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lJustAlexl

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Everything posted by lJustAlexl

  1. Said it in another topic but they should have just provided a cooldown with it. Now it's useless outside of providing the magenta crystal. Why allow it to heal at all? No sane person would use that knowing they'd need to spend 20-40 minutes acquiring another one.
  2. What? Only an insane person would do this. It's no different than banning it from use in Warzones and the open world. It takes at least 20 minutes of travel time between Tatooine and Hoth if you use fleet passes and other shortcuts, not to mention finding the water in the first place. Don't be obtuse. A better fix would have been to have the Refreshed buff it provides not be removable, effectively providing a significant cooldown on use. This only hurts non-burst dps classes since everyone could have gotten and used the thing. Pointless 'fix' IMO.
  3. Not one person on your team had their stun break available? Their team saw the blind coming and all decided to stop attacking to allow the disarm to go through? Sounds like cooperation and some luck won out in this (rare) instance. Marauders and Juggs could have done the same thing under the circumstances. FYI, the disarm is much faster than the plant, so this seems about right.
  4. People can save up 1k warzone and merc comms and purchase one champ bag prior to 50 and, before stepping foot in one level 50 warzone, get enough commendations for 4 centurion pieces. If they complete the daily, that's one more. If they decide to stick around and complete the weekly, that's three more and one champion piece. The new system makes the transition far more forgiving. People just need to be aware of it.
  5. That fails to address afkers though. In fact, that would likely increase the likelihood of them. Tie the quest rewards directly to performance instead and it would solve early quitters as well as afkers. EDIT: I think I see where we're not seeing eye to eye. You think people are leaving just because they see a bad game, whereas Tyrias and I believe quitters are more driven by the fact that a loss will not advance their character [i.e. no quest credit]. What leads you to believe it's just a matter of people not wanting to stick around in a bad game...just because? You said it yourself, the commendation and valor rewards for a win or a loss aren't that significant, yet people leave all the same to avoid losses...doesn't that support our theory more?
  6. Read my edit. A win toward quest completion is an additional 266 commendations (800 warzone comms per bag divided by 3 for the quest). That's two and a half good matches instantly. This is why people leave. Each win literally saves them nearly an hour of time played. Please take a moment to consider all the issues before your next reply.
  7. No, my statement is true for people who want to play as efficiently as possible. Sorry to say, but that's the majority. It's nice that some people legitimately enjoy PvP, but there are far more interested in fast advancement. That means wins and quest completion. Just to further clarify, this is why I'm more in favor of incentivizing performance. Getting 112 commendations a match is nice, but you get 266 for every win toward quest completion. That's a pretty dramatic difference.
  8. This is simply untrue. You can gear up in 1/100 the amount of time PvPing if you play solely to complete the daily and weekly quests. Guess what the majority of PvP players are doing? Playing just to complete those quests. That's why they leave losing matches. That's where the fault lies in this system. They need to reward something other than wins because the majority of the players in this game do not see the incentive in playing PvP for anything but wins. Take wins out of the equation and people won't quit nearly as often. Just as an example, earning about 8 badges in a losing match will net you 3/4 the valor, comms, etc. of a winning match. However, by not netting a win you've also lost out on the equivalent of 266 warzone commendations for the daily and weekly just by not getting credit toward those quests and faster champion bags. Playing solely for wins is the most efficient method of advancing your character in PvP bar none. That's why they need to reward something else.
  9. Because people do this now. It's like those in favor of penalizing afkers and quitters have no idea how badly those players are justifying their choices. They really want to expend the least amount of effort possible because they feel anything more isn't worth it in a losing match. Punishing them for that will change nothing. Like the OP said, we just need to reward cooperation and gameplay instead of victory alone. No one would ever leave if the greatest rewards are provided by trying your hardest or playing as best you can. It would be up to the individual player then but still reinforce objective and team-based play. There are no reasonable negative consequences to this idea.
  10. It's simple. People leave because the system solely rewards wins. If you're not winning, you're losing out on 15 minutes or so of gametime that would be better spent elsewhere. If they rewarded in-match performance, objectives, etc. the onus would lie with the player and you could still receive credit even in a losing match. No one would ever leave because they'd just be hurting themselves by doing so. This would encourage team play, cooperation and other aspects of pvp sorely missing from this game and pub groups. Not that difficult a concept.
