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LeglessChair

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Posts posted by LeglessChair

  1. Most of you have really good arguments, and I can agree with the majority. I have seen the light. :rak_04:

     

    Tbh I really hate the situation with mats and gear in general, but at least there is some upside to it. I get your point about some people not even bothering to put a proper comp together or even trying to win but I see them as a catalyst for getting other people to q. Someone needs to be at the bottom of the barrel anyways.

  2. If anything there should be more incentive q and if you want to get rid of mats you better think of one hell of a replacement reward. Something like tying the ability to purchase various ranked rewards to getting placements in (on top of purchase cost) could help but def wouldn't be as impactful as mats. Even if placements done on a single char provided an account wide unlock I could see it getting some more coordinated teams to q.
  3. Hey folks,

     

    Starting with Season 10 we are considering some changes to the frequency of Ranked PvP Seasons and how we structure rewards. Let’s talk about what our goals are for these changes and what we intend to change.

     

    Goals

    We have a few specific things we want to address:

    • Seasons are going longer than we would like.
      • Although this gives us a lot of time to put together awesome rewards, it does mean you have to go many months within one season.

      [*]Having a new Currency to collect every Season can be clunky and adds extra complexity to earning and spending currency.

      [*]We have heard a continual desire to bring back prior Season rewards in a fair but accessible way.

     

    The Proposed Changes

    • Seasons will now run 3-6 months - Our goal is to be around 3 months, but timing will be determined by Game Updates.
    • Due to shorter Seasons we would adjust our Seasonal rewards
      • Seasonal bracket rewards would be reduced overall. Ex: Each Tier might receive a Stronghold Deco, Title, and Flair
      • All Seasons will now use the same type of currency
      • We would implement a permanent Ranked Rewards Vendor which we would periodically add new items to, such as mounts, armor sets, weapon sets, etc.
      • Starting at the end of Season 10 we would add Season 1’s rewards to the vendor for purchase. These items would be priced at a premium. This would mean they are available for purchase but they will be quite pricey to be fair to those who earned them at the time of the Season completing.
      • As we complete future Seasons we will continue to add prior Season rewards. Ex: We add S2 rewards as we complete S11.

     

    These changes will keep some exclusive rewards per season tied to your rank, while allowing us to continue releasing “bigger” rewards on roughly the same cadence we did previously. This will also allow us over time to build an extensive list of goods on the vendor which keeps a greater incentive for players to continue participating throughout the Season.

     

    TLDR – Shorter Seasons, less tiered rewards with greater rewards on a permanent vendor, start rolling old seasonal rewards on the vendor for purchase at a premium.

     

    Let us know your thoughts!

     

    -eric

    The more I think about this the more it reads like a "bad news" post with some spin to me:

    - Now that they will make less new rewards and just resell past rewards "veteran" players will get next to nothing (compared to before) as rewards from ranked pvp, due to having the old ones.

    -Past rewards were thought to be exclusive to that season and now the value of those rewards is effectively being "stolen" from old players for what? 6 month seasons? Is this really necessary?

    - seasons will still be too long. Why even call them seasons at this point? Maybe we need a new word lol.

    - They can alsways reskin some other armor and make it flashy, furious gear/weapons isn't all that special on it's own, they just haven't done fancy pvp gear in ages.

    -the QoL improvement with the currency wouldn't even be relevant if you didn't decide to resell rewards because it wouldn't make sense to pass over currency from season to season, given that the season rewards are meant to be "exclusive" to that season.

  4. 3 months is still too long imo and 6 months is just brutal. I think ya'll should follow overwatch's model for competitive seasons.

     

    I looked up a few games and 3 months seems to be the standard, even for overwatch. IDK why it's 3 months tho and the reasoning for the 3 months might not apply to swtor.

  5. As much as I want the season 1 rancor, I'm not cool with re-releasing past rewards, it takes away from the original accomplishment imo. A 6 month season is not "short". All other games I play/played have 3 month seasons. Consider 3-4 month seasons followed by a 1 month pre-season to give people a chance to play arenas without everything that comes along with ranked.
  6. I PMed one of the devs a while back about this because I had heard marcos were a no no and I was about to get a new mouse at the time and saw some could be programed for macro use, but I wanted to make sure.

     

    Paraphrasing now, it's been a while, but essentially the response was, you can't have anything that will do more than 1 thing from one click/push [button]. Doesn't matter what the two things are, so like a combat action and the use of a medpac would still be considered out of bounds and subject to TOS.

     

    But, it's like doing anything else that is against the rules/law, it's only against the rules/law if you get caught =]

     

    'Abandon hope all ye who enter here' .....

    ;)

     

    This was my understanding as well, that you are only allowed to perform 1 ability per keypress. I thought that was in the ToS. I personally don't see the need for macros in swtor pvp

  7. More than it does now, sure. But it this little "favor" will never be tide-turning. I mean, it will take a few seconds until heals do not work anymore, and during that time, DPS who focus on DPSING will out-damage any impaired healer, and offhealing as a DPS would clearly be waste unless your healer is already dead when acid starts.

     

    If I understand the notes correctly healing output will be reduced by 2%/s after acid hits. So after 3 seconds that's ~ 6% healing output reduction, which isn't very much.

  8. Hi , so i'm playing mostly team ranked and didnt do any solo ranked this season , the rewards that were released couple days ago , are only for solo ranked rating? , i mean i have 1504 Team Ranked Rating , will i get the rewards for 1500-1750 rating?

