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Brunner_Venda

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Everything posted by Brunner_Venda

  1. Giving knights damage and utility would work out better. Instead the 'short bus' swtor designers decided to give juggs three full lives and nearly130-150K health. I'm sorry, that's absolutely outrageous. It only works because your class is broken. Can you imagine assassins or PT's with that ability?
  2. Juggernauts need to lose one of their three lives if you want any kind of damage, movement, or utility buffs. Nerf ED first, then start working on their quality of life issues.
  3. Yeah let's buff the class with three full lives, that takes 120-150K in damage to finally kill. You want a buff in mobility? Fine. Nerf enraged defense back to what it was in 2.2 or so, and you can have all the root immunity you want.
  4. ... And War hammer failed spectacularly. I wonder why? Two DPS can't take out a skilled tank heal pair, not without some support from a third class (stuns, a little more AOE damage, etc). More often than not, two good teams in a ranked match with a tank and healer each will just go to acid. If you were right on this that would almost never happen right? You're wrong on this one, guard is overpowered in PVP, only the tanks and healers disagree. We need a PVP trauma debuff on guard damage transfer. Only bad tanks will be 'useless' because the good ones will be busy making up the difference with taunts, positioning, guard swapping, stuns, and defensive cool downs like riot gas and intercede.
  5. Sensible analysis. I still think the easiest fix is to change the guard percentage for player damage to 30% or so. Tanks still have damage reduction abilities, CC, and taunts to make up the difference, but it won't be quite so bad.
  6. A tank and a healer are a 1+1=4 situation. Three DPS can kill them, but it takes a long time to do it. You really need four to "burn" the pair. If propose a simple fix: guard mitigates only 33% of PLAYER damage. It doesn't change for PVE. A tank can still pull off high mitigation, but they'll have to use taunts, riot gas, and intercede to do it. (Ie skill). That should also bring tanks and healers back down to 1+1=2 where it belongs, where two DPS can take them. I'm sure the turtle comp premade heroes will scream about this, but I really don't care. It shouldn't take more players than two to fight another two. It's simple math.
  7. Operative heals are maybe a little too good for a DPS class, that's it. A tiny bit. Everything else is fine. If anything give operatives their knockdown back. You know you all miss that, it made PVP fun.
  8. Nothing to see here. Sniper DCD's are perfectly fine! Oh, and they're ranked viable too if you bring two pocket healers and a tank!
  9. This used to be engineering. Less damage and burst unless you wall-bang someone. More defense and utility.
  10. umm. He sort of has a point? If you haven't played level 60 engineering before and after 3.0, you have no idea what you're talking about. There are three sniper specs and only one is sort of usable competitively IF you have TWO support classes on your team working 100% of the time to keep you alive. And of course, the number one assassin advocate on the forums says this is 'balanced'. We pay the same amount of money that you do to play this game.
  11. I support this. My MM can get off one or two snipes before getting globalled by AP PT's and sins. Too strong. Please nerf Bioware. I should only be able to fire half an auto attack before dying.
  12. Lower the CD on interrupt already. It's not like sorcs have a limited number of heals they can cast, and they're getting buffed on PTS. A spammable interrupt is the only fair thing in a broken system where healers have zero force management and infinite heals.
  13. You understand that they don't have to try very hard on the DCD's and heals right? You can't focus fire. It takes three or four DPS to kill a guarded healer. Every time your DPS focus, the node moves a little more their way. So you hAve to stop and AOE. They spam cap in between taunts and heals. The spread out damage is insignificant. I played this scenario, it sucked. Out spam capped them in the beginning and held out with AOE.
  14. This happens on PVE servers with players in open PVP zones. Blues in outlaws den are free to farm chests at will, and run Gree missions on Ilum PVP zone without fear. I've reported it, REPEATEDLY, but Bioware just doesn't *********** care. It's been a problem for months. It doesn't happen for everyone, but some players are either accidentally glitched, or know exactly how to repeatedly glitch their flag. Yes open world PVP is fun. It's a good reason to gear up your companion and just fight people. Its a respawn-fest brawl, and it doesn't have to have a point other than killing imperials with my vanguard or guardian.
  15. I hope to God some of you do this third level pass while playing with the devs this weekend. Be sure to tell everyone that the map is complete **** while you do it.
  16. If you have a tank healer on the off node, two will never ever take it. It takes three or four to take down a GOOD tank heal pair, and even then they'll hold off for half of the match. There will be time to send help. If the other team spam caps too, then you've already proven your point. This game is ****. It's not PVP.
  17. Make a premade comp: 2 healers and 2 tanks. Try to stack with a third tank and healer - Then do nothing but spam cap, taunt, CC, and heal. Don't kill anyone. Laugh at the devs when you win every match with their ****** changes.
  18. I didn't have to log into PTS to figure out that an 8 member double tank cross-healer spam cap premade in Novare Coast won't be stopped. Today in 3.2 it sucked bad enough. It took 20 minutes of AOE's and interrupts to keep them from capping. But they lost with that cheese-*** tactic, and they didn't kill a single enemy. They just.... node-camp spam capped all round. Between the tanks tossing taunts and cross healing they sat there forever. You can't focus fire or kill anyone, because five other people are trying to cap. And they're moving constantly, out of AOE range. I can only imagine how this will be in 3.3. If you really want to try this, give it a shot: 2-3 heals. 2 tanks. Spam cap for 20 minutes. Don't kill a single person. It's a miserable slog of a game with zero fun. That's the future of PVP you're looking at. Congrats. All because of these turd Bioware designers.
  19. Since war-zones are a team effort, it's perfectly fine to have a couple of classes so ridiculously out of line overpowered that they farm the poor peon classes that the designers don't play. Erm. No. People shouldn't have to huddle together in fear because one class is out of line.
  20. My suggestion is 33% mitigation for player damage only, 50% for anything else. Tank healer pairs are just plain ridiculously overpowered synergy. PS: the cool down of interrupts should be reduced. So long as sorc healers get infinite mana and heals, a 4-6 second interrupt is perfectly fair.
  21. Tracer missile tracer missile tracer missile tracer missile tracer missile tracer missile...
  22. The stun immunity and deflection makes up for it. Edit: not to mention all of the cc, cleanses, stealth, a 30 meter mez...
  23. This. ^^^ Modny and Jarynowski can pay me to play test if they aren't going to listen. At least I'll get something out of it. They're going to ram some terrible changes down our throats regardless of what we want. Oh, and they'll buff inquisitor classes again, that's obligatory for every patch.
  24. A guarded sorc healer can easily stand still and face tank a DPS. Sometimes up to three DPS or more. Healer is taking half damage Sorc healers have no real resource management, and burst heals. Tank is taunting, removing even more damage. Easy for Sorc healer to out heal. The issue is that a tank guarded healer is a 1+1 = 4 problem, when two players should be able to win at least sometimes, they just can't unless the tank/heal team is terrible. It usually takes at least three or four DPS. And yes, interrupt should have a shorter CD. So long as healers never run out of force, there needs to be a counter to infinite heals. IMO a guard shouldn't protect against more than a third (33%) of player damage as well.
  25. It would be five seconds if only evasion lasted that long... Sniper has always been the most hated class in the community, and everyone is happy with where they are except for the few die-Hards who still play them. I gave up and tabled mine. I got tired of being a liability to my team and a free kill. The Bioware designers are dopes, they aren't going to fix this class. They don't even need to fix MM, just bring engineering back where it was. Fun.
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