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Benets

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Everything posted by Benets

  1. Pvp was much more fun at lower levels, like 30, 35 Why this happens? I think is because pvp designers base it on wow, slow, roots, stuns all the time. And that's exactly why wow pvp sucks. Don't copy wow's bad things. Why people love FPS multyplayer game's? Cos' it's dynamic, fast, with mobility that enhances tactical manuvers and movment to get better positions on map. With slow all the time, and roots once you got hit you can't move. For me pvp should be dynamic, with mobility, players should have more freedom to move on the map. Nerf roots and slows, it should have higher cooldowns so people use it on key moments, not all the time. Those type of things people should think and know when to use it, not spam it.
  2. This system really annyoing. It makes you avoid go to somewhere unless really necessary. So boring that you do not 'visit' or 'explore' other parts cos' only to get there it's a unnecessary lifetime trip.
  3. And yet people forget some things. Pvp should be a dynamic situation. with this system with slow and roots all the time, the game's not dynamic as it should be. You can get slowed all the time, 100% of time, this is stupid. i cant't even think why sombody think that's right. It destory almost all of the dynamic of tactical movement in ppv., Once you're hit or aimed you cant do anything, you cant move, leap is too short, you got slow all the time. Slow should have a higher cooldown, you shouldn't be able to use all the time, like 40 seconds cooldown, and plus the time of effect should be lower. Whats the point of do pvp and can't move at all? This way this pvp game's will be the same thing wow pvp is, garbage.
  4. Benets

    Slows and roots

    Slows and roots are killing this game. The great part of pvp game should be the tactical choices, this game have so many slow for so many time that the pvp is annyoing. You can get slowed 100% of the time. This is incredible dumb. People should be allow to move in the scenario. If bioware keep doing the same things wow do, this pvp will be a disaster, will be a 100% chars still casting or hitting without tactical movement. Reduce everybody slows or probly this game's pvp will be the same wow is, garbage.
  5. Benets

    Ilum Particle cannon

    This ios annyoing, you got pawned cos they have a billion more players, and you can't use your towers. And yet the tower should do more damage or fire faster, the respanw should be quiucly, if you're in your base is probly because you're heavly outnumbered, so you need the guns more than ever. Respanw should be like 60 seconds or 2 minutes. I already tried everthing, cap points, wait a long time, get armaments to see if it "rebuild" cannons. Nothing works.
  6. Benets

    Ilum Particle cannon

    Its impossible only explain is bug Now i guess have 2 days that our particle cannon do not respawn. For how long will it keep bug? This is getting annoying. Pvp in this game's is take same direction of wow pvp, and wow pvp sucks. Pvp is getting annoying everything stun you, slow you, root you on ground. Its impossible to get away from melee. Force leap cooldown is too low specially with pushback reseting it. It's ridiculous. He jump on you and you push away or run, and he jump on you again. The only way to space is my force speed don't have cooldown, or my push back mirroring, reset my speed of force.
  7. Benets

    Outlaw's Den

    This last patch Ilum took the center of all attention but people forgot Outlaw's Den. What should be amazing it's completly desert. Should improve this zone, give better things on there, perhaps daily quest too, events, spawn more commendations so people really go there to fight for it. Perhaps it's own commendations or rank with unique items you could only get there. Like the best pvp ear piece could be only there. Should have more zones, perhaps even bigger or an entire planet without law. On this planet each zone could have a castle other guilds could siege to take control of it and guilds need to scheadule a day to fight for it and take over control. Giving them a benefit. It villages vendors around the castle influence zone could generate taxes for the guild. Guild could rise and low the taxes lowering or rising the prices there. Like Lineage 2. So guildes could form alliances to defend and enemys even in the same faction where it can fight inside those outlaw maps or perhaps even on contested maps.
