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Grue_Hunter

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Everything posted by Grue_Hunter

  1. I just started /ignoring the complainers -- I've noticed that the same ones who complain rarely notify about incoming opponents or actually contribute to the actual battle.
  2. Seconded. I didn't know that it was Oilslicked until you mentioned it. That chattering/chundering noise is as pleasant as fingernails on a chalkboard or squeaky styrofoam. Just play it once and then end it -- playing it repeatedly while it is active is just too much.
  3. signed! They're an utter waste of time and money.
  4. bump! I just shelled out for a pack and got 2 Jawagrams. It's bad enough that they are single use only -- but they serve no real use and no one wants them (check out the prices on the GTN -- no one wants them!). PLEASE get rid of them.
  5. Grue_Hunter

    Outlaw's Den

    Forgive me, but I can't make much sense of Outlaw's Den -- and it has been bugging me since I started playing PvP on SWTOR. This only comes up because I've started experimenting with the Seeker Droids and I re-discovered why I usually don't bother with the Den. The thing which gets me is this: If you are an Imp and you die, you end up at Outpost Zaroshe. This makes sense because it is the base which is closest. But if you are a Republic player and you die, then you end up in the middle of the Dune Sea over at Outpost Thorazen??? This doesn't make any sense whatsoever if you want Open PvP to actually work. The Republic players are ending up so that they are to go right through Outpost Zaroshe (if they want the shortest route) after they respawn. What's the point of heading back into Outlaw's Den if you are going to be attacked by the PvE troops even before you get into the Den? And, the trip all the way back to Outpost Salara to get a safe re-entry is one heck of a trip. Could someone please explain the rationale behind the Outpost Thorazen respawn?
  6. I'm going to buck the trend and say that the idea behind bolster is not bad - in and of itself. PvP players like to play closer games -- they tend to be more interesting -- and if bolster was working correctly, that is what we would see. However, the problem is that changes were made to a number of factors behind PvP without carefully considering the bolster formula. The curve is now too sharp, the imbalances substantial and the problems/exploits now obvious to even the least experienced of us. The fix is not hard if they can do basic algebra/statistics and know some simple "game theory". --- But... That being said: I would like to say, at this point, I'm starting to get to the point where I am starting to lose interest in the game -- which is hard for me to say, given that I have been a loyal BW supporter, ever since it was a start-up. (And hopefully the good doctors realize what this means.) The game's PvP piqued my interest for a bit -- enough for me to buy a subscription and even shell out some Cartel coins to get some alts into the higher level PvP arenas. But it is starting to look more and more like BW is no longer listening to its audience and clientelle and lost sight of the big picture. Is there still some aspect of the friendly, fun and caring company which I knew it once as? And I will leave it there.
  7. Played with this, and yep, you are right.
  8. I'm actually inclined to agree, even though I play three healers. It's starting to seem that (with both maxed out) sorc/sage is more tank-like than a shadow/assassin.
  9. Well, it's been a week now since the first report of this problem on the forums...
  10. Well, Artifice will survive -- but diminished.
  11. True. But we are dealing here with optics. A person who puts the time in to get something in a game wants a pat on the back and encouragement to keep playing. (That is, "Good job! You've earned the EWH gear and now with this patch, you are on your way to earning the next tier or two up in gear.") The players did not get that with this patch -- they got, as the original poster said, a slap on the face. After all, the vets are likely to be the ones who will still grind it out -- even with a terrible bolster. And for that, the devs in charge of the PvP section should get a slap on the wrist. (It's like the errors of Warhammer's PvP were never learned.) In short, and simply, the way it was handled was poor. The appearance was that the stuff which was earned was downgraded. And, I think a lot of the vets are justified in being peeved.
  12. I can accept that the complete set of EWH gear that I have has been made obsolete - and the Conqueror > Partisan > EWH, etc. argument - but the imbalance currently in PvP (due to the patch), after god knows how many hours of play to grind out that set of equipment, has left me barely able to compete with someone who spent less time to gather similar PvE gear. I don't get it.
  13. Okay, that gave me a chuckle. Nice work.
  14. I think you might be onto something here. I've had the pleasure of playing DPS, tank and healer in the PvP endgame and I can safely conclude that healers really do have a remarkably easier time in PvP matches, and can last quite well on their own. In fact, my scoundrel has been able to last quite a lot longer when being ganked than my shadow -- and this is even when my shadow supposedly had on better gear (supposedly). I should also note that I have been playing my tank-build shadow much longer in PvP than the scoundrel. At the moment, I'm finding less and less incentive to play the tank in PvP. Now, let's just look at the endgame stats. In terms of medals earned and points achieved by doing protection, there is not much incentive to do these normal tank related duties. A good tank, as they get up to speed in the game and acquire equipment, would normally have to sacrifice doing damage for the sake of shoring up other stats -- particularly endurance and defense so that they can do their protective jobs properly. Given that the game has evolved more towards rewarding damage (i,e, DPS), why would any player in their right mind consider anything other than a healer or a DPS for PvP? Lastly, let's consider one of the major roles usually given to tanks -- guarding the team's nodes / flag while offense tries to take the other nodes / flag. The rewards for any player choosing to do this is poor -- regardless of whether they are a tank or not. And, I am starting to see this reflected in PvP where players are choosing not to guard the easy flag / node usually granted the team for the sake of gaining more medals, valour, credits and experience by beating up other players. What kind of incentive is there to be the lone guardian of a node, when you can further your toon's "gaming career" by not playing as a team member? (Granted, it's often different in ranked gameplay because the team's stake as a whole is clearer - but the fact that it is slow to trickle into the regular PvP, hints that the system is not quite balanced.) Grue P.S. Could someone please compare the War-Hero with the Elite War-Hero gear on Sage/Shadow side? It may be just me but I keep getting the impression that some gear doesn't really do much to improve your stats when you upgrade (e.g., implants).
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