Jump to content

Wreklus

Members
  • Posts

    16
  • Joined

Reputation

10 Good
  1. Definitely use you center of screen targeting bind. Combine that with holding right click and you'll find you can negotiate crowds much more easily. I use this for all combat. I even gind myself using it to target allies Im trying to guard or intercede to because it solves the problem of having to read the name of aggro-grabbing resource dumping DPS bads who need occasional saving. It takes a small ammount of getting comfortable, but its much easier.
  2. Another idea which was just brought up today: There could be an open and optional huttball arena on Oricon, OR even better, just a huttball pillar at the center of the map and endzones near each faction's base with planet wide audio and text queues that the ball is on the move. Combine this with achievements and small rewards and it would make for some pretty unique battles. Especially with the possibility of NPC mobs getting in on the fight. It would be fun to see the carrier get killed by a mob, the mob get the ball and both factions bash it's head in! Heck, this could be on every contested planet with achievements for titles and small rewards for each. At this point, I feel like there are TONS of suggestions in these forums for great ideas, both for mechanics and unique PVP. It's a simple matter of 'Why not?' and take your pick. I mean, any MMO is a work of constant improvement, I'd like to see these devs do the opposite of WoW and be willing to take risks. Break the game for a day or two trying something off the wall! By now, it is clear how much of the subscriber base is going to consistently be there. Go ahead and experiment.
  3. Yeah, the stadium is dreaming big, but that's what these forums need in suggestions. Dream big, don't let devs take your modest input and say "We got MOST of it..." The "Dive for Huttball" thing was meant more as a proc you can only activate when inside the reticle of a thrown ball before it's caught, simply to get you a little 3-5 meter burst of speed steered toward the center of the target area. ANYWAY....... To all whiners, Whine about huttball in a separate thread. While you're at it, go back to GW2. This is an appreciation / suggestion thread, not a QQ party. I am glad to see there are some responses from other people who enjoy the "Skill first, class second" nature of huttball. I can't believe that nobody on the SWTOR team realized what gaming gold they had created in huttball. Can we cut back on the boring gambling, bounty hunting, and all other primarily SOLO activities and focus on breaking heads and spiking touchdowns together!?
  4. I agree 100% with this suggestion. Now that you've put it into words, it seems like an obvious simple step in the right direction. I like the guard ability for the most part on my Jugg tank. As for PT / Vangaurd, it would be interesting to see them use more technology than just a shield generator and missiles. Thanks for the input! Oh, I see. I'm not sure I agree with the opinion that defense rating is useless, dodging the hell out of ranged and melee attacks is pretty satisfying to me. I agree that it would be nice for it to be replaced with sheild chance and absorb, OR that DEF would increase resist chance all the way up to, possibly even, I'm thinking maybe, OCCASIONALLY!!!!! or even once in 10,000. Thanks for all the input, homies. Keep it coming! My hope is that the Devs see this thread and are at least inspired to consider expanding tanking influence in PVP, if not pick out the best bits and implement them. So far, we've got some general mechanics ideas (which are always beneficial to discuss), we've got some jugg / gaurdian suggestions, and some PT / Vanguard ideas. If an assassin / shadow would throw in some skill ideas, that would be greatly appreciated! I'd just like to re-emphasize that the goal is to make suggestions for helping tanks become more influential and desirable in PVP. As long as input is geared toward that end, ANY opinion or suggestion is welcome and encouraged!!
  5. Those don't seem like too much to ask for, however increasing a tank's DPS should be used to balance damage and not to improve tanking mechanics in PVP. The second option seems more like a complaint about overall survivability, which I addressed in my intro and through suggested abilities. With that in mind, if PT had a list of separate abilities something like that could definitely be one of them. The third option would simply reduce the survivability of non tank spec players considerably and bring about a problem this game had early on; dying way too fast in PVP. I don't mean to poke holes in your suggestions, the overall issues you are trying to resolve are legitimate complaints. The reason I point out these flaws is to emphasize the need for tank tree specific abilities to make tanking more important to the overall team in PVP. What you are suggesting would simply improve your personal survivability, which is not what the thread is about.
  6. The idea was kicking around myself and some friends lately that Huttball in swtor should be treated like football in real life. Known teams with their own uniforms, Standings, Televised matches, Money to be won, Hall of Fame, etc... I would like to see new huttball arenas similar to the original (meaning, less vertical movement, please!). Along with these areas, rankings and standings broken down by premade teams and randomly grouped teams (balanced by player career records). There should be achievements which challenge players to make heroic plays with the chance to gain access to rare gear. Along with this could be giant monitors on planets and in the fleet which would play highlights and major match-ups of highly ranked teams. Teams which create their own uniform color scheme and symbols for both home and away matches. There could be opportunities to win gear which enhances huttball-based attributes such as, - Audible call and emote