  8. I had some ideas for Ilum. It seems to me that the map have few real interest points. There's no reason to have such large map if the fight happens at few locations. And the mechanic of get the points, well, it not have a real tactical benefit for it. What i thougth: It could have some other points of interest that really change something in the battle. It could have one or two resources for each team to build things on the map or power up the particle guns and other possible guns like machinegun blasters. Like a real time strategy game. Resources: Metals or minerals (to build guns and repair lost guns in the base) and energy to energize those guns, it could have levels of energy and the towers could improve its damage if have more power, or perhaps the number of active guns could rise. It could have some mines in the field that you need to capture, when you have those mines your metal or mineral stock increases over time. It could have some power generators in the map. Each power generator increase the current level of power allowing you to build more guns and/or improve its damage. Together with generators could have power lines connectin the power generator to your base or enemy's base. Enemy's could plant bombs in the power lines to disable it, and allies could fix it. Same thing with generators, a faction could sabotage the generator and/or sabotage the power lines. Inside this complex zone system, it could have specific ranks for ilum separated from valor. Ilum ranks. Reaching specifics rank levels could alow you access manager options like build things like the particle gun, or improve some defenses. High Ilum rank level could abilitate some options in the map screen or one high ilum rank level could enter a commander room with manager devices where to build some things. With resources it could build and palce some automated defense system like turrets to aid. So the ganked team could have some help. I made map how i think it could be -> Ilum Benets Map The red thing is the generators and the red lines is the power lines connecting it to the bases. The square box could be the power line towers where players can sabotage with bombs. perhaps we could get bombs in a factory inside our base to plant on objectives. The western power generator on the center is bigger and provide more power than the other but both factions can use it but player could sabotage the power lines and/or the generator. If they sabotage the power lines the all the power of this generator goes to your faction. Or you could destroy the generator so none would have this power. (well its a strategic decision, if you can't get your lines fixed you could destoy the generator so nor you nor the oposite will benefit for it for some time until it's fixed). The purpe triangles could be the entrance of mines people could dominate to earn minerals over time. Some of those objectives could be a phased zone like mission zones, or a class phased story zones. But a phased pvp zone where the number inside are limited for fewer participants. Like 4 or 8. So inside those objectives at least it could be balanced the number. It don't matter if Imps have 100 players in Ilum, in the mines only can enter 4 or 8 each time. Like a mini warzone or a dinamic arena. Could have a safe wait room in the entrance for each faction where player cannot be attacked and players enter in the mine when open a spot. It could have a respawn time for other enter. Like when sombody inside die need to wait 20 seconds to other enter. The center of the map could be something like a castle or base you could siege and mount defense systems. The team on control could use their weapons and have a closer spawn points to enemy base, soh the battle a progression not skip everything and go to enemy base, if you dont get or dominate a respawn point you walk more to reach the battle zone. So it could be a massive dynamic mix of world pvp with elements of arena style and warzones. Another idea is, could have some uses for the crafting professions. Each professions could have tasks or bonus in some things. And perhaps specifics missions inside it. They could click in a console or part near the itens and open like a craft menu spefic for ilum with gathering materials found only at ilum pvp zone and used only for ilum purposes. Those material collected could go not to the person who gather but it could go for the faction resourse like a faction bank with all pvp gathered itens on ilum or resouce bar. Armormech could 'work' on turrets and guns and automated defense systems and improve the life of it. Armstech could improve the damage of those guns. Artifice could build better crystal or enhance to put on guns and improve the fire rate for exemple. Biochem could build medical droids on objetive improving the life or people near it, like a becon or rasing the life regeneration. Cybertech could build combat droids or improve some aspect of defense systems. Synthweaving, this hard lol, dunno, build some camuflage covers for systems so players only see the defense system when got too close, or build "bunkers" or tents or camps with camouflage that give a lesser stealth a zone for a while to everybody inside it, enemy will only see you when enter the zone. Also some professions could have bonus for some tasks, like, slicing and/or cybertech could use the gun consoles faster than normal to fix it. Armstech could have a improved rocket to fire at vehicles with rockes, or faster or more damage. Like if a armortech improved the resistance of vehicles the life could be improved and you could only destry with 3 shots. But an armstech could still do it with 1 shot. Or activate de bazooka faster. Or armstech could have a improved particle gun like more time using it (channeling). And so on. Ilum could have some timed or random events. Like A ship fall and the factions need to reach and secure it till the event time ends to get something that could give some advantage. Like 1% damage for an hour in ilum or extra 20% valor bonus for 1 hour. Or ilum resources. Also Ilum bases could have some other things like artillery with limited range. Once per half-hour you could activate a part of map in range of artillery, not too far, and do an (not lethal) aoe damage to enemies in the area of effect. Like 200 per second for 20 seconds. (4k total damage). And perhaps an orbital bombardment with same caracteristcs but no limit range once per hour or 2 hours.
