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kaimelion

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Everything posted by kaimelion

  1. I agree. Huttball is just not designed for 8 man premades. Certain setups outperforming others by far and a flawed design, when it comes to picking up respawned balls. In close matches the last point scored, decides who wins. 3 healers and 2 tanks for ultimate turtle tactics. Everybody, who played Huttball in ranked on a high level will probably agree with me, that the current design is flawed for ranked PvP. OFC I know, that huttball leagues will probably never be there anyway. I am just here, to show the people asking for it, how unbalanced and luck dependant the games will become and srsly, who wants to play something competetivly, that is soo luck dependant.
  2. So I guess you are well aware of the fact, that very often the ping decided about who got the ball, when it respawned or the guy with the better click macro.
  3. So ehm...how many ranked Huttballs have you played?
  4. This was allready suggested on the "your WZ idea" thread. While I really like the idea, this is not a simple as, it might seem. In a MOBA, you level and gear you character and you get stronger as the fight goes on. This results in minions and towers being really strong at the beginning of the game, while not so much at midgame and endgame. How do you want to accomplish this mechanic with swtor mechanics. Also keep in mind, that healing in these games is alot weaker, than in starwars. Also, will there be jungle? How many lanes? Power Ups and items? 4v4 or 8v8 or xvx? Nevertheless, I personally would really like to see a MOBA gametype in SWTOR. One of the things i dont really like in MOBAs is the fact, that you always start from zero, while the objective plays can be very interesting and dont involve a poor soul standing at a node for the entire game.
  5. OMG, an answer. First of, the spawn would be behind the final objective, just like in every other moba, so you will respawn closer to your turrets, then the enemies. Also, you would need to kill the turrets in an order, so you are only able to cap/damage a turret, if the preceding turret had allready been capped/destroyed. I would probably suggest going for a cappable turret in a way the turrets in NC work (multiple people capping, to fasten it up), with the difference, that the turret cant be capped back and will eventually be destroyed/completely capped. To balance things out, the respawn time could get longer, the longer to match goes (to a certain amount ofc) and the time to cap get shorter, or make it in a DF NiM way, where you get damage while channeling and the damage decreases as the WZ goes on. Basically, the enviroment needs to get weaker throughout the warzone, since your charakter will obviously wont level up or get better gear during a wz (atleast not without a dremendous amount of coding ) The best Idea for capping I have atm, is that you will need to stand in some sort of acid to cap the node (giradda would really appreciate that, I guess). This would simulate the turret shooting at people in MOBAs, while using WZ mechanics, that are allready in the game.
  6. Isnt it a shame, that the PvP community is so morose, that they cant even take it seriously, when the devs want their thoughts? However, this is my Idea: MOBA style map, with the same objective: "The objective is to destroy the opponents' main structure with the assistance of periodically spawned computer-controlled units that march towards the enemy's main structure via paths referred to as "lanes" (wikipedia). While the classic moba consists of creeps and a jungle with mobs and both the PvPers and probably the engine wont like the, my suggestion would be to reduce it to just 1 lane with no NPCs, while still keeping the defending turrets. Question would be, if you actually had to destroy the turrets or cap them, since you need to cap everything in this game. It would basically be like a Voidstar, where attacking and defending rounds are happening at the same time. Now I wrote my suggestion. Guess I just waisted 15 minutes of my life for this, since this post wont matter anyway.
  7. Thank you for posting this topic for the 14124th time.
  8. 1. I guess we all can agree to that. 2. It took us 2 pages of posts do understand that. 3. Carnage burst is proc/RNG dependant, countered easier and less often. With Smash, you get your burst every 7 GCDs, with good sustained damage. I personaly think, that both specs have their place in PvP even after the nerf. 4. Agreed, except Sorcs as soon as there is something to LoS 5. Focus/Rage is easy to play. You know, when you get your procs, you have no resource problems, easy rotations, as a Marauder/Sent you are also extremely tanky and enough tools to stay in melee range. I agree with the buff to range DPS, but I need to see for myself, how it will finally work out. 6. Yes the knockdown matters, but do a degree, that the whole class is killed? Nah, I don't think so. Removing hardstuns is a good thing, especially a hardstun, that crits for 8k+ and even gives you a TA. You just need to play a little smarter.
