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truchaos

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Everything posted by truchaos

  1. 16. Break out the slave girl outfit and /clubdance him to death.
  2. I personally think the Bounty Hunter PT WH set is awesome... but then I also paint little plastic spacemen as one of my hobbies. So I thoroughly enjoy hiding behind my favourite PT in warzones on my sith sorceress- it is like having my own personal astartes bodyguard! My set, on the other hand, looks far more dark eldar-esque than Star Wars. The mara cape made me honestly laugh when I first saw it and brought to mind the 'no capes' scene from the kids' movie 'The Incredibles'. I could just imagine a mara getting ready to leap to a target in huttball and getting snagged up on one of the catwalk ledges....-
  3. Or, perhaps, it is because people tend to pay far more attention to the behaviour of the enemy team over that of their own side? You are more likely to note an enemy player that is un-killable, un-stunable, or sprinting around far faster than they should than you are to notice a player on your own team exhibiting those very same qualities. It is about attention focus and perspective- and, for the record, I will report any and every player I come across that is cheating regardless of what side of the warzone they are playing on. A cheater is a cheater and has no place in the game period, however- if you do not report the behaviour then you are only assisting in the problem. Players reporting exploits and cheats are a key factor in CS's fight to overcome them. Be proactive: I have personally reported players I suspected of cheating and in-game exploits. Have you reported these players at all? If not it is like watching your house burn and not calling the fire department... and then blaming the firemen for 'letting' your house burn down. Every game is going to have its min-max'ers and its powerplayers- those who will parse and tweak and use every ingame 'feature' they can to get a leg up on their fellows. This is true in mmo's/rpg's/fps'.... it also is true in real life. I personally find it poor sportsmanship as well but understand that it is part of human nature that you make the choice to either shrug off or let get under your skin.
  4. The truth finally comes out and it has nothing to do with premades. If you are coming up against other players who are cheating- Report them. Don't fall prey to the bystander effect, don't assume that 'someone else' will report them. Take down their name, the time & place of the events, and what details you can recount. The more, unbiased details you can give the CS team to work with the better. That you have basically stated that any/all who play in premade teams are cheaters is honestly quite insulting.
  5. And these synergies can only occur in a premade- never in a PUG? It seems that 'solo-queuers' fail to understand is that because warzones are team-based, you are indeed queueing with a group... you are merely allowing the RNG of the queue to decide the entire makeup of that group for you.
  6. So, basically, you do not want any sort of coordination or teamwork in a team-based event. You do not want any class to support and/or enhance any other class' abilities. And you do not think that active forethought/effort/bonds of friendship should provide any meaningful role in an online gaming community. The main thing I find that many of those who are anti-premade, strictly solo-queuers lack (or wish to avoid) is the weight of trust, accountability, and responsibility that goes with queue'ing with a group. It is far easier for them to write off their own mistakes, quitting out of a warzone, and/or sub-par overall effort when their 'team' is a random group of strangers that they will not have to face beyond the length of the warzone.
  7. Add a credit cost to leaving a warzone- basically an 'extraction from hotzone' fee. Make it a scaling amount that resets to a base fee per day so that the more often you leave in a 24 hour block- the higher the price of doing so.
  8. You might queue up solo, but you are put into a Team of players upon entering the warzone. Thus- even though you might have queued up as an individual, you have up to 7 other players that you are now working with towards a common goal. The one and only way for you to get what you want is for there to be a FFA warzone without teams where upon entering the wz all groups would be stripped and ALL other players would be your enemy. However, even in such a wz you would still see alliances and teamwork between players.
  9. If this applies to healing... then shouldn't it also apply to DPS?
  10. Wait a moment here, since when does simply being a dps give a free ticket to killing any target you want without support? Do you suddenly do no damage up until the point you actually kill something? Or... is killing a target, in truth, merely an apex goal you are aiming for? Much like the aim of a healer is keeping a target (themselves or others) alive... How could anyone Really expect a class focused on the art of staying alive... to be easy to kill 1v1? You are a dps, they are a healer- you do damage and they heal damage. If you are both equally geared then it should come down to a factor of skill/luck/timing, but it shouldn't be quick or easy in any shape or form.
  11. You, like many, seem to be stuck on how big the numbers that are posted at the end of a warzone are. 5 or 500k, the Size of the numbers themselves don't matter. This is not about how big or small those numbers are, this is about how Interchangeable they are between the different roles of a dps and a healer. In a balanced system- the *base* thresholds between healers and dps would be equal, with the deciding factors being luck of the RNG in the allotted time and the Human element of skill or lack there of. Meaning that if you exchanged one class for another in terms of overall thresholds (healer for dps, or dps for healer) then the end would be equal. The amount of healing done would equal out for the loss of dps and the amount of dps would equal the loss of healing. If they cannot be exchanged in equal measure then there is a failure in the core aspect of the balance- ie. if the healer who just healed your warzone for 500k was exchanged for an equally geared/skilled dps, would the dps gain equal or exceed the healing loss in the overall outcome of the event. That issue is what is being brought into question here.
  12. Sorry, but I'm a tad confused on your statements here... if pvp healing shouldn't be about the ability to heal through the incoming damage done to a target, then how is the healer supposed to keep said dps 'alive'?
  13. Very well written/thought out prime post and, as a fully heal-spec'ed Sorcerer, I feel the pain of the OP. The crux of a healer is the ability to negate damage done through (*gasp*) healing. That is the core concept of the role. If a healer can no longer support his/her team in that role, then what is the point of the healer? Think of it like water in a bucket- A dps' job is to poke holes in the bucket and a healer's job is to refill the water. There should be a point of balance in dps output and healing- meaning that a fully heal spec'ed/geared class should be able to equal in healing a single, equally spec'ed/geared dps class' damage output. Water in should = water out in that aspect. It should be a draw. That is the core concept of the class roles. Now, alter the variables by adding in the human element and the outcome should be affected equally in turn. Reaction times, use of abilities, RNG, and overall player skill (yeap, I went there...) should be the deciding factor in the end outcome. Now, the tipping point in the balance of things is the fact that in SWTOR, all classes are also hybridized dps. There is no true 'pure' healer in this game but there is pure dps/tanking, and that (not the healing itself) is what I believe caused much of the base problem in role design.
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