  9. I had some ideas for Ilum. It seems to me that the map have few real interest points. There's no reason to have such large map if the fight happens at few locations. And the mechanic of get the points, well, it not have a real tactical benefit for it. What i thougth: It could have some other points of interest that really change something in the battle. It could have one or two resources for each team to build things on the map or power up the particle guns and other possible guns like machinegun blasters. Like a real time strategy game. Resources: Metals or minerals (to build guns and repair lost guns in the base) and energy to energize those guns, it could have levels of energy and the towers could improve its damage if have more power, or perhaps the number of active guns could rise. It could have some mines in the field that you need to capture, when you have those mines your metal or mineral stock increases over time. It could have some power generators in the map. Each power generator increase the current level of power allowing you to build more guns and/or improve its damage. Together with generators could have power lines connectin the power generator to your base or enemy's base. Enemy's could plant bombs in the power lines to disable it, and allies could fix it. Same thing with generators, a faction could sabotage the generator and/or sabotage the power lines. Inside this complex zone system, it could have specific ranks for ilum separated from valor. Ilum ranks. Reaching specifics rank levels could alow you access manager options like build things like the particle gun, or improve some defenses. High Ilum rank level could abilitate some options in the map screen or one high ilum rank level could enter a commander room with manager devices where to build some things. With resources it could build and palce some automated defense system like turrets to aid. So the ganked team could have some help. I made map how i think it could be -> Ilum Benets Map The red thing is the generators and the red lines is the power lines connecting it to the bases. The square box could be the power line towers where players can sabotage with bombs. perhaps we could get bombs in a factory inside our base to plant on objectives. The western power generator on the center is bigger and provide more power than the other but both factions can use it but player could sabotage the power lines and/or the generator. If they sabotage the power lines the all the power of this generator goes to your faction. Or you could destroy the generator so none would have this power. (well its a strategic decision, if you can't get your lines fixed you could destoy the generator so nor you nor the oposite will benefit for it for some time until it's fixed). The purpe triangles could be the entrance of mines people could dominate to earn minerals over time. Some of those objectives could be a phased zone like mission zones, or a class phased story zones. But a phased pvp zone where the number inside are limited for fewer participants. Like 4 or 8. So inside those objectives at least it could be balanced the number. It don't matter if Imps have 100 players in Ilum, in the mines only can enter 4 or 8 each time. Like a mini warzone or a dinamic arena. Could have a safe wait room in the entrance for each faction where player cannot be attacked and players enter in the mine when open a spot. It could have a respawn time for other enter. Like when sombody inside die need to wait 20 seconds to other enter. The center of the map could be something like a castle or base you could siege and mount defense systems. The team on control could use their weapons and have a closer spawn points to enemy base, soh the battle a progression not skip everything and go to enemy base, if you dont get or dominate a respawn point you walk more to reach the battle zone. So it could be a massive dynamic mix of world pvp with elements of arena style and warzones. Another idea is, could have some uses for the crafting professions. Each professions could have tasks or bonus in some things. And perhaps specifics missions inside it. They could click in a console or part near the itens and open like a craft menu spefic for ilum with gathering materials found only at ilum pvp zone and used only for ilum purposes. Those material collected could go not to the person who gather but it could go for the faction resourse like a faction bank with all pvp gathered itens on ilum or resouce bar. Armormech could 'work' on turrets and guns and automated defense systems and improve the life of it. Armstech could improve the damage of those guns. Artifice could build better crystal or enhance to put on guns and improve the fire rate for exemple. Biochem could build medical droids on objetive improving the life or people near it, like a becon or rasing the life regeneration. Cybertech could build