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Warshades

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Everything posted by Warshades

  1. While I fully agree that those issues, expecially the ability fail one, needs to get fixed sooner rather than later, I would just like to point out that the majority of their staff doesnt work on the actual game engine their using but are rather artists/sound/balance/creator/developers/qa/etc. Most of their teams have nothing to do with this. This is strictly an engineering issue. So the rest of their teams can continue to develop for this game while the engineers focus their time on fixing the bugs and steamlining the code to make it work better. The sad part is that they should have had this fixed a year ago, and were still waiting on word.
  2. Thats alot of bumps. Though it would really be nice to get a resolution on this, absolutely horrible at times. I can go hours and only have it happen a few times, other times it seems every 4th ability fails to fire. Very annoying. Sadly it seems that clicking the ability has fewer instances of misfires but has more double fires or ability starts to go off, then after half a second, starts to go off again this time for real. I notice it alot with abilities like Ravage. Maybe this is their way of helping clickers have an edge over those of us who q-bind.
  3. That seriously just made me want to x-fer to your server
  4. Thats a loaded question, half will say PoT5, the other half Bastion. your just asking for a fight to break out.
  5. obviously tanking and dpsing are two different role, so having end mods for a dps set is a bad idea. now the reverse isnt the case. running str mods as a pvp tank can be done depending on the role your trying to achieve. the reason is that tank juggs get several defensive cooldowns that can be spread out in a fight to ensure your "tankyness survival" while not needing the extra 3k+ hp. The question becomes whether you need to stack things like def/shield/absorb or go power/crit/surge The answer to that revolves around your healer. For example if your healer is a mobile OP they arnt going to be standing still letting you absorb dmg. They will remain moving and really just need you to peel with snares and stuns and absorb some dmg. While a sorc will need much more protection. You'll really want the more End gear guarding a sorc. Also the skill level of your healer determines how much end you need and how much power/crit/surge you can afford while still keeping them up. Remember as a tank, their survivability is the most important factor, second is yours, third is your enemy. Also do you want to be more pure tank or Hybrid dmg/tank. In which case I recommend getting all Str/power/surge/crit gear. And just stance switch and use your cooldowns to tank when needed. If your looking for the strictly tank method, then go high end and defensives.
  6. If you got a pocket healer with no other tank, go ahead and guard them even when you got the ball. If you dont, they will assist down the healer first and then kill you. A good healer tank combo can easily withstand 6+players on them. Just know when to use your aoe stun and when you jump to enemy targets.
  7. This post is so full of left turns I'm not even sure of its point anymore... Then again the moderator was way out in left field too so I dont feel so bad. Of course I only clicked on this thread because it had the yellow Mod Icon next too it, how.......disappointing:(
  8. well its better than i woulda guessed, i was thinking they would taunt us with 1 credit per
  9. Will you show me how to PvE aswell for that much? Like NM TFB etc;)
  10. Well I could write a book here but I'll keep it short. First, the Jedi and the Sith are mirrored, in that each side has the exact same skills and strengths. So a Jedi guardian = sith jug, a sage = sorc, OP = Scound, etc The classes are also very in depth when it comes to PvP. By this I mean that in PvE while leveling you can pretty much just smash your head into the keyboard and still win. In PvP things are quite a bit different. You need to know that some abilities buff others. This is how we get what we call a rotation A rotation is a list of abilities that are used in succcession with each other to reach maximum potential. Also this game features what is known as a RPS mechanic (Rock/Paper/Scissor) and Trinity (healer/tank/dps) system. This means your class most likely has classes it performs well against, and classes it is weak against. In Warzones (the primary hub for PvP) all classes receive a bolster. This means that even classes 10+ levels lower than you have equal stats. The only difference is access to certain abilities. There are some classes that have great burst potential but lack sustained, or vice versa. This means while you might get "3 shotted" by a class, he probably can only do so every so often, and in the mean time is a very weak class. Smash classes ahve this problem, Great aoe burst, but lack utility and dmg between each burst (10ish seconds). Knowing when a class will burst will let you know when to CC or use a Defensive cooldown. Classes with more sustained dmg, like dot classes, are less effected by timing your CC as their dmg continues to tick even while thye are CC'd. There are soooooo many aspects to PvP it would be insane of me to try and explain it in one post. Go to some websites and look at all the different abilities other classes receive. Try and build yourself a good concept of what their rotations will look like. Play against other people, duel them, OWPvP and do WZ everyday. Always assume that the reason they beat you was cause they are better than you, because that is the norm. until you get better. Play different classes and see how they work. Find a test dumby and load your combat logs with a parser to determine your best rotation, or just look up different parser's loaded by other people to see what roatations they use. Find a spec that works for you. And keep trying, it gets better the more you learn about the mechanics of the game.
