charge through a vent and awkwardly go flying/teleport between two locations. Once all is good, I try to move around and I'm stuck in an invisible 20 meter or so square. Players can see me and target me, but they cannot interact with me. Same to them from my end, just get messages "Cannot see target" even if they're right in front of me. Need to /stuck or kill myself with fire vents if I have the option. Pretty annoying. For the record, like the OP, I have no issue actually getting picked up by the vent while we pass through it. That makes sense. It's the glitch that occurs afterward that needs to be addressed.
×
×
  • Create New...