Jump to content

Neetroseven

Members
  • Posts

    48
  • Joined

Posts posted by Neetroseven

  1. Auto Class Buffs are meaningful, but can we get a replacement for the old class-buff that just plays the sound/animation, maybe as a legacy emote? u can cash grab here too!!!! I'd pay whatever it may cost.

     

    They were just part of the game for all the years and an excellent way to visually reply to other players quickly.

     

    I miss it.

  2. I repeat: maybe if your team is too stupid to interrupt properly, tunneling a healer, guarded or not, is not going to work for you. if the other team has a healer and you do not, that is a matchmaking issue, not a tank or healer issue.

     

    This is also a point of my reply, please consider reading the last part again. Thank you. And you can join the attached thread on matchmaking if we're are on the same page. Signing out.

     

    http://www.swtor.com/community/showthread.php?t=949078

  3. Woah, look how whiny & toxic you all became, almost insulting if I would care. A delicate topic, eh? :jawa_biggrin:

     

    I love guarded healers! I'm the first who marks em and the last who stops chasing em (love how they dash in super-force-speed-circles *yipeee*). It is my favorite part of pvp, cracking healers and tanks. Please, I apologize: I don't want any healer to lose anything he or she so desires (and rely on).

     

    But there is currently a new duo-class available, and if they know what they are doing they can rule the warzone. It's cool, no worries - YOU ARE DOING GREAT - it's even more fun to crack the most specialized.

     

    But guarded healer(s) (+/-crosshealing) are overburden most of the random combatants you encounter in your daily work. They just wanna kill. If attacking an enemy does not quickly show the results they are expecting, they get bored or maybe irritated and change to a non-healer target and propably lose the match.

     

    So... some shiny, attractive ability-icon floating above the target (the whole point of this thread which, none the whiners and know-it-all addressed) would make attacking healers more attractive to the folks who aren't geared/skilled/orWHATEVER to successfully crack a healer. Do you understand?

     

    Scrap the break-part if healers will sleep better at night - i don't mind - just make it more rewarding & fun to focus em for the people who can't interpret marked players.

     

     

    We definitely need heart icons...

  4. A guarded heal, that has the proper equipment and skill/experience, is currently almost impossible to defeat.

     

    Here 's an idea: Attach a random class ability icon above the guard or the healer (or both) on the UI layer, like operatives fragmentation grenade for example. If this requested ability is triggered by a watchfull operative, another class abilitiy is displayed and needs to be activated within a certain amount of time. If this "chain" continues and is finally completed the guard will break and the healer is imun to a new guard for a couple of seconds.

     

    Would make the chase for guarded heals interactive and fun instead of frustrating and dull.

     

    :rak_02:

  5. Very true, they should adjust a few mechanics to adapt the difficulty of the objectives to the current player capabilities (mostly noticeable in huttball, but oddly enough in Odessen too)

    Let's give BW simple, specific tasks, to begin with:

    There are areas in huttball in which leap was disabled because you eventually realised how easy it is to get the ball up like that, for starters, maybe, disable operative/sniper rolls there too? :D

    For Odessen, Force barriered sorcs shouldn't be counted as guarding a node (just like stealth players don't), these 10 "there-is-nothing-you-can-do-about-it" seconds that 1 man can force on 8 people focusing him count a lot, and now consider 2 sorcs doing so in turns...

     

    Anyone got more specific points to address?

     

    I think a new approach of warzone design is essential. But maybe SWTOR is not allowed to become a competitor to other SW multiplayer games published by EA... what was its name... battlefront :rak_02:

  6. (...there even was a remake of a vanilla one) :sul_confused:

     

    With game update 2.0 - Raise of the Hutt Cartel (2013), if I remember correctly, the level cap was risen from 50-55. Operatives got the (t)rolling, bubbles for the casters and what not was added to the complete list of class abilities. I'd say the early fifties marks the toddler timeline and the classic warzones of this timeline are representing the toddler playgrounds.

     

    Now, in the 70's, we see unstoppable forces scoring goals within seconds. Mission Objectives that can rarely be completed. Tiny game areas stuffed with matured superheroes: They have grown up, became bigger, stronger and faster. But warzone? Warzone never changes...

