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Thordomr

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Everything posted by Thordomr

  1. I am unable to go to any of my strongholds. the game freezes and i have to log out and back in. It takes at least 2 to 3 minutes for the character selection screen to show. I don't log all the way out just to the character selection screen.
  2. Does anyone know if they are going to address the companion influence lost after that patch? I lost my level 40+ Jedi Knight T7 companion and was only left with a level one "main character" t7. It cost me a few million credits to get him to 40. Oddly enough I have a low level vanguard with a M1-4X that had 30ish influence and now my Sentinel has an "Other Follower" M1 with 30+ influence and my vanguard's M1 is now at 17 or something like that. I just returned to the game 6 months ago or so and not too impressed with these inconveniences.
  3. Before the patch I had two t7-01 companions on my Knight. The original and his influence was at 40 and the other was at 1. Now I have a M1-4x at 30 influence and only one t7-01 at 1 influence. What's the deal?
  4. It's still bugged going on the 2nd week. So much for rotating or random weekly missions.
  5. I keep hearing how sent/mar are op. Which spec? What is exactly op. I heard all the speculation on how the focus/rage spec would be op and it does do a lot of damage. I would like to hear what new thing that has changed that has caused sentinels to become op. Please list the spec and the change that has caused them to become op.
  6. This was posted in a thread I had created. If these formulas are true and this is the reason you changed the damage increase/reduction of expertise why didn't you leave it the same. Wouldn't an extra 5% mitigation help with the current TTK issues? You reduced the effectiveness of healing which would allow for less up time and then adjust the expertise mitigation by 5% across the board. Why not just bump the damage and reduction levels back to what they were pre 1.2 meaning make them even. I hesitate to say this seems like a simple fix but it would seem like the quickest to implement rather than finding where all the unintended extra damage is coming from. Better yet why not just make expertise even across all gear and let the base stats determine it's effectiveness. That way expertise would truly cancel out and make the base stats the main focus of gear quality. This way no matter how much better the gear gets it will always be best for pvp and it would give you one less stat to consider when balancing the stat inflation.
  7. Well said. Yea I'm almost sure I remember in the NFL they only give shoulder pads and helmets to people who put the most time in preseason training. Now on the other hand they all don't get rewarded the same but they certainly don't get nothing for their effort. I tell you what if they did run the NFL or any sport or game like that IRL no one would ever compete.
  8. I believe your quote below says otherwise. Does it not say you can loose every single time and still get your gear? actually I leveled though wz and only did my class quests. and only that to get all my companions.
  9. So If I loose every match 10 WZ a night with some not give any reward ,so i'll be generous, you actually get 45 comms for each of you 7 wins thats 315 plus 693 for each daily plus 99 for the weekly equates to 1107. Incase that was hard to follow (7*45)+(7*99)+99=1107 But wait you used just 1 med pac each wz and since you did 10 each day thats 70 wz total. (1*20)*70=1400 So wait a second? did i just come out in the negative on this? 1107 - 1400= -293 So you see you can't loose every wz and still come out on top unless your suggesting you purposefully loose by not doing everything you can to win. Like something as simple as try to stay alive when defending a node by using 1 medpac. And even if I had you win 50% of your games for the week I promise you you'll need to use more than one medpac if you plan on winning and the result will be the same. To you other points; not one time did I say that the things you mentioned weren't good changes so I'm not sure why you even brought them up. Also, thanks for the daily pve quests tip because that's what people want to do. Grind out pve so they can pvp. It's only fair since people who pve have to grind out pvp. Right?
