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FearlessTeapot

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Everything posted by FearlessTeapot

  1. Thanks for looking it up. I'm not sure that really addresses premades, though. To me, it's more addressing exceptional/exceptionally geared players, and whether they should be split. That's a whole other issue - whether the gap between fully geared and recruit level players is too far.
  2. Actually, it would give people an idea of Bioware's intentions. I'm not sure what you intended with your post.
  3. Do you have a source for that? Would be useful to see. I was under the impression that BW has never made a statement on it.
  4. You just made a similar statement, although more inflammatory, in response to someone explaining that pugs only option is to quit. It's not really right for either of you to make such a statement. That's really your solution? For the other side of the argument to leave the game? Where would SWTOR be at that point, if all the casual players left? There would only be the premade folks left, and you'd have your premade only queues anyway. There should be seperate queues. Most successful online games have already adopted steps to limit premades, and for good reason. There really is no strong argument against seperating the queues - it's win/win. Though again, cross-server queing, for premade queues at least, would need to be implemented first.
  5. I don't see a problem with allowing people to group together for PVP. That's perfectly fine and is a fun playstyle. However, they should be matched with people who enjoy a similar advantage. Premade queues should be seperate. There really is no argument stated in this thread that doesn't sound like "I want to maintain an unfair advantage." We are not advocating removing the ability to premade altogether. We are asking that premade queues be seperated from casual queues. The only thing this does is make the games more competative at all levels. Now, this will undoubtedly make the premade queues take forever, and is a change I would not suggest until a cross server queue is implemented - for pre-mades at the least if not for everyone. This serves to fix all possible issues with the idea. Queue times are improved, premades get the 'real games' that they profess to want, and casuals get competative PVP.
  6. Last I looked, WoW only allowed 5 people groups in battlegrounds. (BGs over there allow many more people in general.) If you queue with more, it puts you in the rated queue instead. This was recently adopted to combat premades in general, and third party addons that assist premades in forming. Blizzard actually has stated that they hate the idea of premades. here is quote that one dev recently put out there, source: http://www.gamebreaker.tv/mmorpg/blizzard-stands-up-to-pre-mades-in-random-battlegrounds/ A similar approach by another hyper successful company would be League of Legends. For Ranked play, you can queue with 2 people max and suffer a penalty to matchmaking (essentially pairs you with higher ranked people than you would have faced if you solo queued.) You can play unranked games with the whole team premade, but suffer a similar, more substantial penalty for each person you add to the group. Those are the two most succesful online games I can think of, and both have equalizers in place for premades. Edit, added LoL info
  7. I don't see a problem with allowing people to group together for PVP. That's perfectly fine and is a fun playstyle. However, they should be matched with people who enjoy a similar advantage. Premade queues should be seperate. There really is no argument stated in this thread that doesn't sound like "I want to maintain an unfair advantage." We are not advocating removing the ability to premade altogether. We are asking that premade queues be seperated from casual queues. The only thing this does is make the games more competative at all levels. Now, this will undoubtedly make the premade queues take forever, and is a change I would not suggest until a cross server queue is implemented - for pre-mades at the least if not for everyone. This serves to fix all possible issues with the idea. Queue times are improved, premades get the 'real games' that they profess to want, and casuals get competative PVP.
  8. This idea has been around for a long time. I doubt it will ever see the light of day. If they ever do a faction change system, it will most likely be paid, and most likely just copy/paste your class/race over to the other side.
  9. Really? This still exists? I reactivated recently, I haven't played since release. Back then, there was a constant argument about calling it L/R, or E/W. Now, a lot of people call the nodes Snow or Grass in Civil War, though other maps still have the issue. It's kind've funny that this hasn't been sorted yet.
  10. I've been trying to find a moddable heavy pure white robe, with no luck. The closest I've come is a Wayfarer's Robe from the Cartel market. I've seen a low level green Echani Riveted Breastplate, but can't seem to find that look in any orange or purple gear. Anyone have any suggestions? The Echani Riveted Breastplate is pretty much exactly the look I want.
  11. From what I read, no, you will NOT be downgraded to Recruit. There wasa thread talking about the difference between high end PVE and PVP gear, and the Dev stated that BW wants the hierarchy to go Recruit level -> PVE -> PVP. Recruit gear is gone, and everyone UNDER that level of gear will be bolstered to it. Which means the WH/EWH will stomp all those who were unable to get there. I also read that WH/EWH will be phased out, which presents a unique dillema. If one does not buy the expansion, they will stay perpetually at 50. Which means they will be able to stomp this bracket in their maxed EWH/WH forever, never graduating to the 55 tier of new gear. They will be grandfathered in, so to speak.
  12. I suppose that would be the point of contention, then. As I understand it, the bolstering will bring you up to current Recruit levels. If that's not the case, then the problem would be moot. Hopefully your interpretation is correct, though I don't think it is.
  13. I think you perhaps misunderstood what I intended. The 30-49's in the 30-54 bracket will be slaughtered by the 50-54's in the same bracket. The 50-54's will have WH/EWH, while the rest will be bolstered to Recruit level. The dev quote I read was that gear will be boosted to Recruit level. It made no mention of creating a new Recruit standard, so it's safe to assume there will not be one.
  14. I'm on the other side of the fence. 10-49 is far more enjoyable for me. Fewer premades, less gear disparity, etc. 2.0 is going to screw that up for me though, at least until all the WH/EWH hit 55.