combat droids or improve some aspect of defense systems. Synthweaving, this hard lol, dunno, build some camuflage covers for systems so players only see the defense system when got too close, or build "bunkers" or tents or camps with camouflage that give a lesser stealth a zone for a while to everybody inside it, enemy will only see you when enter the zone. Also some professions could have bonus for some tasks, like, slicing and/or cybertech could use the gun consoles faster than normal to fix it. Armstech could have a improved rocket to fire at vehicles with rockes, or faster or more damage. Like if a armortech improved the resistance of vehicles the life could be improved and you could only destry with 3 shots. But an armstech could still do it with 1 shot. Or activate de bazooka faster. Or armstech could have a improved particle gun like more time using it (channeling). And so on. Ilum could have some timed or random events. Like A ship fall and the factions need to reach and secure it till the event time ends to get something that could give some advantage. Like 1% damage for an hour in ilum or extra 20% valor bonus for 1 hour. Or ilum resources. Also Ilum bases could have some other things like artillery with limited range. Once per half-hour you could activate a part of map in range of artillery, not too far, and do an (not lethal) aoe damage to enemies in the area of effect. Like 200 per second for 20 seconds. (4k total damage). And perhaps an orbital bombardment with same caracteristcs but no limit range once per hour or 2 hours.
  10. I had some ideas for Ilum. It seems to me that the map have few real interest points. There's no reason to have such large map if the fight happens at few locations. And the mechanic of get the points, well, it not have a real tactical benefit for it. What i thougth: It could have some other points of interest that really change something in the battle. It could have one or two resources for each team to build things on the map or power up the particle guns and other possible guns like machinegun blasters. Like a real time strategy game. Resources: Metals or minerals (to build guns and repair lost guns in the base) and energy to energize those guns, it could have levels of energy and the towers could improve its damage if have more power, or perhaps the number of active guns could rise. It could have some mines in the field that you need to capture, when you have those mines your metal or mineral stock increases over time. It could have some power generators in the map. Each power generator increase the current level of power allowing you to build more guns and/or improve its damage. Together with generators could have power lines connectin the power generator to your base or enemy's base. Enemy's could plant bombs in the power lines to disable it, and allies could fix it. Same thing with generators, a faction could sabotage the generator and/or sabotage the power lines. Inside this complex zone system, it could have specific ranks for ilum separated from valor. Ilum ranks. Reaching specifics rank levels could alow you access manager options like build things like the particle gun, or improve some defenses. High Ilum rank level could abilitate some options in the map screen or one high ilum rank level could enter a commander room with manager devices where to build some things. With resources it could build and palce some automated defense system like turrets to aid. So the ganked team could have some help. I made map how i think it could be -> Ilum benets map The red thing is the generators and the red lines is the power lines connecting it to the bases. The square box could be the power line towers where players can sabotage with bombs. perhaps we could get bombs in a factory inside our base to plant on objectives. The western power generator on the center is bigger and provide more power than the other but both factions can use it but player could sabotage the power lines and/or the generator. If they sabotage the power lines the all the power of this generator goes to your faction. Or you could destroy the generator so none would have this power. (well its a strategic decision, if you can't get your lines fixed you could destoy the generator so nor you nor the oposite will benefit for it for some time until it's fixed). The purpe triangles could be the entrance of mines people could dominate to earn minerals over time. Some of those objectives could be a phased zone like mission zones, or a class phased story zones. But a phased pvp zone where the number inside are limited for fewer participants. Like 4 or 8. So inside those objectives at least it could be balanced the number. It don't matter if Imps have 100 players in Ilum, in the mines only can enter 4 or 8 each time. Like a mini warzone or a dinamic arena. Could have a safe wait room in the entrance for each faction where