  10. Who am I: 50 Sentinel Full BM Valor rank 80, Ajunta Pall, Guild: Maven (So I don't have to listen to all the "just buy the recruit gear noob" or "If you can't find friends..." or "What ever personal attack because the person commenting is made of WIN and I am apparently not") I'll start off and say I like this game and don't plan to unsub yet. But I'm growing ever more confused on bioware's direction for pvp. What's baffling is at release the majority of the press praised the game for how balanced the classes were and how long fights would last because they weren't bursty like another game they were accused of copping. People were mad about having a pvp stat but when they found out that it simply canceled it self out since the damage increase was offset by the damage reduction, people where fine with it. But soon found fault in a few things which is going to happen. Those were Ilum and queueing 50's with low levels that had little or no expertise. They fixed the 50's in WZ by bracketing them off and fixed Ilum somewhat. But now we see that they once again forgot anything they learned from before. We have- -People who are in full Champ or Centurion gear getting face rolled by people in full BM because they didn't get their expertise doubled like the rest of the gear. And anyone who can't afford the new recruit gear and rolling in their pve gear just being obliterated. Then on top of that the damage reduction doesn't cancel out the damage increase so you have everyone doing a flat 4% more damage to everyone else that are wearing full BM. So we went from what people praised to almost an exact copy of that other game. -Now add to that the new gearing system. NO MOR BAAGGASSSZ! Lets have a party! "Hold up. Did i just do a complete WZ and got nothing? Did i just do 3 WZ and got 45 comms because we lost all 3 to a pre-made. Hold on, did i just use 5 medpacs in that last WZ we won but now have to spend all my winnings to buy 5 more?" I know you NEVAR use medpacs or just don't buy them or roll biochem. Oh and for those who do say that if your not biochem good luck living in pvp if your not a healer then again good luck even if you are. Oh and if you say go buy the recruite gear I'll just say "I hope you like doing PvE because it will be a long time before you save it through WZ" So we have the new face of SWTOR pvp. Fast pace deathmatch style pvp. And a penalty system that perpetuates gear imbalance by making it near to impossible to catch up with the top geared players. I know we have people who love to face roll all the time because they need they have personal issues but that doesn't make fun game play. If my advantage over you or your advantage over me is simply gear then I'd rather not play. I don't mind having better gear or some one else having better gear as long as that advantage isn't continually perpetuated though the fact that if I don't win I'll never catch up. Bioware, even out the damage reduction and increase so that in cancels itself out and fix the dang champ and centurion gear. Also, fix the reward system so that people can actually save comms or even get them in some cases.
  11. Ok looking at the score board again I believe this is how the warzone went. He and a healer or two attacked one of the outer nodes nodes who had 2 healers guarding it the entire match and the rest of his team was attacking/defending the other nodes. This would allow him to dps without interruption and have such low healing because he was only healing himself and the other healer if they were still alive. If by chance one of the defenders did die the other would be back before he could bring down the other healer alone. If you notice he's at the east node. to the top left is the Healing bounty hunter. There is no way you can single target dps in alderan and pull those numbers and still play objectives. Because you loose to much dps moving around. If look the score you'll notice that it was a close match so they must have had two points at some point. If he would have stopped dpsing and moved to one of the other nodes they held maybe he would have one the match for them. But instead he unendingly dpsed on a node that had a conveyer belt of health pools. Thats how I see it.
  12. Not sure if anyone noticed this but though he did 900000 damage he did only 100000 healing. "Healing? What does that have to do with anything?" Well since he's Annihilation spec he's able to heal his entire group every time he has a full statck of the marauders version of centering. This ability causes 6 of his dots to automatically crit and heal the entire ops. "Yea yea we know how it all works. Get to your point!" The other night I did an Alderan warzone where we won and I did almost 480000 damage and had 125000 healing. If he was playing his class correctly they might of won because he missed out on a ton more damage and if by my math he did double my damage he would have did double my healing. http://i826.photobucket.com/albums/zz189/thordomr/alderan.png
  13. Did you watch the video i posted in the op. I did objectives and didn't receive the minimum 3 medals and got nothing. Also if you'd like i can post one were i got 11 and got 96 comms and only 2k credits. The 96 comms are fine, if I would only need to spend half on medpacs, which would get me 5 at the current cost and still have 40 comms to save. With the increased cost of 1.2 i would only be able to buy 4 and if i use those 4, as I could have in the loss i showed, I wouldn't have any comms saved.
