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Tallymon

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  1. Im trying to make sense out of that post but its hurting my brain and its friday so im gonna stop and just reiterate that you are blowing this way out of proportion. but thats good cuz theres too many sorcs so ill be ecstatic once all of you reroll
  2. Good riddance!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  3. good riddance. healers are too overpowered in general, in my opinion a single DPS should be able to bring down or at least completely negate a healer. now they just need to bring the rest of the healers in line with us in terms of output and survivability. -a sorc healer
  4. AS DPS spec we have two heals. One takes 1.5s and heals for 1100-1500, the other one takes 3 seconds and heals for 2400-2800. Hardly anything to complain about.
  5. Done. I'm not at home so I cant see armor reduction percentage on my sorcerer, but out of all my gear with armor rating it breaks down to: 3x BM pcs, 3x Champion pcs, 1x Rakata ----> and my armor rating is 2400 with this fairly decent setup. You do the math I cant find any info. What % armor reduction is 2400? And how does that compare with medium armor and heavy armor? I know that my compation who has 3000 armor rating has about 5% more mitigation than my sorc who has 2400. He also wears light armor (Xalek) so I assume the difference between medium armor and light is almost 10%, and between heavy and light might be even 15%. Someone please do the math so the conjecture can stop
  6. Prioritizing mid over the sides is a bad idea IMO... any good team can hold both sides forever once they get them capped. Mid really is only valuable as a gathering point to stage an attack, the problem is that advantage is more than nullified by the defending players being able to fly to the sides directly and interrupting cappers again within ~10 seconds after death. If they removed the area under MID so that you cant easily travel between the sides, then things would be much more interesting. As it is, the team holding MID needs to 1) defend mid, 2) prevent people travelling underneath mid to reinforce a side, and 3) Keep up enough DPS and CC on a side that they can outpace respawners and cap the node. 8 players simply is not enough to do all these things and so the value of MID is almost zero imo... sides are too easily defended.
  7. You have a great point about killing things simultaneously so they dont "trickle" in slowly....going to pay much more attention to that when playing, thanks for bringing that up. IN the end tho that just reinforces the fact that all people need to do is hide in a corner or in stealth then hit cappers when everyone else is dead. It's why I think that warzone needs to be totally reworked - they need to remove many of the obstacles that people use to hide and they need a buff that can allow you to see stealthers and kill or CC them while your team caps. Oh, and to eliminate the RNG aspect everyone should be on a static reset timer when they die - the door shouldnt just open for everyone at certain intervals regardless how long ago they died - that is total RNG unless your team is really paying attention to respawn timers. Which I expect many will start doing if they are smart.
  8. Yes it is, but it's still intended to be done in stages rather than ding 50 and battlemaster win.
  9. 6 BM tokens out of 38 bags. Doesn't bother me one bit. Talos needs gears for world PVP's anyway. Just like another poster here, I also hit level 50 at valor 50. I hit battlemaster with only three pieces of champion gear and could have done it much sooner if I didnt enjoy warzones so much. BM bags giving 15 champion commendations was more than welcome. If Bioware changes BM bags to give Battlemaster commendations, you are going to have fresh 50's going straight from level 40 greens to Tier 3 Battlemaster gear. I feel like this is not okay.
  10. IMO Alderaan is the only warzone that is won by collective teamwork, individual skill, and doesn't have many inherent class and geographical imbalances. Yes it's easy to defend the side nodes, but thats where creativity in applying pressure comes into play. This is the kind of thing that makes really good pvp. Voidstarr is similar to Alterac Valley, Alderaan is similar to Arathi Basin, Huttball is similar to Warsong Gulch. SWTOR warzones are not focused enough on actual fighting. Huttball too gimicky, Voidtsarr is just very broken. They tried to model their warzones after the very successfull warcraft attlegrounds but ended up forgetting that PVP is about actually fighting each other.
  11. Exactly. Until they come up with more skill-based warzones that actually involve normal PVP. Voidstarr: Cannot be competitive because it's all about RNG and cheesiness. Your premade can have better coordination and tactics than Seal Team 6, yet all it takes to counter your whole team is one player on the other side sitting in stealth until his whole team dies, then popping out and interrupting caps for a few seconds until his team respawns. Doesnt even need to be a stealth player either, just someone hiding somewhere until his team dies. It's absolutely ridiculous. Even worse, with the way respawns work, it's often better to time your deaths so you can respawn instantly than it is trying to stay alive and ending up waiting 20 seconds respawn timer. Voidstarr is bad bad bad. Huttball: If I wanted to play competitive Mutant League Football, I would do just that. Huttball is fun, but in a funny/silly kind of way. Taking it seriously is a little hard for me to do. Class imalance galore as well.
  12. If you can actually say with a straight face that sorcs arent squishy then you simply have never played one, or whatever class you do play is undergeared. Period.
  13. Something tells me that if Force Pull (or Sprint) was removed and Chain Lightning hit only 2 people instead of 4 then all this would go away and no one would complain.
  14. Nerf sorcs too much and no one will be playing them. We are extremely squishy already despite the "spammable" bubble. Play a sorc, even a well-geared one, and try to face off 1v1 against an equally geared operative, bounty hunter or warrior and let us know how overpowered sorcs are. If you nerf the bubble much it MUST be balanced with increased single target DPS or we will be bottom of the dung pile when it comes to DPS in pvp. If you take away some of our AOE damage, such as by making Chain Lightning hit only 2 targets instead of 4, that is totally acceptable with most Sorcerers and will still really help reduce our DPS in group PVP situations. Bottom line is most people who are complaining are probably a little undergeared... My sorc sits around 550expertise, 650damage, 34%crit, 75% surge and my spells still dont even barely touch other geared players...
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