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blackdots

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Everything posted by blackdots

  1. I've tried turning it on and back off. It's on style 1, but I've tried other styles. Anyone else ever had this issue?
  2. I was originally from The Fatman PVP server, and also from the competitive PVP guild Seal Team Sith. I quit around the time The Fatman and other PVP servers started getting shut down, so about 10-11ish years ago. Hard to remember exactly. Anyway, I'm kind of stunned at how little has changed. Which is fine: the core gameplay is still good. But I mean...there's maybe 3 new PVP maps? 4 maybe? With PVP servers shut down, little to no open world, and ranked now gone...there's actually less PVP options now than there were 11 years ago. I can't say I really understand how that happens. I'm not saying I expected the game to be better than it was 11 years ago, but I definitely expected to see some real design and thought put into PVP options.
  3. I tried to do the blackhole dailies but it was pure misery. It's unclear to me why the best stims for pvp should be available only through a pve grind.
  4. It's about opportunity costs. The money invested in ToR could have been invested elsewhere into a potentially more profitable venture. Hence, it represents a loss of sorts.
  5. blackdots

    Interrupts

    Interrupts are out of control on this game. Consider force charge, for instance. In a thick fight, every second, every global, matters a lot. The fact that force charge can make you waste at least one global is by itself a game changer, as it makes any channeled heal far more risky (in a WZ, charges are always flying around all over the place, and it's pretty tough to always see them coming). For a sorc, it's a nightmare, given that a force charge disrupt to innervate blows the global and the cooldown. 1.3 appears to be a healer friendly patch, but nerfing burst damage is not the direction in which I would be going. Instead of nerfing burst, it seems to me that removing or reducing the amount of interrupts and CC would be a better solution gameplay wise.
  6. After discussing the issue with Andrew and looking over some of the evidence sent to me by him in an email, I'm convinced that he's correct, and that I'm misreading the log (i.e., that the parenthetical values do not represent base damage).
  7. The person in the log is a shadow, which does get a buff that gives a 60% bonus to crit chance on direct force attacks. But of course, the person in the log landed a critical hit on every single one of his attacks, including melee, throughout the entire course of the warzone. Lets put aside (as we shouldn't) the fact that all of his melee attacks were also crits; the force crit buff is on a 1 minute 15 second cooldown when talented. There is no way he could have recklessness up for every single one of the (many) force attacks he launches at me in this WZ. Moreover, if he were blowing his buff for attacks like force pull and force slow (which he landed crits on every cast), then it's a complete mystery how he managed to get all of his telekinetic throw ticks to crit every time also. Recklessness buff cannot account for the fact that he landed a critical hit on every single one of his attacks against me in this WZ, even accounting also for the energize procs on his project.
  8. This is from a warzone earlier today. For this combat log screenshot, I've isolated every attack by that player against me during the course of the warzone. Every attack was a critical hit. This seems like an obvious hack (it seems unlikely that it could be a bug of some sort). Out of his guild, one of his guildmates in the same warzone also scored a critical hit on me with every attack. The other players in the warzone (including his guildmates) were clean (normal crit ratio). If you've never browsed a combat log, the damage at the end of the line in parentheses is the base damage, while the value in the <> represents the final hit total. http://imgur.com/MjwgQ
  9. Right. And as I said: the addition of the interrupt just seems like an over-the-top gratuity.
  10. Actually, I rather sympathize with Izola's post about how the game is too easy, and the competition too watered down. I play Kazu (Operative) and Metagame (Assassin) in Seal Team Sith on The Fatman. I would very much like to see the skill cap of PvP increased. To that end, one way to do this is to tone down imbalanced abilities that grant too many powers for the click of only one button, and for the cost of only one GCD.
  11. Not quite. In order for it to be "almost close," creeping terror would have to be granted free to all sorcs (as opposed to the 31pt ability in the madness tree), and it would also need to be free to cast, restore force, and also interrupt spells and other abilities.