  14. New's flash. If you loose or win and don't get 3 medals you don't get anything and the likely hood of not getting 3 medals is higher if your not surviving long enough to win because your getting rolled by some one who i biochem because they can heal and you can't.
  15. Your right but that's can be solved by augment gear that can be crafted and introducing crafted pvp mods. Not increasing the cost. In any case no one buys crafted gear cause you can't make pvp gear now.
  16. I didn't do that encounter but there was another one in the sunwell that was the same way and it was horrible also. Other than the unpredictable nature of who they attacked the biggest issue was the there was no mechanic that any player had that could lesson the damage significantly to other players as there is in swtor. If WoW gave the tanks the same mechanics as swtor has it would have been much more manageable.
  17. Good for you, you successfully found a solution to my simplistic example and that's all it was I didn't say every fight would have to be like that. I can't give every scenario and I'm not trying to. To simply address your comments you wouldn't be running around in circles the whole time and every mob wouldn't attack you because your the healer. You have abilities to drop treat if I'm not mistaken and several defensive abilities depending on your class. If you like the current system great. Thanks for your input.
  18. Your thinking old school. The only reason they have to hit so hard currently is because the idea is the tank would be to easy to heal. In the suggested scenario the ai would almost never attack the tank directly unless his health is low enough that the NPC would be drawn to kill him. I mean I don't hit as hard as a boss but I can kill a tank pretty fast. If that tank had a healer no i couldn't but if a tank had 3 people like me hitting them it would greatly challenge a single healer. I'll give a example of how this would work and I'll use a single boss with 2 adds IE flash point boss. These mobs would have greatly increased health than the players or the fight would end too fast. The boss can hit as hard as 2 top geared players and the two adds hit as hard as one top gear player. The tank enguages first drawing inital aggro being the first to attack. The healer heals but the tank (guardian) aoe slows the boss and mobs. But the Boss force leaps to the healer but the tank had guard on him and just taunted the boss. now the boss is only doing 75% of the damage he would normally do so effectively doing so if the boss hits for 100 he would be hitting the healer for 25. So the healer takes a few hits but is able to run out of range since the boss is still slowed. mean while the dps are trying to kill the adds but "oh no" the adds attack them because the healer is out of range and the dps create more threat being closer to the adds. So they have to use there defensive abilities to keep them self alive plus the tank now is in rage and aoe taunts them lowering there damage also and so on and so forth. As you can see no one needs any new abilities or worrying about being squishy because they would be no more squishy than they would be playing against other players. The only caveat would be it would require competent play from every person not just the healer. I only mention the healer because, for the most part, they have to monitor everyone's health and heal the right person and stay out of the aoe. The tank only needs to focus on the enemies and hold there attention they don't have to think about how much health Leeroy has and the dps just hit the mobs and stay out the aoe.
  19. Why would every class need to be redone? They would be using the same abilities they already have that they use against real people. What would need to change? As far as the AI. I know this is simple but they already have threat mechanics in place. They monitor how much threat you generate based off healing and damage. They could just add a mechanic that increases threat based off how low your health is. Just that change alone would allow a MOB to show perceived intelligence greater than it currently does.