     

    same tiers for both tr and solos

  9. If someone has a low number of wins and extremely high rating they are wintrading (ex: 10 wins and 2k elo). I don't know how its' done but I've spoken to some people that claim to know and I'm sure they would explain if required.

     

    It would also be beneficial to allow the leaderboards to be downloadable so people in the community can more easily expose the cases that aren't obvious to whatever detection you would have in place.

  10. Hey folks,

     

    Quick update. We are seeing some incorrect data being pulled into the season 9 leaderboards, so we are going to disable them for the time being while we investigate. It doesn't look like it will be fixed today, I will let you know of any updates early next week. This has no effect on Season 9 in-game.

     

    -eric

     

    Thanks and hopefully this isn't too hard to fix.

     

    Speaking for myself here, I would accept a longer downtime if it meant you could put some kind of auto-purge in to check for and remove obvious wintrades (ex: 15 wins and 2k elo). It would also be really cool if the lbs could be downloaded as a spreadsheet so the community could more easily help out with the less obvious cases.

    Being at the top of the leaderboards is an honour, as well as something a subscriber who is successful in ranked is paying for, and it's demoralizing when players who should be near the top (or at the top) are not due to cheating. Allowing cheaters to stay on the leaderboards also sends a bad message, and that message is that you will not reprimand cheating. I also believe that being more vigilant wrt the functionality of the leaderboards and the entries on said leaderboards will improve customer loyalty as well.

  11. Considering what you listed PT's surivability at, would that 2.5 still be better than most DPS classes?

     

    Good question, when I wrote my evaluation of each spec I was considering them relative to each other but didn't really see the need to normalize my numbers. My low evaluation of pt survivability originates from the relative difficulty of leaving combat to heal up and reset medpac mid game as well as the relative difficulty of achieving a reset of dcds during extended combat (due to the long cooldowns). In contrast, it's easy to drop combat as well as reset dcds on a sin and it's easy to achieve dcd reset on a jugg during extended fights so I rated those classes higher on the survivability scale (that's part of it anyways).

    When compared to the dps specs tanks tend to have a higher number (and stronger) of DCDs (and stun dr) so I'd hazard the guess that they can, ingeneral, facetank more damage and that includes pt tank. On the other hand, some dps specs have self heals and have shorter cooldowns on dcds and resets so they can last longer on their own if played correctly. Hope that helps.

  12. Coming from WoW, tanks are pretty much trash in PvP because the one thing they brought to the table was excellent survivablitiy, but they nerfed that a while back and it's now nearly pointless to play a tank in PvP. Can they do well in PvP in SWTOR? How would you rank each of the tank specs in PvP specifically? Thanks!

    Hi, I heard the same thing about WoW tanking. In SWTOR we have guard and as long as guard is a relevant ability you can bet that tanks will be relevant. In short, all 3 tank specs are good and off the top of my head I'd rate them as follows in SR overall (using zuretsa's patented performance rating scheme^TM):

     

    PT: DPS 5/5, Survivability 2.5/5, Mobility 3/5, Utility 4/5

    Sin: DPS 3.5/5, Suvivability 4.5/5, Mobility 3.5/5, Utility 4/5

    Jugg: DPS 2.5/5, Survivability 4/5, Mobility 4.5/5, Utility 5/5

     

    These ratings are a bit subjective because they are based on my own experience playing each spec in sr (I did get 2k+ in each tank spec in sr last season and have a decent amount of time played on each spec so there's that). I suggest tuning into the following streams to see how to succeed with each tank spec:

     

    https://www.twitch.tv/shekshas022

    https://www.twitch.tv/n1ghtrain

    https://www.twitch.tv/jedeija19

    https://www.twitch.tv/valekxd

    https://www.twitch.tv/thatkidonthebike

     

    There are other streamers of course but these people stream most often (from what I've seen).

  13. classified as kick ball, not kick the huttball, in search terms, and says it can be used to violate rule in warzone, and must be used in a warzone, which isn't true. I am sorry i used it, not in a warzone that i can remember though. You can suspend my game account for it because it was used for intent of warzone or encouraging dishonorable conduct, which i regret doing.

     

    10/10

  14. You said item rating 50, but did you maybe mean lvl 50 relics? Are these specific unobtainable old relics or would any relic of low rating work? I ask because there are those junk (46) relics that you get for the intro mission of PVP, and I am quite certain they only bind on equip, so you should be able to easily counter the bug by using it, then the only unfair thing about it would be the fact that is unknown to people, which is solved by time and general chat.

     

    Yes, I know it is no excuse and the bug needs to be fixed, but in the meantime, if possible let's use a temporary solution rather than be taken advantage of...

     

    Basically what this guy said, except I believe OP is referring to the wind crystal relics. Also from my experience dps is slightly lower with the wind relics (less variability tho).

  15. If it's a 2s hardstun or not, if it's good or not, if people use cc breaker on it... IT DOESN'T MATTER.

    Tooltip says: ANY DAMAGE WILL END THE EFFECT PREMATURELY. A-N-Y DAMAGE.... ANY.... DAMAGE. Even if it's a 1 damage dot tick it should break the effect INSTANTLY.

    It doesn't work like the tooltip says, end of story.

     

    If they won't fix it, then change the tooltip to "4sec mezz, effect ends after 2sec if takes damage", something like that (english is my 3rd language, sorry for grammar mistakes).

     

    I agree that (if what you are saying is correct) the tooltip should be updated so that abilities are correctly documented. I can see this becoming important when they decide to make class balance changes (as an example). I think you should make a bug report and ask them to update the tooltip (as a form of documentation) so that they can take this ability into account in their decision making wrt to updates, if ever it becomes relevant to them.

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