  12. It's quite a bit different, actually. A more analogous sorc ability would be a 30 meter two-second root on a 15 second cooldown that is free to cast, restores 10% of the sorc's force pool, interrupts casts, all while doing 1.5k damage. And even this wouldn't capture the full power or usefulness of force charge, given that force charge is one of the quickest movement abilities in the game (something useful on every map, not least of which the pit).
  13. Suppose I'm an Op healer, and my tank is at 40% health. Well, sure would be nice to get a Kolto Infusion (2 second cast) on him or her. Of course, in a thick fight, losing even one second of time can be a serious setback, so it's a risky cast. But no one is near me at the moment, so I go for it. 1.5 seconds into the cast, I'm charged by the warrior. Breathing room for healers is hard to come by in WZ. The fact that force charge/leap acts as an interrupt therefore just does have a considerable impact on games, and on how a healer must approach his or her cast time heals. In short, it makes these heals considerably more risky. O.K. then, so what's the problem? The problem is that this powerful game-changing ability happens to also pack in almost every other goodie one could want: it's a gap closer, a root, a damager; and not only is it free to cast, it actually builds rage. This all adds up to an ability that just isn't balanced.
  14. It's almost silly that this acts as an additional interrupt for warriors (and, of course, tank PT builds). This one move grants the warrior what would otherwise require a decision between two to three moves. With the push of one button, the warrior does damage; builds rage; roots target; interrupts casts and abilities; closes gaps. That's just too much for one button. In my opinion, it's the interrupt that puts the ability over the top. With all of the CC, knockbacks, pulls and normal interrupts flying around a WZ, it's little gratuitous additions like this that can make the game frustrating.
  15. It wouldn't bother me. Although I think they should probably allow 4 vs 4 queues also. I'm completely bored of playing against and with pugs.
  16. It seems to me that the OP is angry that he can't play casually a game mode that is being put in for non-casual players. Unranked WZ is for casual play, ranked WZ is for noncasual play. Not sure I see a problem here.
  17. See this thread: http://www.swtor.com/community/showthread.php?t=467072
  18. Who is bashing Bioware? The people involved complained about being called liars on an open forum (which no fair-minded person could take serious issue with), and then praised as fair and honest Bioware's response to the mistake. You seem to possess a weird over-sensitivity regarding measured criticism of the company, while you are also mostly deaf to the fact that the people involved have balanced that criticism by giving the company credit where it's due. This just makes you seem unreasonable.
  19. Nah, here is a general psychological timeline for you: 11PM - Shortly before incident Not very satisfied with Bioware's progress on RWZ, but still having fun and reasonably happy with the game other than the fact that lots of pvpers are less patient and are quitting. 11:30PM - shortly after incident Hmm...that was lame. We weren't doing anything wrong. Why were our accounts threatened? This is shady. 4:31PM - the next day ***, Bioware is denying that the incident even happened and is calling us liars? Unsub. 1PM - next day O.K., Bioware has admitted the mistake publicly and I've received a considerate apology over the phone from the company. I'm still reasonably happy with the game. *shrugs* It's an "above and beyond" response compared with the other mmo companies with whom I've had the displeasure to interact. Credit where credit is due.
  20. Smaller guilds will just have to look to team up with other small guilds. A guild alliance feature would be useful. Our guild is friends with a number of others from which we sometimes pool talent during lean times.
  21. As another person involved in the incident, I agree that it never should have gotten to the point that it did; obviously, someone in Bioware's chain made a big mistake. But it seems that Bioware fully understands this, and is making a good faith effort both to own up to the mistake, and to apologize. I'm not sure what more could be expected of them. A company taking the time to call the homes of and apologize to every member involved in the operation is quite frankly unprecedented in my gaming experience. To sum, yeah Bioware screwed up bad. But their response to the screw up was carried out with forthright honesty and integrity.
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