     

    Nowadays a classic warzone match can be really boring and predictable within seconds - definitely not fun to play.

     

    That is a real bummer, as, besides some imbalance, the class designer successfully managed the horrible act of balancing all classes for pve & pvp and the core element of pvp works: It is an awesome dance of blades and blasters.

     

    Now it is time for the level/world designer as classes are geared for epic pve battles and geared for EPIC WARZONES too.

  7. It really smooths the faction balance and let you team up with rivals and become companions. It's cool. Please use in future endeavors. What we need now is a just a tiny approach regarding MATCHMAKING.

     

    It is out of question that one team has a couple of healers, while the other team has none. Solving this should be a quick task, with a very very very very......very high impact on pvp performance.

  8. No, it is not! It's annoying, repetitive and LOUD: SWTOR is the first game (ever!) where I feel the sudden urge to turn off the volume while playing. I am not talking about the whole game, no, no. SFX is great and the music, excellent! But the latest battleground on Yavin... does the blaster volume of the stationary defense guns has to be at this VOLUME or at such a short firing DELAY?

     

    Please, lower the volume of the blaster audio file, increase firing delay, OR ask a coder to add an adjustment slider to the options menu.

  9. The initial maps\mechanics in the PVP were the best I have ever experienced in a MMO. Unfortunately nothing has been done since the launch in regards to adding any additional maps of any value. So 6 years and no real progress so there goes the population. Where would the population be if a world map/16vs16 was introduced after year one, a capture the flag 12 vs 12 map with npcs/turrets/walkers after year two, etc, etc.

     

    The PVP and the maps were great at launch but without new ideas, new maps, new tactics with no improvements or creative efforts in sustaining the population were attempted resulted in a dwindling population.

     

    PVP is not alone in this as the creativity and expansions in the PVE world have been rather dull and lackluster. All and all a good MMO but never a great one unfortunately. Perhaps the next attempt at a Star Wars MMO will be the best and longer lasting.

     

    +on that. well said.

  10. I don't like much about SWTOR PVP, but the warzones are extremely well designed. You won't find anything as varied as here, and I know a lot of MMOs.

     

    In Guild Wars 2, ALL maps are the same, all have three Cap Points, all play the same way. To fall asleep.

     

    The only thing I miss here are the really big maps of WoW, 40vs40 is a lot of fun.

     

    Go play Rift to see well designed warzones.

     

    Anyaway, a big map would be the best solution to fix the uneveness of teams.

  11. The player vs player system deserves to be adapted to the current & future class situation and needs a more extensive approach than the current designs are offering. Just take the hypergate design as an example: Its a straight line.... oh wait, the map is mirrored... its half a line! A ten year old kid can come up with that -.-

     

    There is a great variety of class constellations that can break the current designs from the very beginning to the unsatisfying end. Very annoying and definitely not fun to play.

     

    Classes have become bigger and they need bigger warzones. Warzones that may also be able to represent the struggle of Light vs Dark more interactive than just having an interface pop, saying one side is victorious for X time.

  12. Besides some class imbalance the game would be an awesome dance of blades and blasters in pvp, however it is time that you close the cap between classes and warzones: Most of the warzones were not designed to handle lvl70 survivability - but they are still live and have to.

     

    Stuffing 16 invincible players into tiny areas isn't doing the trick anymore. Most of the gameplay is centered around healers & tanks or unbeatable classes, leaving the mission objective unable to comply as no one gets down nowadays.

     

    I'm curious: You know that pvp is an essential part of this type of game. You know the numbers and you even removed the weekly pvp pass from the store a long time ago - however - you keep ignoring the lack of up-to-dateness in pvp :sul_confused:

     

    I'm an on/off player since launch and I'd be happy to continue supporting this great game with a subscription, but with the current outdated & overstrained warzones, pvp gets dull & predictable very quickly.

     

    Skip the same intro each and every time. Stop the endless dialogs before a match. Increase pacing, decrease waiting times and design some playgrounds that are appropriate for lvl70 classes - as this game rocks in pvp.... basically.

×
×
  • Create New...