player cannot be attacked and players enter in the mine when open a spot. It could have a respawn time for other enter. Like when sombody inside die need to wait 20 seconds to other enter. The center of the map could be something like a castle or base you could siege and mount defense systems. The team on control could use their weapons and have a closer spawn points to enemy base, soh the battle a progression not skip everything and go to enemy base, if you dont get or dominate a respawn point you walk more to reach the battle zone. So it could be a massive dynamic mix of world pvp with elements of arena style and warzones. Another idea is, could have some uses for the crafting professions. Each professions could have tasks or bonus in some things. And perhaps specifics missions inside it. They could click in a console or part near the itens and open like a craft menu spefic for ilum with gathering materials found only at ilum pvp zone and used only for ilum purposes. Those material collected could go not to the person who gather but it could go for the faction resourse like a faction bank with all pvp gathered itens on ilum or resouce bar. Armormech could 'work' on turrets and guns and automated defense systems and improve the life of it. Armstech could improve the damage of those guns. Artifice could build better crystal or enhance to put on guns and improve the fire rate for exemple. Biochem could build medical droids on objetive improving the life or people near it, like a becon or rasing the life regeneration. Cybertech could build combat droids or improve some aspect of defense systems. Synthweaving, this hard lol, dunno, build some camuflage covers for systems so players only see the defense system when got too close, or build "bunkers" or tents or camps with camouflage that give a lesser stealth a zone for a while to everybody inside it, enemy will only see you when enter the zone. Also some professions could have bonus for some tasks, like, slicing and/or cybertech could use the gun consoles faster than normal to fix it. Armstech could have a improved rocket to fire at vehicles with rockes, or faster or more damage. Like if a armortech improved the resistance of vehicles the life could be improved and you could only destry with 3 shots. But an armstech could still do it with 1 shot. Or activate de bazooka faster. Or armstech could have a improved particle gun like more time using it (channeling). And so on. Ilum could have some timed or random events. Like A ship fall and the factions need to reach and secure it till the event time ends to get something that could give some advantage. Like 1% damage for an hour in ilum or extra 20% valor bonus for 1 hour. Or ilum resources. Also Ilum bases could have some other things like artillery with limited range. Once per half-hour you could activate a part of map in range of artillery, not too far, and do an (not lethal) aoe damage to enemies in the area of effect. Like 200 per second for 20 seconds. (4k total damage). And perhaps an orbital bombardment with same caracteristcs but no limit range once per hour or 2 hours.
  11. Not all ilum, a billion things in pvp need change. Heal too over in pvp with the expertise system. This game have too much slow, you got slow all the time. This break the fun of pvp, that is mobility, you cant tatical move in battle cos everything makes you slow. This is annoying. If a melee get near you, you cant get out, cos' they can jump on you all the time, the melee range is too far, you got slowed all the time, he can use push back to reset leap, this dumb. If game keeps with slow all the time, people will quit it for sure. as dps if i get sombody dpsing well equipped that i cant kill him. But if i get sombody less equipped healing, i cant kill. Please fix this heal in pvp. Everything having the same bonus with expertise, it buff healing more than dpsing. I already explained that in other post, it's math.
  12. How the particle gun respawn works? Timed? Need to collect armaments to "build" it up? Is it bugged and isn't respawning? The rep particle gun was destroyed a long time ago and it didn't respawn yet. Several hours. If its a time to respawn and have this long respawn time, this silly, cos if we're in our base is cos we probly heavly outnumbered and we can use the aid of other things to help? Can't use cannon for several hours? This game need more accurated information about the function of a lot of things, for expemple ties in wz. These days we tied voidstar. Both teams didn't arm anybomb, we killed more, we did more damage, we had more medals, more objective points, less dies and yet we lost it.
  13. You forgot to say: Abilities effects and graphs cooler for Imps. Lightin much cooler than debris.
  14. And the space combat mechanic here, is nothing new. It's a game inside other. It's the same mechanic of Rebel Assault inside a MMO.