  11. Thats because most of the encounters can be 2-3 manned if they are properly geared. I drug a sorc with 16k HP through Cadm once. Got all the way through it. Other guy had 25k HP. My friend had 32k and I had 38k. We pretty much 2.5 manned the entire instance. Wiped several times and ran up about 100k repair bill. I didnt kick the player cause I didnt have the heart to. Gear Check woulda saved me alot of time and credits.
  12. I cant say whether its a bug or intended, but here is the long answer as I recall it since it was quite some time ago. While doing testing for 2.0 Bioware decided that the DR needed adjusting for higher level gear. The reason behind this is that players were already getting 35%+ on crit and nearly 80% on surge, 60% on shield, etc Now increasing stats flat out would be putting stats like 45%+ Crit, 90%+ surge, etc. So what they did atleast for PTS was make it to where when you hit 51, your stats received the NEW DR curve. One of the complaints on PTS was that your stats went down going from 50 to 51. So why keep the stats the same 1-50 and just adjust the 51-55 crowd? Because content from 1-50 was already tuned to chars with those percentage stats. It would mean that they would have to retune all the lvl 50 ops/FPs hell even the leveling stuff like heroics and class quests. So rather than doing that, they simply made the DR curve change at lvl 51 for the new content. Ever wonder why the mobs on Makeb seem much more difficult then the ones on Ilum? The answer is that your stats (or your secondary stats like def/crit/surge/etc drop significantly. Now Bolster has gone through many changes since 2.0 and it doesnt suprise me to find yet another case of buggishness. But you also gotta remember that these forums get one of these posts nearly every week. They have since 2.0. I'm not stating they didnt change anything but that it does seem to be working as intentended. Why do I say that? Your getting bolstered up to a lvl 55. So in the 30-54 bracket, going up against say a lvl 51, you would not only have as much str/end as them, but you would also have more crit/surge/shield/defense/etc. One of the original releases of bolster had that exact problem, where lvl 30's were doing 2-3x the dmg of LvL 50s in full Elite War hero gear, fully augmented. Now alot of that was contributed to by the expertise loss you received by having War hero gear, but it also was contributed by the fact that WarHero gear was receiving the lower DR curve while nakid and lower level gear was getting fully buffed with the original DR. The result was rivers of tears on the forums. 20-25% crit 60-70% sure is normal. You can get higher yes, but hitting 30%+ in crit, over the top for WZs.
  13. I remember something about this, it has to do with the stat destributions post lvl 50. For example at 55 you would have a really tuff time getting 30% crit, but before 50 its fairly easy. Instead of tuning down all crit, they did it for just post 55 since WZ Bolster bolsters you to 55 stats, you'll see a drop rather than an increase.
  14. There are also alot of people that rape, murder, etc, and have for a very long number of years. Doesnt mean we should suddenly start accepting it for common acceptable practices.
  15. Your assumption being that negative criticism is bad for the game? While I understand not all players will agree on what aspects they like or dislike about the game, it is mostly true that through criticism the developers of this game, and any game, come to create an even better game. It is only our opinion of what is considered positive criticism, or negative criticism.
