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Kaarsa

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Posts posted by Kaarsa

  1. These are roots, not stuns.

     

    Low slash is a mez, leg slash is a slow, they are both not roots;)

     

    Physical based roots are for example those attached to force charge and maybe obliterate (not sure on this one, but skill is listed as weapon damage, so possibly root is physical too).

  2. Show me a link and prove it, then we can talk, just don't make up random % numbers without a link or a ss.

     

    Also my theory isn't theory, I named 37 CC moves or skills in the game, therefore you have to consider what actually is being damage migrated through resolve, and what is not.

    /QUOTE]

     

    So, you make up a random number in your post (10%) and it is fine, when I post an accurate number based on your won post and well-known game knowledge it is random gibberish? Ok.

     

    Now, from 37 skills you listed, 19 are stuns, mezzes, knockbacks and knockdowns. Resolve protects against them, I know that because, you know, I tested it instead of posting noncence and QQ on the forum (http://www.swtor.com/community/showthread.php?t=390716).

     

    Rest are slows and roots, that are not affected by resolve. Ofc you missed some of them, as above poster noted, so you know, your game knowledge may be not as good as you think.

     

    I will not comment rest of your post, it is not worth my time.

  3.  

    *snip*

     

    Grand Total of 37 skills/skill tree dumbs to provide CC in this game. That means there is 37 imparing movement things to worry about, also that means Resolve has 37 things to protect.

     

    Outta the 37, what do you think is actually being protected in full white bar?

     

     

    *snip*

     

    My guess is 10% of the 37 CC moves, just saying. :rolleyes:

     

     

    You are wrong.

     

    From 37 skills you listed, white resolve bar protects from 19. 51%.

     

    Biggest problem I see in your thinking is your interpretation of what resolve is.

     

    Quoting your own post:

     

    Devs version:

     

    Resolve is meant to put a lid on effects that take control away from you

     

    Your version:

     

    That means there is 37 imparing movement things to worry about, also that means Resolve has 37 things to protect.

     

    Taking away control =/= movement impairing effect. You can still use all your abilities when rooted or slowed. You have control over your character actions (you may have not control over your character movement, but it is not exactly the same).

     

    Resolve protects you from 100% of abilities that mez, stun, knockback, knockdown or pull you. As it was said many times in this thread already - you dont accept that. Question is, why you think it is something that should be changed, when a lot of players accept and like it?

  4. 1. Roots and snares are not and never were a part of resolve (as stated above)

     

    2. Most roots and snares can be cleansed, so if you were perma rooted for prolonged amount of time, ask your team to cleanse you from time to time (or if you can, do it yourself)

     

    3. You cant be stunned or mezzed (or choked for that matter) while having white resolve bar (I politely ask for video proof for that since 03.2012, no video posted yet), but CC that made your resolve white will last for a full duration - this encourages wise use of CC breaker.

     

    4. Fact that you dont like how resolve works does not mean that it is not working or broken or anything like this.

  5. You played up until level 29.

     

    You should know by then that classes come together like a puzzle when you get abilities/talents. You really see how the class (Sentinels) are mechanically played around level 40 and it's actually very simple. The Combat spec relies on building stacks that improve your Force Sweep damage while maintaining DPS while Force Sweep is on CD.

     

    And you are right person to explain and evaluate mechanical complication of marauder class after trying to build stacks that improve force sweep in combat spec? Good job, continue;)

  6. Easy.

     

    CC breaker on 1 m. Hit CC breaker gives 5 seconds immunity to all what ever.

    At the vey moment resolve fills up It kicks in and give immunity until resolve bar is empty.

    There just fixed the fail resolv issue.

     

    Actually, you just removed CC from game. Breaker on 1 in CD with 5 sec immunity - you can break CC when you want, no consequences. Second stun - your resolve is white, stun breaks - you basically cannot be CCed, not for prolonged period of time, you cannot be CCed at all (slight excaggaration ofc).

     

    Have fun getting any objectives in semi-organized gameplay with such changes.

     

    Fortunately, BW stated few times that they think CC and resolve system is fine and I doubt they will ruin pvp by listening to posts like yours.

  7. [quote=KiranK;4806536Stuns that allow players to attack you during the duration need to fill the resolve bar at least 90%, if not 100%.

     

    They fill resolve in 80% already. After a 4 sec stun, any CC effect being part of resolve system will give you white resolve bar.

     

    Getting knocked around 4 or 5 times is just

     

    completly impossible, because you can be knocked around only 3 times in short amount of time - 3rd will give you white resolve bar.

     

     

    Complaining about resolve system is fine, when you actually understand what you are complaining about.

     

    Complaining about resolve system when you obviously dont have a clue about it is not fine.