  15. In wow vehiacle strength fights based on your gear level. Here you can equip the ship, so the balance should be based in your ship equipment. And i wasnt thinking in a boss based, but like an introduction like normal pulls. Doin' ship space combat to reach the boss. And/or the boss could Abord your ship at a moment and you fight him. And perhpas a mechanic that half of the team fight the boss that aboard your ship and half keep in ship controls. Like, if you fight boss but do not destroy the ships outside, your ship is blowed. If you do not fight the boss that aboard he kill kill people inside. So team should balance between kill boss inside and ships outside. And perhpas while the capital ship's fighting some people could use their own ships to scort the fight. Have a lot a possibilities to get out of the ordinary type of encounters.
  16. It could have some space ships operations and flashpoints. Do not need to be all of it, but the beging of it. Like you need to fly your way through a blockade. and/or the operation if or when guild have the Capital ship, could use the capital ship to an operation. What i think: Tanks could "pilot" the ship or ships, use and control shield and mitigation abilities. Dps could mount the gun turrets, missile bays, blasters. The second tank and some dps could handle some invaders forces the bridge the hull to invade meanwhile. The healers could be fixing the ship damage, with engineer tools, engineer bay. Fix the hull, restore systems. Could be nice to start an Operation this way. And could have some invasion operations same mechanic with walkers, fighters and ground forces.
  17. And the exprtise formula is messed. If you get a even match players all with 10% expertise. Each 1000 damage you'll do 1100, but the real damage you did is 990, cos the other guy have 10% damage redutcion. (10% of 1100) But the healer each 1000 heal will heal 1100 minus the 990 damage delt. A real bonus of 110. This way the heal actually have a benefit of 11% and the higher the expertise bonus higher the real benefit. Expertise formula need changes. Or reduce the Damage reduction percentage by each point of expertise. Or the reduction could be based with the base damage without expertise. Instead reduce the 1100 daamge (with expertise) reduce the 1000 damage. And yet the heal have bonus. I think need 3 diferent values to each boost of expertise.
  18. It could have some edn level brackets based on valor rank. And the exprtise formula is messed. If you get a even match players all with 10% expertise. Each 1000 damage you'll do 1100, but the real damage you did is 990, cos the other guy have 10% damage redutcion. (10% of 1100) But the healer each 1000 heal will heal 1100 minus the 990 damage delt. A real bonus of 110. This way the heal actually have a benefit of 11% and the higher the expertise bonus higher the real benefit. Expertise formula need changes. Or reduce the Damage reduction percentage by each point of expertise. Or the reduction could be based with the base damage without expertise. Instead reduce the 1100 daamge (with expertise) reduce the 1000 damage. And yet the heal have bonus. I think need 3 diferent values to each boost of expertise.
  19. The bar could have a point where you turn immune but could incrase more than this point, above this point you gain like extra time immune and when the bar begins to drop you'll have some time immune, and plus, you can see when you'll be able to get CCed again.
  20. I think the damage reduction expertise bonus should be lower than others stats (damge and heal) Like 10% bonus damage 10% bonus heal 7% damage reduction or the damage reduction should be computed by the normal damage not boosted with the expertise 1000 damage with 10% expertise bonus do 1100. If the damage reduction's based not in the 1100 of the damage with expertise boost but the pure damage of 1000. It'll be al equal. for each 1k damage, 100 damage boost, 100 heal boost and 100 reduction boost.
  21. Its a lot of heal, but look the efectiveness, it only participate in 9 kills. So, i don't know other classes if they have, but with a sage or some friend as sage, the sage can use noble sacrifice and lose life and other can heal it. But it's not a combat heal, so i guess it do not counts.
  22. I think the expertise numbers should change. The bonus should be the same for damage heal and damage reduction. If you think, it becomes overpower to healers. Doing the math 10% expertise doing 1000 of damage you'll boost to 1100 but the other guy's having 10% expertise they'll reduce 10%, but not from 1000, 10% of 1100 that makes 110 bonus. In the end he did only 990. But if the guy heals for 1000 he'll heal 1100. The diference will be 110 in favor of heal.
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