  9. Yep, bad players shouldnt get a reward meant for good players. I don't get a NiM Mount for doing SM raids.
  10. I agree with most of that. But saying you are killing concealement, because there is no knockdown anymore is kinda exagerated. Same with Smash. You still have your 10k autocrit and cleave. You just dont cleave for this absurd amount of damage anymore. Smash is a viable single target DPS spec in PvP (just parse it on the dummy for yourself and dont start with "yeah but i do 5% more DPS with carnage, duh"). With the little cleave it will still do alright. Naturally you will have 3 stacks of Shockwave for every Smash, so yeah, every Smash is free. If you dont have the stacks for every Smash when it comes of CD, you are doing it wrong, so my personal guess is, that you rarely encountered good smashers and also have problems understanding tooltipps. And with the spec forcing people to spread out. Well, sure, a spec to force people to spread out is okay, but a spec punishing people sooo hard for mediocre positioning is way to overtuned.
  11. Ahaha, you are just stupid. Smash IS free.. Just test is yourself. TBH, this was just the proof, that you have no idea, what you are actually talking about. I have a valor 100 smasher on rep and 2 valor 70 on imp. I get out DPSt on my smasher in maybe 2-3 of 100 WZs. 40+ days /played on a smasher. Yes, I do believe I know about smashing. I care about how a spec works, as it directly effects the endresults against other classes. And with clustering. How do you want to avoid clustering with the current mapdesign? How? PLS tell me, where 7 people should position themselves to kite smashers, LoS the range DPS, stil being in LoS of your teammates to heal them, and not overextending? HOW? PLS TELL ME? Have you ever looked at a combat log of a smasher in a WZ? 40k damage in 1 GCD. Easily 3k DPS as long as your enemies are alive. You want to tell me, that this is okay, punishing people so hard for stacking? And its not even, that you tried hard to punish them. You just hop in there and smash.
  12. Smash IS free. If you ever played a Smasher you know, that their resourcemanagement is a cake. And I dont know how often I need so say this. In 1v1 situations, smash is okay (still pretty strong though), it's the overpowered cleave, that's just so wrong.
  13. Same goes for marauders. When you need to use your basic attack, you are doing it wrong.
  14. Force Scream is free and Smash is free too (double saber throw even builds focus in Rage). Both specs you mentioned you played have AoE reduction + alot of active cooldowns. Smash is not the rock in this instance. Smash is the atomic bomb, as soon as there are 2 or more targets to hit.
  15. Every class that I need atleast a half decent positioning with, which is hard to get, without running into other people, who will then eat smashes.
  16. Are these abilities autocrits? Are these abilities cleaves? Can you use these abilities every 7GCDs? Do these abilities cost no resources? Are these abilities not RNG dependant?
  17. Might telling us what spec this is? Also, Smash is "okay" in 1v1 situations. But in a big zerg? Collateral 10k hits? Balanced? lol
  18. Countering smash is hard, and countering concealement without a breaker is also hard. By hard I mean the skill required to counter is alot higher, than the skill required to play these specs. 10k cleave autocrit, where alot of the PvP evolves around rather small scaled objectives is OP, especially since its so easy to accomplish. And the removal of the knockdown? OMG, now you need to deal with players fighting back. You say, that these changes remove the skill, without ever thinking, that the changes now actually require more skill, not on the taking side, but on the giving side. But what should I say...arguing with someone, that thinks smash isnt OP
  19. ahhahahaha. Is this serious? The Rancors only purpose is to show other people "yes I can reach 1500 rating". It"s not "yes I can invest time in this game". A reward, that shows, how skilled you are. If you are not good enough, you dont get it. Just like most rewards in games, they shouldnt be grinds, but reflect how good you are at the game.
  20. I am always Top DPS, yet the second guy gets alot more MVPs, than I do. (inb4 the first baddy tells me, that DPS doesnt mean ****)
  21. "Sry, but this is not on our schedule atm"
  22. Dada Life - Born To Rage. This increased the DPS on my monkey by about 10%
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