  8. 1. You cant be stunned for more than 8 sec in the row. If you claim something else, you lie, plain and simple.

     

    2. Dying in wz should NOT be promoted, so no abilities reset on death.

     

    3. Resolve is working just fine, people just think resolve does something else than it is designed to. Resolve exist to prevent being stunned for long periods of time (currently not longer than 8 sec), not to counter every single stun in game or prevent being focused by 6 people and killed in 5 sec.

  9.  

    It would be interesting to see the performance of the various classes in the very high dps matches ....i.e take the top 10-20 matches ranked by total dps and show the performance in those.

     

    Problem with this approach is that those very high dps matches usually mean that healers outheal damage long enough to achieve so high values. That mean burst and focusing was not exactly top notch...

     

    IMO most interesting informations are dmg/kill, dmg/death, K/D ratio.

     

    PS. I agree with the rest of your post:)

  10. Everybody dressing the same stuff

     

    So, everyone has the same stats (since getting WH gear is not so difficult) and access to the same skillset. Now you think there is no skills in this game because you cant win fight before the warzone starts? I would say it mean that there is place for skills in this game...like in every at least semi-competetive game out there:)

  11. Sages/Sorcs do not have any cc immunity other than the resolve bar (unlike mars) ......

     

     

     

    force leap (sage pinned and cannot move for a couple of secs) -> cc immunity -> ......

     

    Since marauders/sentinels have no form of CC immunity (let me repeat: NO FORM OF CC IMMUNITY) your entire post is kinda...well...to say it in polite way "unworthy of commenting".

     

    Maybe write it again, when you will be able to differ between marauder and juggernaut class?

  12. Hi all,

     

    This is a Post regarding a 10 loss Warzone streak in a ROW not even 1 win.

     

    I came back to this game after Bioware said in a patch they balanced the warzones with a rating system so that way you at least get to play people of your own ability level, how can this be the case on a 10 straight loss losing streak?

     

    I play empire but have noticed a couple of things that is now happening in the warzone pvp :-

     

    1) people are forming low lv premades with 4 lv40's this to me seems to violate the spirit of pug pvp warzones.

     

    2) when playing a warzone I now notice that 5 people usually focus down 1 player which make it impossible to heal them up the most notorious for this imho are eastern european players.

     

     

    1. 10 loses in the row - problem is probably you;)

     

    2. lev 40 people = 10-49 bracket. There are no ranked WZ in this bracket.

     

    3. Really? Focus fire is BW problem and something bad btw? I predict you will have problems finding a perfect game for you...maybe a fighting game? There is always 1v1 there....

  13. Right. I fully expect this sort of response, from those who love to invoke "QQ" in their posts, from bullies, and people who are just plain jerks. Your response is not interesting to me; only Bioware's response is. If they agree with you, then I will indeed take my money elsewhere -- being essentially prevented from playing when I want to play is, quite simply, unacceptable, and that's what's happening. You may think griefing is part of playing on a PvP server, I definitely don't. There are plenty of ways ofpreventing it, ranging from making lowbies immune (I'm perfectly happy to suggest reasonable ways to do this), to providing any of a variety of disincentives (insta-death for attacking toons you outlevel by X levels, negative XP including negative levels, etc.), to banning accounts. An easier solution would be to scale the HP and damage of anyone involved in such an encounter to the level of the highest level person on the side which instigated the encounter; that would be perfectly acceptable to me. Though, I'd prefer to see bullies punished. They deserve it.

     

    Easiest solution is not to roll on pvp server.

     

    I am afraid that in every single MMO out there on pvp servers higher level people go and kill low level people. DO I consider it fun? Not at all. Do they consider it fun? I suppose so. Did you get notification before logging into pvp server that you may be forced to take an unwanted and unequal fight? Yes you did. So your problem is?

     

    I like pvp very much, but I hate stupid open world 8v1 ganking, so I play on pve server. I have toons on pvp server and I enjoy some random open pvp duels, but I dont have time (and nerves;)) to whitstand situations you described. So, I play mostly on my main server, where I can get all pvp I want inside wz, where there is a fair fight (not counting guys in lev 40 greens against full augmented WH;)).

     

    TL DR. Reroll on pve server.

  14. Three players all stun the same person at the same time, that player's resolve bar is filled completely for what is essentially 4 seconds of stun. If stuns are chained one after the other, the player can be locked out for an entire 10 seconds before resolve begins to have any effect.

     

    This is a lie, you can not be chain stunned for longer than 8 seconds, and it usually mean that there is more than 1 enemy focusing you.

     

    Just implement a DR system where the higher your resolve bar is filled, the less time you're actually incapacitated by stuns.

     

    And why anyone should change a working system?