to signal "Open for Pass" - Dive for the huttball when inside the pass radius - Reduced resolve placed on opponents within 5 meters of your endzone Another good idea was to create huttball specific locations such as: - Team locker rooms (for a hangout and cargo hold access between matches to change gear) - Team specific stadiums with seating packed with cheering, jeering, fighting fans - Sport Clubs, where huttball fans and players alike can gather to watch current games, make bets, socialize and hangout. - Team training camps, where you and your team can practice plays, test new gear, and review recently played matches to improve tactics. Outside of huttball: - An emote to show off your huttball prowess - Ability for other players to inspect your character and watch a clip of your personal game highlights - Titles for various achievements completed, overall team standing - With high enough standing, NPCs will recognize your character and react positively or negatively
  7. I'm glad I've inspired at least one person for the possibility of true tanking in PVP. I think it would be better to have different, but equally beneficial abilities for the other tank classes. I haven't played any other tank class, though. I would really like for someone who has a lot of experience as the other classes to come up with simple mechanics for new abilities which are similarly team-bolstering. As I stated in my introduction, A Sith or Jedi tank can influence the survivability of ONE ally at a time (or several whenever AOE threat cools down.... that cooldown is WAY too long, by the way). Simply put, guard often leads to the tank taking shocking amounts of shared damage which can't be defended against and the threat abilities have GIGANTIC cooldowns. Also, often times it feels as if my Immortal Jugg is just not appreciated by the team in PVP. I would like to see a team celebrate having a tank on their side as much as they would, say, complain about not having a healer. In a universe full of heals and deeps, PVP tanks are very rare in the first place and when we are present, we often find ourselves trying futilely to steer focus fire toward objectives. I am suggesting some ideas to make tanking more satisfying, less desperate and more appreciated without simply amplifying their DPS or (I assume accidentally, due to the nerf...) giving DPS Juggs / Guards an OP heal which can be activated a silly number of times in a single life.
  8. Recently, the developers asked for suggestions on how to make tanking more viable in PVP. My main character is an immortal juggernaut who I've never put a single point in any other tree with. I know I can already have a noticeable impact on the survivability of a single player at a time, but tanking is, at it's core, about protecting the entire team. Considering this fundamental purpose of tanks, these are some suggestions for skill tree abilities for Immortal tree Sith Juggernauts and Defense tree Jedi Guardians. My overall focus in conceptualizing these abilities is to reduce a tank's dependence on healers, increase the obviousness and influence of a tank in PVP and to reward tanks for gaining enemy attention. Hateful Oppressor / Shining Protector (PASSIVE) While below [50% / 75%] health and guarding an ally, gain this status which reduces healing received by all enemies by 15% / 25% in a 20 meter radius. INTENT: - Dial down the futility of healer - heavy teams - Generate an area in which your team will be attracted to fight in (much like the opposite of a DPS AOE) - Effectively mark the tank as the frontline of combat and establish a natural flow of enemies around them (low hp moving away to gain better heals, high hp moving toward to kill the source of debuff) - Rally allies around the tank (which is often a serious issue outside of the opening grand melee at mid) -------------------------------------------------------------------------------------- Monolithic Terror / Towering Hope (PASSIVE) Accumulating, defending against, absorbing and mitigating damage equal to or more than your max HP in a single life adds a [5% / 10%] damage and heal debuff to all targets you deal damage to. Lasts 10 seconds. INTENT: - A tank SHOULD be taking lots of damage and focused fire. This ability rewards doing so. - Make a tank's focused damage have a bigger impact on an enemy without risking over powered damage. - Reward allies for keeping their tank alive while simultaneously rewarding tanks for attacking key enemy players. -------------------------------------------------------------------------------------- Building Hatred / Gaining Momentum (PASSIVE) Sheild and Absorbtion increased by [.5% / 1%] for each time you take damage. Lasts 30 seconds. Stacks 20 times. Healing cancels this effect. INTENT: - Reward tanks for gaining enemy attention. - Increase survivability without a healer present. - Reduce the need to retreat from intense combat to find a healer or wait for combat status to time out in order to self-heal. -------------------------------------------------------------------------------------- Oppressing Overlord / Beacon of Hope (PASSIVE) Allies who attack a target suffering from one of your debuffs gain an additional 10% armor and defense. Stacks 5 times. Lasts 30 seconds. INTENT: - Reward allies for following their tank's lead. - Encourage enemies to focus fire and kill tanks quickly. - Make tanks more desirable in PVP. -------------------------------------------------------------------------------------- Smell Fear / Sense Evil (ACTIVATED) Activating this ability increases your stealth detection by 45 for 30 seconds. Cooldown: 45s. INTENT: - Close the gap between stealthie opening damage and tank survivability - Encourage teammates to rally behind their tank. - Enable tanks to defend a location solo more effectively. - Offset the frustration of simply being repeatedly stunned by stealthed opponents while defending a location solo. -------------------------------------------------------------------------------------- Malevolent Estate / Bequeath Justice (ACTIVATED) Lasts 20 seconds. Cooldown 30 seconds. Upon your death, allies within 40 meters gain this status which increases armor, defense, internal and elemental ratings by 20% and increases crit and surge ratings by 5%. Status lasts 20 seconds. Stacks and refreshes if multiple allied tanks die before status ends. INTENT: - Encourage tanks to stay on the front line of combat and continue gaining enemy attention while taking damage. - Make sacrificing yourself for the greater good actually benefit your allies.