  11. Well, it depends... Knowing what you were getting into, did you adequately prepare for it? My marauder recently hit 50 and prior to doing that, know what I did? I got 1k warzone and 1k merc bags AND bought one bag before hand. The second I hit 50, I opened six bags. This allowed me to buy four pieces of centurion gear, bringing my expertise to 4%. I also took the time to use saved up correlia commendations to purchase level 50 modifications to further boost my stats. Completed the weekly and daily in one day and within one day of hitting 50 on that character, I had seven pieces of centurion gear and the champion chest, solely from the commendations contained in bags. It's not that hard if you prepare adequately for it. Sucks that the stats for marauder pvp gear re bad for the class (IMO), but the expertise sure as hell made a difference. Now I have around 6% Expertise bonus. No fear entering the level 50 bracket now. If you went into level 50 pvp the second you hit 50 without prepping for it, you have only yourself to blame for being ineffective in your warzones. The new bag system makes the transition much more forgivable. EDIT: Just caught this. You don't look up info about games, ask other players or members in your guild about information before taking part in new activities? You don't believe in preparation or communication in a Massive Multiplayer Online Game? Not sure what to say.
  12. @ OP's Post: I'm gobsmacked that people aren't falling over themselves with praise for this idea. Just think about it logically. People leave warzones because they see an impending loss and wins are the only thing rewarded in the current system. Tie the rewards to cooperation and team play that can STILL be achieved with a loss and what do you have? INCENTIVE TO STAY. This will of course stop people from leaving because they have no choice but to try their best to get team based medals in order to accomplish the quests. This takes winning or losing out of the equation but still FOSTERS likely wins because the medals will be based on performing well and helping the team. Not only will this encourage cooperation among players (which this game severely lacks already) but it will provide some sense of responsibility to your quest completion. No more bad players being carried or good players being frustrated because no one else on the team is trying. Everyone will be trying their best. How is this bad? This is an excellent idea. The only reason Bioware wouldn't implement is either because they know the current system artificially extends play and this would maximize their profit or because they don't have the systems in place to implement it (highly unlikely considering the badge system is fairly accurate). Off to the suggestions board with you.
  13. I'll support this. To be frank, I don't think there's anything wrong with more alternatives to PvP. Those who don't like the smaller group warzones simply won't participate. If people are concerned this will detract from the queue times for the standard warzones, I'm afraid to say but that's really a server issue. Shii-Cho has never had queue time issues at any time of the day, though it is one of the more populated servers. If they ever start merging servers, queue times shouldn't be an issue any longer. They'll probably have to make sure they alter the rewards to reflect the amount of time spent in the matches too (though they already do that now), but I can see that working well.
  14. The solo queue is there if you don't have anyone to group with at the moment, but you damn well should be prepared to play as a team when you find yourself in a group after the queue pops. Honestly, I'm not sure why people don't get this. Yes, it takes some effort and sometimes it's not appreciated but if you're afraid of having a horrible experience in a warzone, step up and start suggesting strategies or asking the group what they feel like doing (especially this). I do it every single time I queue up and 9 times out of 10 everyone responds warmly to my suggestions or thanks me for going out of the way to assume a leadership role. The appreciation is multiplied if we win. Communication goes a long way. If you're complaining that no one's talking, maybe you should start. People tend to pay attention to that. It's an old phrase, but "You are the change you wish to see in the world." If you see a problem, make an attempt to address it.
  15. I love warzones on all four of my characters (Powertech - 50, Marauder -50, Sorcerer - 34, Operative - 27) and look forward to completing the dailies every day. Much more so if I can run with members of my guild. Ilum is only particularly active on my server (Shii-Cho) during the first few nights of the weekly reset so I rarely go. I'm not a fan of the framerate hit on objective update, the needlessly expansive zone (considering everyone zergs two, three areas tops at any given time) or the simple truth that the size of the zerg is all that matters. I'm on the more populated faction (Empire), but the fact that the combat there is so simple and unimaginative makes it a bit boring to me. That's one daily and weekly I haven't done for two weeks. I don't expect to return to it any time soon. But for Ilum, that's just me. People on my server take part in it, so it works to an extent. At the very least, there's no camping at the main faction bases like on some servers. That said, still greatly enjoying the rest of the game and am looking forward to future developments for Ilum.
  16. Actually it works pretty well. Snare as they approach the pit, awe as they're about at the middle, wait for the fire to pop up, it'll hit them 3-4 times before they jump out, kill them with a smash if they made the decision to follow you or charge if they're trying to make distance. Works great especially if you're trying to get rid of some pursuers as the ball carrier.
  17. You may be a bad jugg or have a bad team. This occasionally works in 1-49 PvP but once you hit 50? A well-equipped Jugg will walk out of that pit having lost 20% of their health while my entire team beats on him, failing. This actually led to a score once because we couldn't stop him or his teammates from supporting him and he was able to get a pass off to another player on the second floor. Ever since then, I've NEVER grappled into acid at the start of the match during high-level play. Gives a good Jugg or any well protected player way too much forward momentum. A smart PT won't do this and a strong ball carrier should not fear this. Patched. Stop complaining about non-issues.