  16. Your overcomplicating things. I cant think of a single lvl55HM boss that mechanics (if done correctly) would make it harder to heal a 5 person group over a 4 person group. Now up that to 6 people and things change a bit because your makeup isnt going to usually be ideal for 1 tank 1 healer and 4 dps. Usually with 6 you go 1 tank, 1 healer, 1 off healer/dps, and 3 full dps. I'd like to see 5 mans, I dont know so much about 6 mans, too close to just going full 8 man ops.
  17. Whats so annoying is that the 66 stuff is so damn cheap on the GTN. Blue full set pieces (armoring/mod/enhancement) 20k. Purples run about 40k per slot. about 40k for lvl 54 implants/earpieces while the better lvl 53 stuff runs about 150-200k Just to buy adaquete gear (blue 66 and lvl 54) your looking at about 400k. You should have twice that just completing Makeb. Go for the good stuff? (Purp 66s) about 1.8mil. I know cause I just did it. Thats maybe 4-5 days worth of dailies? Or Do chests runs, takes about 3 hours and you'll have enough for All Purps and maybe even get yourself a 72 hilt/barrel. The crazy thing is you can do your dailies/chests before you hit 55. My Sage had 27k HP 5 mins after hitting Lvl 53. Gear check should absolutely be needed. Failing to get 61's? Thats just asking to be carried.
  18. Actually for existing HM55 the only change required would be to Add HP to all the mobs/bosses. That is it. Because we are adding in a 3rd dps class. You take the average dps expected to complete an encounter by the 2 existing dps, then multiply it by .5, and add it to the current health of the boss. You gotta remember that none of the encounters are really tuned to a specific number of people (FPs not OPs) So by adding a dps, while you might get another CC off for trash, really all your doing is increasing the total dmg output of your group, therefore yo ujust need more to dmg. Lets put some numbers to it. If you tank does 1k dps, and your dps dous 3k dps each, then adding a 3rd dps just means you need to increase HP by 3kdps. So in a situation where a boss had 7mil HP, it is expected that the tank will do 1mil dmg, the other 6 mil dmg come from your 2 dps. Adding a third dps means the Boss needs to have 10mil HP. Now if you wanted to scale other aspects, like how many healers, thats when you look at dmg output by the boss. So say the output dmg of a boss is 10kdps. The combination of the tank mitigation added to the HPS of the healer should equal roughly 10kdps. So say the tank mitigates 5k, the healer needs to then have a 5k hps. So by adding a second healer spot, the bosses dps should be raised to 15kdmgs, so that 5k is mitigated by the tank and 10k is healed by the two healers. One also needs to take into account that by increasing dmg, you dont increase the burst too much, but rather the sustained dmg. This is because if one attack is designed to do 20k dmg, but is only used once every few minutes, players are built to withstand it, but increasing it by 50% to make up for another healer, means 30k hits and players arnt built to withstand that. Tuning for 2nd tanks is a bit harder as it generally requires unique mechanics that either require multiple bosses to tank, or switching tank agro due to debuffs or whatever the mechanic is. It is the only part that is difficult to rebalance on the fly. All in all, adding another dps slot is easy, adding another healing slot is doable. Adding another tank slot and you might aswell just spend your time building ops at that point.
  19. Didnt mean to come off offensive or get high and mighty. Lord knows we all want to slap the crap out of people for being stupid in WZs. The other day I was playing my GS and helped take mid. Then 6 of the 7 people ran off leaving me solo at mid WHILE we were still fighting 4 people. I called for help......4 times, spent 2 mins running round in circles only interupting then hiding. Held off a long time solo. Just to finally lose it and get *****ed at for not calling inc.....like holy crap scroll up and see me begging for help. So I went and joined a group of players sitting at the side turret until match was over with. We all get the bads, we all have bad moments ourselves. Didnt want you to feel as iff your stance was unique or arbitrarily bad. Just that I personally dont agree with throwing a winning match to teach them a lesson they will never learn. If I'm good enough to carry the team to victory (which I wasnt in my example) then to hell with the group I'll win the match on my own. If not, screw it.
