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PBoba

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  1. When there's no healer, I reckon 3v3 for all dps or dps tank games would be a great new filter.
  2. Operative (medicine, primarily): restore orbital strike and sabotage charge for medicine, so we can feel more like an actual operative again, rather than a nursemaid, in regs. although would love it back for all ops. A massive cooldown decrease on cloaking screen, probably like "evasive imperatives", to bring it more into line with the sorc's 60 metre escape every 45 seconds. medicine only. Healers that have persisted with this shat-on AC since 3.0 have suggested things like upping the hps of kolto waves and dropping its duration, and buffing recupNano to spearhead burst.. or something.. leave that to the experts.
  3. Ask why a sorc can barrier in Odessen PG and still count towards contesting a node and/or carry a battle mod. In all other pvp, barrier can only save a sorc's life, perform no other purpose. It is therefore inconsistent with its established purpose and function. As a *model*, barrier should operate like stealth on APG. http://www.swtor.com/community/showthread.php?p=8914412#post8914412
  4. they were waiting so season would end same time as the "season 1`" story.
  5. I don''t know if you're a bored lawyer or just reeeeeeallly love your sage, but you seem to be wilfully misinterpreting. Replace capping with contesting. you're stopping their cap. same diff. Me too. As with resilience, below. And boy, those Juggs. Too bad. But their abilities are consistent axcross all pvp. I'm not suggesting they allow stealth to sit on the node invisible. BUT if they had allowed stealth to do that, that would be as out of step with their ability in PVP that I would make exactly the same complaint as I am now. (The only instance where stealth can contest in pvp is carrying the relics of the gree orbs. Not sure if barrier drops those orbs, I imagine not. So this may be consistent.) When I compare to stealth, I am describing how barrier should operate within the OPG environment. Not a direct comparison between the abilities. . Further comparison with any other abilities are null and void, irrelevant. Considering that you cherry-picked the above points as your argument, which amount to misunderstandings and misconceptions, and totally avoid engaging with the most pertinent points about purpose and function: yeah, you're being stubborn. Or something.
  6. Yeah, you are confused. In APG, you are CONTESTING while in bubble. That's not the same as interrupting. The legit comparison with your "project" example above is to bubble for 3 seconds. Nice try though.
  7. Noirmally if a sorc barrier's, it's no problem, go kill something else, wait to kill him, cap an objective. Only with a sorc on a node in APG is this different. As above, you are helpless, and sorc is winning. This is out of step with all other PVP, can not convince me otherwise. I will agree with a comment I saw about 5 seconds resilience. That is pretty OP when using a slice, every minute, potentially, but y'know what? It's consistent with the use of resilience in all PVP, so I'm not gonna bother complaining. Force barrier on the OPG is different. It is demonstrably outside the usual design.
  8. Missed one: make force barrier work as per stealth in Alliance proving grounds. as per http://www.swtor.com/community/showthread.php?t=880645&highlight=stealth (only Master-Nala tried to argue against this, and failed).
  9. It is inconsistent with its purpose, and its functions in all other warzones. I've illustrated that. Others have. You're just being stubborn. It is patently obvious that it should operate like stealth. If you barrier, you a9re safe, and will H2F; but you're out of the contest. That's the trade-off. On APG, there is no trade-off. Yes, others have clouded the issue complaining about barrier. But then you try and cloud the issue talking about uptime. It's not relevant. Entrench, all those other red herrings, fulfil their purpose accurately while on a node, etc. Its what they bring to the game. But effectively CAPPING while barriered is not in the game. You're arguing that this is ok, a lovely fringe benefit for sorcs on APG. Sounds ridiculous. But you're the outlier. We don't really need to convince you. It's clear where the community stands. Be nice if BW listened.
  10. Yeah, I hate the things that can be done with the huttball, but that is another debate. I'm clearly not saying get rid of FB. But pull it into line with its singular purpose - saving the sage's life. If they choose to break at 3s to keep the node, god bless them. But as it stands it is out of step with its own function, and the design and spirit of APG.
  11. I'm glad to see most people agree. What is the Force barrier DCD supposed to do? Stop a sorc/sage from dying. In no other map does it allow the sorc or sage to do anything other than that - some would argue too well for arenas. But Acid is not this debate. APG is the ONLY map which allows force barrier to do other than that single effect. Stealth drops the huttball. FB drops the hutt ball. Stealth does not let you cap or take any nodes in the game. Same should apply here. Entrench is irrelevant. All other CDs are irrelevant. THey fulfil their purpose consistently. FB's cooldown or uptime is irrelevant. Look at its purpose; look how it is inconsistent with its operation in every other regard, and has a huge impact on APG map in particular. It's clearly an oversight and should be fixed.
  12. I don't have any problems with the APG in general. Its a loss when the other team have all the sorcs and juggs, but most games are quite interesting with surprising results and close ones. But the real single unfair advantage I've encountered is bubble squatting. As in oyu can do all the hard work, whittling down opponents on a node till you have one sorc and then they bubble. And you have to stare at them for 8 seconds, and then do it all again, or more likely help has arrived. While they are squatting on the node. I would like to see it changed so force barrier is the same as stealthing out, you can't hold or claim the node the node. they can easily barrier for 3 seconds still and break. that's enough of an advantage.
  13. PVP is dying cos of sorcs and heals, exacerbated by people running premades to deal with sorcs and heals, forcing PUGs to run as more madness sorcs. Ugly, vicious cycle.
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