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BacklashEH

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Everything posted by BacklashEH

  1. I'm going to have to abandon a few 20 somethings because of this as well, I'm definitely less than thrilled about it. How some of these morons on the forums don't get how people can be pissed that their time was wasted based on a pretty basic oversight is astounding.
  2. Totally agree, at this stage of things you shouldn't need an incoming call. If you take note of who is guarding the weak side node/door, you can also tell when they are engaged if you pay attention. In addition to that if you are solo guarding a door on a class that doesn't have an elite turn the damage off ability, it can be pretty hard to type if you get jumped by two stealthers
  3. I don't think I've ever been guarded by a sweep guardian. They definitely need to change shield so it can proc against any damage type though, as well as have armor effect all attack types
  4. When it was the only same faction warzone I hated it, now I'm fine with it being in the general rotation.
  5. Most players have limited situational awareness or as someone else said they vote for their friends. The healers you stick with should definitely be voting for you though.
  6. BacklashEH

    Pvp - scoreboard

    If you are telling other people to guard a turret, why aren't you doing it? I'm not a huge fan of people fighting off the turrets either, but you guys that volunteer others to not pvp so that you can are hilarious.
  7. The game isn't dead, there are quite a few bad signs though, a large one being how few adequately populated servers remain and how big of a drop off there was after that free month ran out. I would guess the game is right at or now under a million subs. As one poster said the initial leveling experience is a very good one, but the game is pretty bad at lvl 50 and many things feel very rushed for a game that was so hyped. The original handling of pvp gear in this game is literally the worst thing I"ve ever seen in an mmo, the concept was so bad I'd actually call it a disgrace. By christmas this game might be ready for launch, but it will quite possibly be staring a turn to free to play in the face by then.
  8. Everyone was new at some point, so I don't mind that so much. More competitive matches would definitely be a bonus though.
  9. I've topped dps many times while being under lvl 20 as well, on a gunslinger or sniper I've actually doubled the next nearest guy on my team damage wise a few times. If you are a solid player you don't need big time advantages to contribute. In addition to that it's the leveling bracket, if you are taking it overly serious I'd make an appointment with your primary doctor, because you may be a high strung moron.
  10. If you need someone to tell you which node needs help you have very little situational awareness. A lot of the players that run in premades are pretty bad when they are on their own. Premades can definitely be fun and they can make many things easier, but if you need a full group to pvp, chances are you aren't as good as you think you are.
  11. I'm all for them giving full 8 man groups their own que and own ranking when cross server is implemented. I'll enjoy doing them myself when the stars align once or twice a week where enough guild members can be on to do them. But for the rest of the time I like to solo que or only que with a buddy, and I'd actually be more curious about my solo rating than a focus firing/ profession stacking rating.
  12. Make them require ammo outside of tank stance
  13. That's pretty much how I view it as well.
  14. Depends on the class and spec really. A dot sorc/ sage has many more kiting options than say a gunnery commando.
  15. I have two guys at 61, several in the 20s-40s. I won't be renewing after my 6 month sub runs out. 1.) This game isn't innovative, if they were trying something new game play wise I would have more patience with things like hour que times at the 6th month mark. 2.) The gear grind has been horrendously handled. The way it is set up now is also very unfriendly to outfitting alts for pvp. As it stands now you are better off leaving your alts to mess with in the low level warzones. 3.) When warzones aren't popping, there is very little to do progression wise as far as pve unless you have atleast 3 other friends on. In other games that sort of downtime would also be good for crafting, but the crafting in this game is the worst I"ve ever seen. If I wait more than 15 mintues for a que now there is no reason for me to be logged in. 4.) Server population, judging by que times and numbers on the fleet, my server population is free falling. That means that many of these frustrations are only going to get worse. 5.) To pvp, you pretty much have to roll biochem. It's such a simple fix, you increase the uses of consumables by a ton. Instead of a blue being 1 use, make it 50. This is completely inept 6.) Lastly I just wish they'd put in some good alien races. I would like to make my main a vanguard, something like a weequay that looks gritty and mean. Even if I was told that I could pay money in the future to swap races upon new release that would work for me. As it is now, I'm waiting to level guys until they add something other than humans with different skin color.
  16. There is some kind of gear grind in all of them sure. The targeting is much better in every other mmo I've played though.
  17. Sounds like a guy that has to frequently answer the question "why is your game losing so many subs so fast" from a guy in a suit. I guess many servers fleet populations being reduced by half over the last month is because you guys are doing a great job. The purpose of a healer is keeping people up, for a sage most of the abilities that allow you to do that require a cast time while you are stationary. If you are constantly moving around, essentially evading your opponents, you can throw a hot, force armor, and your dispel. That's really not that much fun honestly. If you are playing against bad opponents you can sit there and free cast, if you are playing against decent players you are essentially regulated to a distraction that can cycle force armor on people. In group stacking pvp healing sage is alright, in pug pvp you are a glorified distraction in most cases.