  15. From what i read, everyone in lower gear gets bolstered to Recruit level. A level 30-49 in Recruit is still going to get completely humiliated by the 50-54 in WH/EWH. Similar to how fresh 50s work now, except with less skills to use. Beyond 2.0, if you have the tenacity to level via PVP from 30+, you should be studied.
  16. As stated in the patch notes, the nerf to OPs was done because they were ending fights far too quickly. The devs do not balance abilities against one other ability from another class, they balance them based on the toolkits of each class. Using your logic, how is it fair that the OP gets stealth for 0 investment, whereas the Merc doesn't even get the chance? It's because they are different classes with different functions. The OP has great burst (still,) stealth, and CC. The Merc has great sustained damage, and with enough ramp up time, gets decent burst. Each class has different counters, as well. You can easily stop an Arsenal Merc from casting, thus negating his armor pen, because he has the most limited defense and CC of any class out there. You cannot achieve the same with an OP, because the have more utility/CC.
  17. Again, the second Knockback you are referring to is 4m. And it's talented. 4m is Melee range, so you are not going to be using it to get melee off you. It's used as an interrupt. Here ois the proper order. Run in range get stunned Trinket Get Knockbacked Force Leap in He is completely out of CC options at this point. if you someone screw up and get sperated again, depending on your class you still have CC left, as well.
  18. You are confusing specs, as well as ACs. Heal-> A Merc specced for damage will not heal. You can throw only a few heals off before you run out of resource, and each Heal is doing very little. In the time you get a heal off, you will take twice that in damage, at least. Taunt/Guard are not abilities that Mercs possess. You are thinking of the other AC, the Powertech. Damage is hard to quantify currently. I've noticed that Marauders will do the most damage if they have someone healing them, followed by the Merc, then the Sniper. (Amongst the classes you listed.) Though, a Sniper has more utility and better single target burst. Now, a Marauder has the following Defensive/CC/Utility. Obfuscate (Reduces a targets damage by a huge degree) Force Leap Rage specced get a second shorter range Intercept Saber Ward (Huge Damage Mitigation for 12s on 3m CD) Cloak of Pain (Lesser damage mitigation for 6s, that gets refreshed every time you are hit for up to 30s) 1m CD A Snare A second, Talented Snare (Annihilation tree) Self Healing on DoT's (Annihilation Tree) A get of jail free, instant in combat cloak on a longish CD Force Choak, a channeled, damaging Stun. Their Carnage tree has a few other CC options as well, but isn't specced as often for a few reasons. Arsenal Mercs recieve: A longish CD AOE knockback A large Damage Mitigation shield with a 3M cooldown a 4m Knockback (again, doesnt even get you out of melee range) a short stun on a longish CD. Marauders clearly have more tools at their disposal, though comparing classes like this doesn't take everything into account. A marauder has different priorities and a different role on the battlefield, so his tools are more varied.
  19. Actually, they are nerfing it because it allowed OPs to end fights far too quickly. They have a different toolset than Arsenal Mercs do, and the combination was deemed overpowered. While I agree that Tracer Missles should be changed, I don't think its because they make the class overpowered.
  20. I actually did mention it. It's a talented Arsenal tree ability. You don't need to keybind it specifically, as it's part of your rocket punch. Since it is only 4m, it is not used as a knockback by most players, but moreso as an interrupt. 4m isn't even enough to knock someone out of melee range, especially considering there is no snare attached. In addition, because of factors such as latency and ability delay, it's not feasible to try to throw people off a ledge with such a short knockback.
  21. Nope, still doesn't. A Merc perches on the catwalks, hoping someone will be an idiot and stand at the ledge while wailing away. Then we can use the AOE Knockback... like every other class with a KB. Want to kill a KB class on the catwwalk? Don't stand at the edge, stand perpendicular to the walkway. The 4m KB for the Merc is flaky enough that it is primarily used as an Interrupt. Its 4M, adjusted for lag, you will rarely knock even the dumbest attacker onto a pit. Complaining about CC in general is one thing, but complaining about Merc CC is really not logical. Look at the actual abilities. Mercs have some of the lowest CC of any class. They have fewer mobility/cc options then even Marauders. I haven't played all of the healers enough to really comment on balance between them. Then again, I don't think anyone has, based on the general comments I see posted about the subject. I do know that a Merc healer has fewer CC/mobility options than a Sorc or Agent. I'm not sure about the Agent, but the Merc healer also has a more limited resource (Heat opposed to Force.) A non Healing specced Merc doesn't heal either, btw. There's no point to it, you easily get outdamaged by anyone with a noodle to swing. A Sorc can heal a little bit, but he is still probably better off doing something else with his GCDs unless Healing specced.
  22. They have 1 AOE knockback on a longish cooldown. Talented, they also have a 4m knockback on their Jetpunch, but that doesn't even get someone out of melee range.
  23. I wish they would change Tracer Missiles, simply because the play style is boring to me. There is very little variety or skill involved in it, simply run in range and press one hotkey several times to initiate your 1.5 sec spell, hoping you don't get focused, interrupted. or LOSd. After X number of keypresses, if your opponent is still in range you can press 1 or 2 other hotkeys. Ex-cit-ing. You get a long CD stun, and an AOE Knockback as your control, which doesn't take you very far, so any attention at all simply has you running for dear life. Melee class? Here's how you win. Initiate combat, get stunned. Trinket, get Knockbacked. Charge, win. If he initiates you, LOS him, wait for him to come around the corner, win. Alternate: Charge, get stunned. Trinket, get Knockbacked. Snare/Force Speed/Stun/Intercept/Whatever secondary CC you have, win.
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