  18. I say left or right of spawn or east and west on map. Easy enough to take one second to type the qualifying terms.
  19. I don't think it was stated previously, but they are also, by far, the most gear dependent class in the game. If you don't have your stats at the right percent for your level (not to mention knowing which stats to prioritize to maximize bleed damage), your effectiveness as a marauder will be horrendous. This discrepancy is far more apparent for them than any of the other classes I've played (Powertech, Sorc and Operative, though Operative comes closest in gear dependency). So if you're doing everything correctly, got the right build and still find you're not particularly effective in a WZ, it's likely due to a much-needed equipment update. That said, I can't help but laugh at a lot of the posters here. Best PvP class in the game? Deserving of a nerf? You're out of your minds. Great marauders can be incredibly effective, true, but the skill necessary for that class over the others in order to be effective in a WZ is ridiculous. The fact is you can get the same numbers and be just as effective in a WZ as a top marauder using only half or even a quarter of your available abilities when playing any other class. Obviously you shouldn't purposely hamstring yourself, but you can match a top tier marauder using just the best abilities in your rotation and nothing else. Marauders have to use everything available to them in every fight to match the other classes. I would instead argue they are the worst PvP class because they have such little utility and very unintuitive gameplay comparatively. I like my marauder and I play him well, but it is humorous how little I have to work to get to the top of the WZ charts as my other characters compared to when I play on the marauder. Any marauder who has leveled other classes to 50 will tell you the same. They're just not comparable. EDIT: SicNNasty, thank you for providing further clarification on the number of abilities we use. 23 bindings that all have to be used throughout warzones often. I too have a Razer Naga and being able to use those 9 of the extra 12 buttons on that mouse (with Shift as the occasional modifier) makes moving and quickly utilizing any number of our needed abilities far more manageable. I don't have even have to get past the third extra button on any other character.
  20. This is the crux of it. It's a bug fix, yes, but there's no point in lying outright in the notes. I think the only circumstances this would result in a buff is if you had 90% or higher crit rate. It is a buff if nearly all of your bleeds crit every time...but otherwise...not so much.
  21. It's fine if it's not your thing, but I absolutely love the PvP in this game outside of the wonky RNG-based reward system. Rolling with a coordinated team and decimating others in close matches is fantastic. Having played a Powertech tank and Marauder to 50 and now branching out into an Operative and Sorcerer, the only time I don't enjoy PvP is when I solo queue and up with uncooperative players who think the point of Hutt Ball is kill count. I wish you could explain more of what you don't like. If it's just the gear reward system, that's one legitimate complaint, but when pvp itself can be so much fun I have some difficulty understanding the severity of the rest of it (no offense, but it seems needlessly exaggerated). What else bothered you? You say it's not skill-based but the difference between individuals who know how to play their class and work alongside their teammates is clear as day compared to people who don't care. Maybe you've paired with too much of the latter?
  22. I can get the 2.5k with the popular annihilation pvp/pve spec on an unshielded light armor user. Might need to use relic and expertise boost, but it's possible with a high-end Annihilate crit. Absolutely need the gear for it though.
  23. I like the idea of server transfers, server mergers, and only the first population imbalance effect. On the subject of server transfers and mergers, the devs need to deeply consider something like this. I play on an active server and it pains me to see people leave or complain about a 'dead' game that only appears that way because of one possibly arbitrary choice they made shortly after installing the game that they're now bound to. It's just...really unfortunate. On to the class changes. IMO, virtually all of the class changes belie a remarkable ignorance to a majority of the class's playstyles (the Marauder/Sentinel changes being the most damning). Good intentions, but I feel the bulk of those changes would overall hurt players more than they bring balance. With that it mind, I'm between 2 stars and 3 stars. I applaud your effort, but some of your ideas need additional work. And proofreading. Significant proofreading.
  24. I decimate in warzones as my marauder as do others who share vids and screenshots on the marauder forums. The problem arises when (and most competent marauders who have played other classes can testify to this) it takes far more effort to reach that level of efficacy compared to the other classes in the game. But, by your own admission, you haven't played the class so you wouldn't know. You should roll one and educate yourself.
  25. I can't tell whether you've yet to play a melee character in this game or you have, but you've never played ranged to compare the two (sniper aside, since I think they could use help too). If you think melee classes are easy, you will be shocked at the ease of the ranged classes. EDIT: Looking at your post again, I'm confident you don't play a marauder. If you do, you certainly aren't playing it well since you're entirely ignorant of the playstyle. Opinion dismissed.
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