     

    There is far too much compared to other games

     

    Which ones exactly?

     

    Oh please, don't act like you have never been stuck in a situation with CC break down at 90% resolve only to be perma stunned to death or stunned over a fire pit and break only to be restunned. Resolve needs to be adjusted or the CC breaker needs to change. BW will change it eventually so enjoy your crutch while you can.

     

    1. When you are at 90% resolve, you can be stunned once. ONCE. Perma stun? Please. And after that, you will get 20+ seconds of immunity btw.

     

    2. Every single time you step into fire pit, expect to die. There are here for a reason. You walk inside on your own responsibility. Maybe pass the ball to a team mate?

     

    3. BW officialy stated that resolve and CC system is working as intended and they are not going to change it. Link in my sig.

  15. There is not too much CC in this game, the problem is that the resolve system is pretty fail.

     

    It currently works such that if you are not full resolve you can still be CCed for full duration even if you are at say 90% of a bar.

     

    It should be reworked to more of a diminishing returns system such as...

     

    Each CC has a resolve value that fill is up the bar.

    If someone is close to full resolve and a CC puts them over the full resolve mark then that CC should be reduced in duration based on how much it put the bar past full.

     

    IE Stun brings someone to 90% resolve for 4 seconds. Target is stunned again, brought up to 130% resolve. Therefore the next stun is only last 1 second. This i think would be better.

     

    I may misunderstood, but do you want to nerf resolve system and allow for more CC?

     

    Currently when you are at 130% resolve you are completly immune to next stun, and you suggest 1 sec stun instead?

     

    BTW, some scalling of immunity based on how much resolve you had before being CCed is already in game, when you have 200 resolve and get stunned for 4 sec you will have 14 sec of CC immunity, when you are at 900 resolve and get stunned for 4 sec you get 23 sec of CC immunity.

     

    Answering OP question:

     

    I think CC is fine, situation you described is a great example why - if there would be no CC, you would not have to think about that decision. PVP would be a dps vs healing race. Boring. Ofc some people would enjoy that, but I am not one of them;)

  16. So much sweet rage in this thread;)

     

    Do I need to post combat logs to prove it?

     

    Actually yes, you do. I have done excessive resolve system testing, I confirmed numbers other people post here on resolve values. 10 minutes of testing by yourself can confirm them too. Anyway, combat log/video or it was a bug/you are a liar/you dont know difference between root and stun (pick a proper answer).

     

    And TUXs - I would like to remind you that you already used argument "you dont know how resolve is intended to work so you are wrong" and someone finaly provided link to developer post about that (link in my sig). You even admitted that you think we are right and resolve is actually working as intended. Of course you have right to still not like it;)

     

    TL; DR

     

    You cant be stunned 3 times in the row.

     

    Resolve is working as intended.

     

    Read link in my sig.

  17.  

    I have had full resolve start to drop way before the 20 seconds.

     

    And yes, I have had the resolve bar not work either. So if my trinket is on cooldown, Would I theoretically have to eat 2 4-6 second stuns in a row? yes coming from 2 different classes??

     

    1. Lenght of immunity granted by white resolve depends on type of CC ability used and amount of resolve you had before being hit by last CC effect. For example, combination of force choke (without set) and force push gives you white resolve bar for 12 seconds. On the other hand, combination of electrocute and whirlwind gives you 20 seconds of white bar.

     

    2. Since there is not a single 6sec stun in game, you cant eat 2 in the row regardless of your CC breaker status. You can eat 2 4sec stuns in the row, this is basicaly how system works - without CC breaker, you can be CC twice (by most standard CC combinations) and after that you get immunity. If you really think it is stupid, go play WoW for a while and then come back...

  18. Bottom line still stands. There is too much CC in the game.

     

    Then maybe find a game with less CC? And when you do this, please give us a link? Because from my knowledge, no other modern MMO has so little CC as SW TOR. Prove me wrong.

  19. And yeah i think most of us agree.Good blog by Taugrim as always.This man knows more

    about your own PvP BioWare then your PvP team.

     

    http://taugrim.com/2012/05/20/swtor-has-repeated-rifts-mistakes-in-endgame-pvp/

     

    So again, post from guy who makes a glaring mistake at the begining (WH main instead of being half-BM geared?) and then proceeding to false conclusions based on his gaming experience impacted by above mistake is going to be an oralce and light of wisdom for forum dwellers (as before, with this TTK nonsence, probably caused by not adjusting his itemistion to 1.2 changes). Classic. Maybe some poeple should try to have their own opinion, not just blindly following guy who is changing MMOs more often than socks?

  20. Yes, but the problem is that your bar almost always starts decaying on the first CC. You can get knocked back and not long after you're already back at 0 resolve.