  18. They are trying to further drag out the gear grind since they delayed ranked warzones.
  19. Voidstar- the match that involves the most actual pvp civil war- a good fight for mid is one of my favorite times to be had in this game. On the flip side in pug pvp this seems to be the most popluar do your own thing map. huttball- I've done so many of them I don't really like this map, but it is different. novare coast- way to close to civil war, I'd have prefered them make a variant of that map where you can group cap a node while making a map with a new gimmick
  20. First the group pve idea. I have always liked situations in video games where hordes of enemies are sent your way. In a game like this you could set something up where waves of enemies are sent your way ( I would go with 2 man, 4 man, and 8 man variants, this game has very little end game content you can do without a full group that works towards gear progression) where they increase in difficulty the further you get, while dropping appropriately tiered loot for the phase you are in. Say the first 3 phases give tier 1 loot, at the completion of phase 3 it would also grant tier 1 tokens. This kind of thing would also give you guys the option to make a marathon raid or two down the line, without completely cutting off the players that aren't really interested in that sort of thing. I have more ideas for this but I'll leave it at that. PvP: Resolve: I think crowd control can be used abit haphazardly in this game, where it should be very strategic. The values that stuns and mezzes give are fine, roots need to give resolve, interupts need to give resolve and full resolve also needs to grant immunity to both. My ratio would be 2 interupts and a stun should get you to full, a root followed by a stun should do the same, and 3 interupts with a root should also get you to full. In a one on one fight, this won't change much, but when you are a primary target this will create abit less face rollilng when focusing someone. Force leap for knights and warriors, in my eyes, would count as both a root and an interupt. My solution to that would be to grant a second gap closing abilitiy (be it like guardian leap or the sprint sages get) that shares the same cooldown. Make it a strategic choice while giving them the gap closer they need. Balance issues: I would start by changing stances: Tank stance: I'd leave them the same defense wise, while adding a damage output reduction percentage, perhaps in pvp only. I think defense specced juggernauts are fine as is, I think tank specced shadows with dps suits do to much damage, same for both vanguards and knights that are dps builds in tank stances. I view tank specced/geared players as group support, not dps with extended survivability. Healer stance: The idea would be the same as a tank stance, you trade enhanced defense/ healing abilities for damage output reduction. For healers any time a guard is thrown on you, any defense enhancements from this buff would be dropped. Balance stance: Basically the idea behind this would be a middle ground, giving glass cannon classes an option for more defense, as well as serving as the stance for the present knights, vanguards, and shadows that want to actually do damage without being a glass cannon. It would also be an option for a healer/dps hybrid as well. DPS stance: The ones that ive seen in game ( i haven't played every class) seem fine, an enhancement for whatever that specific trees design is built for seems to be the general idea. Class changes: Shadows/Assassins: In addition to the stance change for tanks, I would put their combat cloak and their ability to turn off cc effects on the same cooldown. One to many get out of jail free cards for them. I would also make their stealth tree an actual spike damage based stealth tree. In fairness to them they have very limited options build wise. Sentinel/Marauder: I do not know the name of the ability off hand, but it gives a 99% damage reduction buff at the cost of half your health, a 50% damage output debuff needs to be added to it as well. It's design should be either a hold this node abit more until help arrives or give my healer a chance to get me back into the fight ability. Not a, if my opponent doesn't have certain cooldowns up, they have no shot for 5 seconds. Aside from that operatve/scoundrel healers feel strong, but I do not know enough about that situation to comment either way(I have no qualms with classes that have to take on multiple opponents all the time being strong). Sage/Sorc healers seem to get destroyed without help, even the previously good ones on my server. Commando/merc dps still have a 4-6 ability single target rotation, much like present day healing they are fine when you are allowed to free cast, but it doesn't take very much effort to shut one down with a little coordination.
  21. I agree as well, especially in the case of trooper
  22. Well it's a video game, if you are having fun that's all that matters. My goal wasn't to offend anyone, so I apologize for that. For me, as I said, I think the crafting system in this game is terrible. But since I do quite abit of pvp, and many of my guildmates do quite abit of pvp, I'm looking to find out if I need to raid in order to get the materials/ etc that would benefit that type of playstyle. If I do need to raid, I"d probably be wasting my time in that endeavor. Either way thanks for the replies guys, much appreciated.
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