  20. A guildy (Ryndar) and I were talking the other night and discussing how all mmo’s have always had a different game between PvP and PvE and how every game that tried to balance both never have. This is because if you make a change in one it affects the other because in their current incarnation they are so drastically different. In that discussion it dawned on me that SWTOR has the mechanics in place to bring the two together. Here is what I propose. PvE I’ll start by simply state how current PvE is implemented. PvE in SWTOR is setup as your typical trinity. You have a tank (takes damage and makes sure NPC’s aren’t attacking anyone but him), healer (keeps everyone alive by refilling there heal bars) and DPS (puts the smack down on NPCs.) This is a great system and an easy one for most people to understand. Most if not all encounters boil down to the tank must keep the attention of the boss while the healers heal him and the dps try to kill him as fast as they can. The boss on the other hand usually attacks whoever is at the top of the aggro table. PvP In PvP it couldn’t be any more different of an experience. In PvP you have a group of real people with their own thoughts and behaviour. If a player is competent they also have a “agro table.” It’s usually Healer, dps, and now tank (now viable in swtor.) They do deviate on this because if I see a player close to death I’ll switch to them and back to my previous target. Until recently tanks had no spot in pvp because you couldn’t call other players moms fat and make them attack you so all their abilities were useless. But SWTOR has added a mechanics that gave them purpose. These are guard and taunts. I’m sure everyone knows how these work but just in case. Guard transfers 50% of the damage received by the person guarded to the tank and taunts reduce damage done to everyone the taunted person is attacking unless it’s the tank. These abilities were introduced to help tanks be viable in PvP and it seems to have worked great. Now you may be asking yourself where I’m going with this. So here it is. Bioware stops looking at PvE as something separate from PvP and combines the two and make them work together. If they do this it would give a lot of insight to how changes affect both pvp and pve because they would be essentially the same. An example of how a change that was made for PvE negatively affected PvP was the change to Sage/Sorc regen. In a PvE situation you don’t have to worry to much about some random mob coming to kill you when you bleed yourself to low health to get force back but in a pvp situation you do so with this change the sage/sorc has to decide do I try and get force back and put myself in a situation to get killed easily after I run out of force and the team just killed the players I was healing or just let myself die and comeback with full health and force. If the answer is easy for you then good but remember no other healer needs to make that decision. Currently a tank grabs the attention of a mob and the dps hits it and the healers heal the tank. This can get repetitive for a lot of people. What they could do instead is allow all npc’s to behave as a player would I.E. you can’t force them to attack you by pressing a button (Calling the NPC’s mother fat.) Instead the AI would have a priority system, the one I’m sure that is already in place or you couldn’t have an aggro table, and it would be the tanks job to “guard” the person taking damage as well as “taunt” to reduce that damage further. Also, just so that the NPC isn’t bouncing between the two top people of the aggro table the NPC would take into account how long it’s been attacking the target “I just started attacking this player. Maybe I should hit him for a few seconds to see where I get”, if the targets current health is low then “is the player I’m attacking close to death? Yes, keep attacking.” Also, if a NPC monitored the health of players around it and would notice that, they would say “hey that sorc/sage is at 15% health. ATTACK” and the PvE devs would have said “Yea that’s not going to work cause no one would bring a sage/sorc because it’s highly possible the NPC is going to turn on them and one shot them.” This would make a more dynamic experience for the group and especially for the tank that usually is looking at the feet of the boss the whole time. You could then allow all abilities to work on NPC’s as they do on players and also add a “resolve” mechanic so that you can’t just rotate stuns to keep the NPC cc’ed until the mob is dead. This isn’t a comprehensive guide on everything that needs to be done to implement this but something that should spark the idea. I personally think just as Bioware has brought a lot of PvE people over to PvP they could do the same with people who PvP and make this game truly unique while still having the familiar trinity with a “twist”. TLDR: Change what tanks do in PvE and make it more like PvP so that they have to guard and taunt mobs to reduce the damage a party member is taking instead of holding the mobs attention and staring it it's feet.
  21. If you loose and got 8 or so medals you'll get around 40-50 coms if you win with the same number of medals you get 100 coms. If you loose and were guarding a node or for what ever reason couldn't build comms you'll get 25 comms.
  22. I was on the PTS board it was moved apparently to the PVP forum.
  23. Exactly. I know they mentioned that they are introducing new PvP daily quest but as of right now there is only one low level PvP daily quest and it gives the same suff as the one on live. If they plan on keeping the current prices and rewards they need to offset it by having more pvp daily quests at low levels and balance that extra experience you're getting from each Warzone into those quests. That way you could get more WZ coms for completing the dailies along with credits and xp. Also, by linking the bulk of credits/coms/xp to dailies, you would not be penalizing the looser as much and not making the winners feel like they didn't get anything for there win as long as the dailies weren't all tied to winning the match as is the current daily is. I'm not saying that this is the end all solution but as it is now its just not going to work.
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