     

    I mean, the amount of Knockback's is just obnoxious at times. They take you out of the fight for long durations and they're on such short cooldowns. Nothing really gets me raging more when a Guardian walks up and punts me across the map by pushing one button because I feel like I'm being cheated out of my skill. I mean, Thunderstorm in WoW for Elemental Shamans was unique, but this game half the classes have them.

     

    Knockback = 400 resolve points

     

    Resolve before turning white decays at 25/sec rate.

     

    400 points = 16 seconds needed to drop to zero.

     

    Is 16 sec "not so long after"? Well, it does not sound like a long time, but in pvp it is an eternity. People whine all the time about 8sec "stunlocks" here, and 16 sec is twice as long;)

     

    PS. When you are close to class knockback-capable part of your "skills" is to position yourself in a way that denies them opportunity to knock you back down the ledge/into a hazard. Sure, most of them can do stun+reposition+knockback combo, but stuns/mezzes have longish CD and such treatment gives you white resolve bar. When I started play my assasin in pvp sorcs/sages used to knock me down the ramp in huttball 9/10 times. Now it is 3/10 tops, maybe less;)

  21. Two? Or maybe three? then I am immune for less than 20 seconds then do it again. Not to mention as a healer I also get interrupted over and over between stun locks so with any kind of decent players I can be killed from 100% to dead without ever being able to cast a heal.

     

    The purpose of the thread was to ask people their honest opinions of the resolve system. You clearly think it is fine as is, so why cant you say as much instead of being a troll?

     

    When you ask for honest opinions and follow it with "I can be stunned 3 or 4 times in the row" statement, you start to look like either someone uninformed or just a troll. You cant be stunned more than twice in short period of time (with exception of being attacked by 2 OP/asassins with their knockdowns, but it is still 3 times, never 4 and for the same period of time 2s +2s +4s is the same as 4s + 4s). How long immunity you want after 8 sec of stun (standard "stunlock" in SWTOR)? 10 minutes?

     

    Above statement that CC in this game is very forgiving meant that it is forgiving for person being CCed, not person who CC. 2 CC effects and then 20 sec of immunity? Show me modern MMORPG where CC have lesser possibilites and where you cant be CCed as long as here.

     

    About roots/slows - by offcial SW TOR devs statement (link in my sig) they are part of kiting metagame and should not be affected by resolve - I agree with that, roots/slows as part of resolve would cause incredible mess. If you think that healers life is difficult now, imagine what would happen if all those rampaging healer-killers (known as annihilation marauders;)) would be completly impossible to stop in place with white resolve bar, that additionaly (by your request) last longer and gets filled quicker...

  22.  

    The 10 players on the low pop side who actually PvP are not all even in the same guild lol....

     

    Great, so you can PM those 10 players, get them on voice comm and you have a constant 8 man premade (while enemy probably have 4 man pramade) and that gives you substantial advantage.

     

    You dont want to do that? Other players dont want to cooperate with you? Well, it is COMMUNITY problem.

     

    On my server when I get a WZ against republic in the evening empire usualy lose, I can tell if we have a chance before the game even starts - either I can recognize at least 5 other names on my team as good players or we will get rolled, because while republics are only few who pvp, they are all on voice chat and getting BM gear now is easy, so they are basicaly all geared and working as premade, while more populated fraction gets a lot of undergeared/noob players.

  23. That's not possible either. You need valor 70 for WH gear and pre 50 your valor lvl is capped by your skill lvl (aka one can't be lvl 48 and have a lvl 49 valor).

     

    This is wrong. You can buy ranked WZ comms with 40 valor level (so at char lev 40 if you pvp a bit). You can have 2k normal comms and 3,5k ranked comms when hitting lev 50, so you can be half-bm geared before entering first lev 50 WZ (or buy a WH piece and be recruit geared, your choice).

     

    War Hero/Battlemaster gear has NO valor req now, only orange crafted WH/BM gear has them.

  24. The sheer endless amount of stuns in this game is the onliest thing i actually have to criticize. Otherwise PvP here is really enjoyable.

     

    The current resolve system isn't preventing chain stuns , and they tend to happen every single fight. This isn't very enjoyable.

     

    Resolve would do a way better job. I just wonder why BW isn't really noticing that, since they were doing a pretty good job in balancing out classes (at least in my oppinion).

     

    Can I again please for a link to MMORPG that do not allow 8 sec stuns?

     

    Before I got "we talk about SW TOR, not other games here" - I know that. I just am not aware of existence of such MMORPG, ergo all MMORPGs, succesful or not, allow for at least 8 sec of being unable to act. I wonder were is this idea of "existence of system that prevents being stunned for 8 sec" came from.

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