  9. That's right. I want to see what various players (skilled and not so skilled) like about their class and spec in PVP. Brag about your best kills. Brag about your advantages against other classes and specs. Tell us how you tackle a tough opponent. But do not QQ in this thread. I don't want anyone complaining about OP this and they should nerf that. Save it for the 40,000,000 other QQ threads. This is a machoism thread. My main is a Jug. Immortal spec, unlike most who are "LOL smashcrit" spec. In PVP I can take on three or more opponents for a surprising ammount of time, especially because I normally rotate my shields so I always have one or two ready to go. If I can get my hands on pocket heals, I guarentee it will take just about all 8 enemies a good few minutes to bring me down. Put the huttball in my hands, and I'll stand next to the enemy goal line like a ******* for a full thirty seconds while taking every offensive cooldown they can blow before humiliating them by moseying across their line. Then, jump in circles while they all ignore my teammate who is walking in for another score just so they can get that kill. I really enjoy the inherent leadership that comes with being a tank. I establish the frontline. I aid my team with lightening fast guarding, taunts and CC. The planet seems to revolve around you when your a tank. The enemy can't ignore you. Your team follows your lead. Best part is, I can take on two or three DPS and still get a kill before they put me down.
  10. WoW's solution to PvP balance was to give each class a chance at being unstoppable, one at a time. Did it stop the complaining? Yes, we were all disappointed that ranked warzones haven't been launched. I would love to see where I stack up against other competitors. Bioware knows we want 8 man pre-mades and ranked matches with the chance to earn rare gear. They're working on it, and it will be released when they are proud of their accomplishment. Look at all of the half-*****ed games which have been hyped up and released, only to be cursed by customers. I am anxious to see new warzones, new gear, new challenges and new playstyles. But the last thing I want is for SWTOR to give in to the obnoxious and incoherent shouting of a few extreme gamers who believe bioware is a utopian society where the perfect skill trees and warzones and character designs already exist. The truth is that there is a massive ammount of effort being put into this game and it shows, at least to me. I don't want another huttball arena with the hazards rearranged slightly, I want a completely new warzone with new twists and challenges. I want an 8 man ops group premade that I don't have to reinvite and requeue with after each match. I want to fight my way up the ranks to earn exclusive gear, titles and PvP missions. Anything short of bioware's pride and ambition is a diservice to themselves. If they don't feel confident in putting their name on a piece of new content, they shouldn't release it. That's what I see them already doing. I am excited to see the results when this team finally does feel proud of their new systems.
  11. I would recommend using saber throw for your first strike. Force charge builds the same ammount of rage, but doesn't deal as much damage as saber throw. Plus, by the time any target closes the distance, your global cooldown will be done. That means you can force push and force charge whenever you want. Some decent tips, though. It's good to see stuff like this. Your combat tips could be more specific to your build, though. For example, as immortal, I always use my channel-free force choke to halt escaping enemies and always pair it with ravage. Again, Im not knocking the advice. Everything you said is pretty solid and sounds like it comes through expirience.
  12. I would recommend using saber throw for your first strike. Force charge builds the same ammount of rage, but doesn't deal as much damage as saber throw. Plus, by the time any target closes the distance, your global cooldown will be done. That means you can force push and force charge whenever you want. Some decent tips, though. It's good to see stuff like this. Your combat tips could be more specific to your build, though. For example, as immortal, I always use my channel-free force choke to halt escaping enemies and always pair it with ravage. Again, Im not knocking the advice. Everything you said is pretty solid and sounds like it comes through expirience.
  13. I'm going to assume that you mean other stats are equally important and that expiramenting with them is still worth while. It's good to hear and I appreciate the reply. Perhaps it's the exessive QQ and popular misconceptions which have led me to question my ways. I'm glad I haven't sacrificed my defense and shield ratings just yet.
  14. Expertise kinda makes gearing for PVP too simple. Anyone else agree? Theres no point in even looking at any other stat because, supposedly, expertise improves everything. Honestly, experimenting with stat changes in combination with play style is half the fun of PVP for me. It isnt going to stop me from playing, but it just feels cheap and easy. Similar to an "autowin" button, Its a "good at everything" stat.
  15. Thanks for the responses! Kinda diappointing that theres a "PVP stat". Takes the fun out of building multiple armor sets.
×
×
  • Create New...