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AoshiZ

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  1. Where is Georg Zoeller? He used to actively comment/respond to the community about changes in the battle system. Yet, I haven't seen a post from him since 1.2 was released. Was he let go in the restructuring? Are the dramatic changes in the opposite direction a result of him leaving? If not, Georg, could you please comment on the battle system changes that are being slated for 1.3. Specifically in regards to overall burst damage reduction in pvp, Removal of clicky relics (PVP WZ), and the dramatic drop in DPS of tanks followed by an increase to their AOE threat (which did not really seem needed)? Here are some of my thoughts below: In terms of the burst damage, why not adjust existing mechanics rather than remove the variable consumables coming from the PVE economy (referring to adrenals). This seems to limit the market for adrenals because the new warzone adrenals are tied to wz participation which ultimately limits their supply. Lets be honest, the biggest usage of adrenals comes from both ops and pvp warzones. Removal of clicky relics in warzones sounds like we are losing a dynamic of PVP. Why not just adjust their performance? Now we have less options available. Were Guardian tanks really outside the expected damage? Because the update seems to undo some of the damage enhancements of 1.2 and further reduce their damage in the defense tree. Georg if you are still there, please respond in regards to where the pvp is heading and explain the changes that are occuring so that we can understand the direction.
  2. Although i said i wouldn't reply you posted after my edit so I'll post one more time. You lumped nightmare mode and hardmode together which i find odd because KP and EV hardmodes are dramatically different than nightmare. We cleared KP nightmare in a little over an hour to get our title (beat it within 2 hours) but we still hit enrage for some of the bosses. If you never have enrage problems in nightmare... then i applaud you. However, since there are groups like my own and other less fortunate players that do hit the enrage, This would be the difference to break us.
  3. This is where my nightmare mode hardmode question was relevant. Every little bit of damage matters. DPS changes to the tank outputting 50k-100K less damage from both tanks on a long fight can be the difference to enrage timers. Since i can attest to having beaten nightmare modes in KP and EV, I can say from experience this will make guardian tanks much less attractive in being selected as a tank for these events. I think this is a difference in opinion/Playstyle so I will refrain from continuing to post in this thread. It seems the bottom line is that you would take the DPS reduction in trade for the increased AOE threat. Where I would not.
  4. Please refer to the Guardian Concerns thread in regards to the nerf in DPS for guardian tanks below: http://www.swtor.com/community/showthread.php?t=473575 I will state that we do not all agree that the changes are great.
  5. I have already cited the other thread but since it seems that Bioware listens to threads, I want to make sure people understand that this is not "A great day for guardian tanks!" Ontop of the loss of 6% damage from single sable master the following are the changes to a particular individual. Your numbers be be different (because of gear and stats) but still relative to the numbers i will paste in his quote: Also notice that Guardian Slash's damage with 5 stacks doesn't change anymore. This is not a Typo, that mechanic is gone in 1.3.
  6. Sorry I meant Hard Mode for EC. But i did mean that i have cleared Nightmare mode for EV and KP since i have the infernal and unyielding titles. Since you have avoided the question, i can only assume you were referring to story modes/normal modes. Your response to me doesn't make sense because it sounds like you're stating guardians are fine but at the same time you're making it sound like they need the AOE threat. My point is that AOE threat has NEVER been a problem in any of the existing content. I can beat almost all of the hardest current content as is. However, the Damage nerf will have a large impact. Look DPS matters even from tanks. Since you're asking for citation there are alot of results people are posting from the public test. Please refer to that: http://www.swtor.com/community/showthread.php?t=473575
  7. OMG Thats aweful. I am surprised that there are people here that are excited about the changes. Guardian defense DPS has been significantly lowered. What is the point of going to the top of the tree, if guardian slash hits like slash (hopefully not just for the quick 3 stacks of armor reduction). If we need fast armor reduction we can now get it from Purifying Sweep. Did someone have focus problems with Hilt strike? Solidified force will have a much smaller return for points just like Command did in 1.2. Does anyone still use Command now that it doesn't reduce challenging call's cooldown? Does anyone possibly feel like our AOE threat is so bad that on top of the new soresu 100% threat increase we need guardian strike to be AOE and we need cyclone slash and force sweep to deal 30% more threat? Were Defense guardians over DPSing in the statistics collected by Bioware and thus deserving a damage reduction?
  8. So you have beaten Denova/EC in nightmare mode? Let me point out that Normal Mode/(Story mode) is a joke in terms of difficulty compared to nightmare mode runs. I as a guardian have cleared EV and KP on nightmare modes (only story mode EC) and I will tell you that every bit of damage helps. I can say however that i have never experienced problems clearing content because of a lack of AOE aggro.
  9. So i searched but couldn't seem to find an answer on how the queuing system works in terms of priority. There have been many times recently where i have been solo queued for over 25 minutes while a Warzone is in session only to realize that everyone that was in one warzone is now in another. I understand that some people can be ahead of me in the queue but i reviewed the list of people that have shifted warzones and they were in the previous wz. There is no way they have higher priority in the queue considering they had to requeue after leaving the wz. A possibility could be that there were 2 full group's in "Group Queue" but that seems highly unlikely considering it was a 1-49 match with what seemed to be a random set of players. Anyway, I heard that there were alot of logistical mechanics behind the queuing system in order to balance teams and what not. Could someone possibly elaborate on these said mechanics?
  10. AoshiZ

    Unsaid PVP rules?

    I just finished a duel and was told that it is an unsaid rule that you are not allowed to use medpacks in a 1 versus 1 fight. This rule is ridiculous and causes a pointless imbalance considering nothing is stopping both players from using medpacks. Players with specialization such as biochem cannot benefit from their ability to use custom medpacks. On this premise should we also prevent Artifice crafters from using their bound on pickup supercharged relics? How about Cybertech and their supercharged grenades? Anyways my point is why not just let anything go in 1 versus 1 pvp (aside from external help) and not make these stupid poorman's rules. If someone can make a valid justification of these rules that can shed some light or also bring up other unsaid PVP rules that would be helpful.
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