  20. you know what annoys me.......OPs that use TL;DR in their post. That is a comment for readers not wrters. The word your looking for is "summary." Were you trying to say your own post was too long for you to read yourself?
  21. I think it is funny we have 1 thread asking for quitter debuff so people wont leave, and another thread where someone openly admits to throwing a winning game cause he doesnt like his teamates strategy. Interesting how wide in opinions we are. To the OP, no to quitter debuffs. Too many problems and consequences to implement it.
  22. While I fully support OWPvP, there is a persistant problem that Bioware is not willing to fix as they dont see it as a hurdle, but rather a road block. Faction Population Imbalances That alone will make faction and objective based OWPvP worthless in this game. While there are MANY different solutions to what I believe is nothing more than a hurdle, truth is Bioware see's it has a impassable roadblock down a one-way street. We can argue all day long about it but it wont change their stance on it. The best we can hope for now is that they get the engine in better shape and launch a persistant battleground area with cap populations in around 32 per side. With enough open area it could feel more like OWPvP without actually being OWPvP. The problem I see is that PvP is treated more like a mini game whose purpose seems shakey and ill-thought out. The whole system needs to be rethunk and redesigned. Words that makes Bioware scared and hide under their desk and hope we just conform to their vision.
  23. might i ask when you lost mid? from what i read it sounds like you would have had the lead regardless. since it was 1/1 then 2/0 then 1/1 then you gave them 0/2 and by the end of match 0/3 By this you threw the match just cause people didnt respond. they may had the edge in mid and thought they were going to cap while the sniper was getting hit. And since mid was still contested thought it better. In which case even if mid didnt get capped you coulda still won the match without double capping again since you shoulda had the lead. Now do I agree with their strategy? No, because I prefer holding the side turrets. But that strategy is going to need to change soon when the side speeders are taken away. Holding mid will be much more important, though not an absolute. So imo, you shoulda been booted from the WZ for douchery, while the others shoulda been booted for poor game play and not responding. Put it this way. Enemy probably had 6 bads aswell, so the other teams 2 good players beat you and the sniper in fair 2v2 manner. b/c you gave up!
  24. while i could care less how many options are avaiable too get the reward.... I think you may be a little over dramatic in your case for not having enough time to earn legacy level 40. First off EVERYTHING you do in game that earns xp gives legacy xp aswell. With 4 lvl 55s I would assume that you are at the very least close too if not already leg 40. Unless of course you hit 55 and immediately go to the next char. Also we've had what ....6 double xp weekends? With another one coming? And since when does anyone farm for leg xp. Most of us just work on buiding up our chars, earning credits, doing our dailies, doing WZ, FPS and OPs. You get your legacy xp that way. Not by farming legacy xp. I have 3 lvl 55 chars and I'm legacy 50. My wife has 2 lvl 55's and she is legacy 46. I dont really see how having 4 lvl 55s makes you somehow so far away from leg 40 that several weeks/month from now you couldnt get it. Its not that I care about using CC to buy it. Just that your cry of foul play with your limited time to spend in games seems a bit over dramatic. Then again....that fits right into line with the forums.
  25. Warshades

    Pvp medals

    Attacker Points 1,3k,5k,7.5k,10k,15k Defender Points 1,3k,5k,7.5k,10k,15k Healing (per heal/total) 3k/6k, 90k/360k Dmg (her hit/total) 3k/6k, 90k/360k Protection (single life/total) 2k10k????? , 10k/60k????? Kills (solo/total) solo kill/10/25.... Deathblows 1db....????? Cant remember all of them, but its something like this or close to it. They kinda changed it in 2.0 and I dont PvP as much as I used too
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