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lJustAlexl

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Everything posted by lJustAlexl

  1. It's already in the proposed 1.1.1 patch notes.
  2. Having started with a tank BH and moved to a dps marauder after hitting 50, I think it's GOT TO be the marauder. Complex, but incredibly entertaining once you get your rotations and quickslots down (and a 16 button mouse doesn't hurt). Will second another post made earlier: played correctly, they absolutely melt faces. Very rewarding class for the time and effort invested.
  3. I think he's saying exactly that just one stat would be involved. Say for raid tier 3, a full set provides you with 1000 Heroic or something, granting the player extra dmg against raid enemies and reduced dmg from raid enemy attacks. Ellyll, I removed and apologize for the needless insult from my earlier post. While I, and apparently others, had trouble understanding your suggestion, you've responded with a refreshing decorum. It's appreciated.
  4. I think the OPs initial point was that tanks are limited to the amount of badges they can receive because of their lower damage potential (as full-specced tanks). Speaking as a main tank, I'll have to disagree to that. Guarding grants us 3-4 medals as early as the first minute or two of play. Once you get the 75k dmg badge, one-on-one badge, finishing blow badge and one defender badge on top of that, you're either at the top of the list by the end of the match or in the top 3. Everyone seems to have pretty effective means of acquiring badges these days so I'm not too bothered. No more nerfs IMO.
  5. You explicitly proposed that there should be no gear rewards for PvP outside of cosmetic (i.e. not stat based) items. If that happens, what will occur when players use PvE raid gear in PvP? That will be the highest gear in the game. Thus, they are rewarded in both PvE and PvP for raiding. Taking all the new conditions you've posted, is this an accurate assessment of your suggestion? - No PvP gear rewards outside of purely cosmetic items. - PvE raid gear has capped Aim, Endurance, Strength, etc. comparable to level 50 gear acquired outside of raids at this time. - PvE raid gear has only one different stat (say, Heroic) that only has influence in raid environments. That about right?
  6. He made his bias plenty clear. He feels PvP players should not be rewarded for their investment (costumes, you're so generous) while PvE players get a benefit to both PvP and PvE because they...deserve it more. Because it's 'harder'. It's a strange argument. Boss mechanics only need to be memorized once and then you can sleepwalk through them. And the boss mechanics in this game aren't particularly difficult either compared to other MMOs (this is a new game, so the limited end-game is understandable, but still). Once you gather enough moderately skilled players, you're set. I think the system works fine now. PvP players can jump into end-game PvE (outside of nightmare) and vice versa and still perform better than lower geared 50s. As far as PvP is concerned, everyone started somewhere and there's a definitive cap on the benefit that equipment provides. Having put two 50s into PvP at a stage when many players had champion and battlemaster gear, I didn't feel extremely disadvantaged to the point where I felt it was a real problem. After about two weeks, I had the same gear. Same for most players.
  7. The reason people quit is because they're smart. The devs have provided no incentive to finishing a losing match or completing a match to the best of your ability once you've hit 50 (pre-50, you could still try to amass badges for exp and commendations). Once you've hit 50 however, you're only earning commendations and a bit of legacy exp. Earning commendations is the slowest method of acquiring end-game pvp gear so why would they waste their time? Play for their dailies and weeklies and they log off or play an alt. That's making the most of their playtime toward advancing their character (and really, isn't that the point?). It bothered me a lot when I saw it on the way to 50 (before they split the brackets). After getting there and realizing I wasted a lot of time in losing matches, I suddenly understood where they were coming from. I rarely quit myself, but knowing how pointless it is to stay makes it doubly painful.
  8. This is an excellent idea and I hope Bioware seriously considers it against the current strategy of 'ensuring' (fallaciously, IMO) longer-lasting customers. I too was among the '35 bags and nothing to show for it' crowd and when I finally received three pieces in one burst, I was elated for the rest of my play session. However, when it came down to logging in again the next day and playing that character, I felt absolutely no desire to run through another 30 bags with nothing to show for it but centurion commendations whose rewards are negated by a lucky roll of the RNG. So I started an alt. Until the weekly quests roll back around, I have zero intention or incentive of playing that level 50 again knowing the most efficient method of advancing that character's strength and effectiveness would be just to take part in quests that yield the most bags in one shot and hoping for the best. Earning enough warzone and mercenary commendations for a bag or two a day stopped being fun very quickly. Reward us for our skill and time spent, Bioware. It seems to work well in other online games.
  9. The reason game-wide rollbacks wouldn't make sense is because there are a good number of servers where the imbalance wasn't an issue. The kind of farming that everyone has a right to be upset about happened on those few 10:1 servers. Even in mine (Shii-Cho), where Imperials outnumber Republics, there was no way to get inside the bases and take out the turrets with the Republics that defended it. The system worked. After two hours of solid PvP, anyone above level 30 got, maybe, two levels tops. And this was with constant back and forward combat. And I'm certain there are many other servers where the Imperials weren't able to abuse it as well as some of the worst offenders. They need another solution. They'd have to look into the degree of abuse more specifically than just cleaning house.
  10. All right, been PvPing in Ilum for the last hour. Here's how it's going on Shii-Cho. At first, relatively even numbers of Repubs and Imps were fighting around the central and southern bases. After some time, more Imps joined and pushed them back to the Repub base. Even with two and a half ops groups, we could not take out their 1.3 million hp turrets while simultaneously dealing with the ever spawning republic players. I can only imagine that a server with a 10:1 ratio could ever really achieve what was shown in that one youtube video getting linked. As it stands, both sides are at a stand still. The Imps have pushed the Repubs back, a few people squeak by through stealth or trying their luck on an unguarded entrance/exit and move to the other bases. It's somewhat one-sided, but not the 0 to 60 valor machine people claimed. Most people have come to that conclusion and leave after getting their 30 kills (which requires tagging players. You can't just sit afk and get credit, even if you're in the ops group that does most of the tagging). After about an hour of this, I gained 3/4 of a valor level to 31. I'm just not seeing it, and we're a pretty populated server.
  11. Correct me if I'm wrong, but this is my conclusion regarding all of the discussion I've seen here. Turrets don't provide valor. Increased valor from killing enemies while all bases are capped is pretty hefty though. So... 1. The people saying they got from level 0 to 60 valor in 5 minutes are lying or greatly exaggerating to stir up drama. 2. The source of relatively substantial amount of valor gained is solely from spawn camping. While probably more than was intended, it's not a 0 to 60 in 5 minutes method. Is that about right?
  12. I'm shocked, but I guess I'll start using it then. Wouldn't expect that.
  13. Not sure, but would this be considered an exploit? Was running against a rather coordinated team in hutt ball a moment ago when, as the match started to get closer, one player in the guild would remain in spawn when an individual was about to score. They'd run to the ledge of the spawn area, pull the ball carrier to them, and let the would-be scoring player become instantly killed by the map's spawn camping protection system. When they die like that, the ball is reset to the center of the map as well. They were able to successfully prevent all future goal attempts this way. Can't be intended...right?
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