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septru

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Posts posted by septru

  1. Just play whatever feels right to you. You seem smart enough to be able to make that choice for yourself. 

     

    On a side note...

    2 hours ago, Shenyu said:

    There's an argument to be made that most AOE damage is just fluff and not effective DPS anyway. /shrug

    This argument has always been around since day 1. At the end of the day, AOE damage is fluff damage until it's not.

     

    As long as a healer can out heal your dps, it is fluff dps. And all healer classes can generally outheal 1 dps player, particularly AOE dps. But if you start CCing the healer, or if you bring another AOE class to overwhelm the healer.... you're going to start noticing the whole team start dying really fast.

     

    • Like 1
  2. 9 hours ago, RACATW said:

    Veng jugg had several issues, first, cut to pieces didn't exist for a long time making a good veng slam difficult to time. Second, vengeance dots are short and stunning will interrupt. Third, you can burst them down to low hp, then ignore them, or focus them right thru ED. Fourth, a net or playing vs ranged will limit your dot spread. Fifth, youre talking about Season 14. What this all means is that you weren't playing good players who understood these basic things.

    Arenas (4 dps) games are sonly about getting the first kill, while you stay alive. That's literally the most basic concept of arenas. Slam spam did not matter because single target damage is ALWAYS preferred. And even when it existed, 99% veng juggs in solo ranked used grit teeth because it made veng jugg almost immortal by allowing them to get second, third, and even fourth Enraged Defenses even in 4 dps games. Here's an example in r2 of Biggs using the tactical to get to second ED despite playing  very poorly. The fact of the matter is that really good veng juggs in ranked abused warmonger and war master with Grit Teeth, nimble master, and force bound to practically never die. These are all basic facts that anyone that actually played ranked, or even just watched any twitch stream knew. But only on the forums, do literal randos go around talking as if they know something that they clearly have 0 clue about.  

     

    Why does any of this matter though? Because in 7.2, rage jugg was given almost all of veng jugg's defensive kit, aside from Grit Teeth and Forcebound which were removed from the game. Granted, the removal of grit teeth was a significant nerf, but it was largely offset by the introduction of the Second Wind which is the equivalent to a poor man's Grit Teeth. Moreover, contrary to TrixxieTriss's factually false belief, rage jugg was given significant mobility buffs in 7.2 (that allow it to be more mobile than it's ever been) including, a root break on enrage pain, a root break on enrage, a root break on intercede, and the warmonger and war master utilities that had previously only been available to veng juggs. It has so much mobility, that even though rage jugg can spec into mad dash and use the new Grit Teeth tactical to synergize with the Nimble Master legendary, when I log on for PvP (which is almost once a month now) I usually don't take them, opting for more dps with reflect, the pve dps tactical and pve dps legendary. Rage jugg is incredibly strong, probably only secondary to AP PT because AP PT has carb and stealth scan, which is certainly "busted." 

    • Like 1
    • Haha 1
  3. 16 hours ago, TrixxieTriss said:

    And if you’ve ever played a rage Jugg as a main, you’ll realise that you’ve lost most of your mobility since 7.0.

    This is just factually false.

    11 hours ago, RACATW said:

    There's a very good reason nobody played it in ranked, or vengeance for the past 10+ years. Dps Juggernaut is horrible vs good players.

    This is also factually false. There were several rage and vengeance juggs in the past 10+ years of ranked. In fact, I got 2 gold and 1 top jugg in Season 14 by solely playing vengeance (and that's despite all of the skank tanks that farmed bad tanks). If we still had ranked, I would likely almost exclusively play rage jugg.

     

    DPS jugg is amazing against good players, in the hands of good players. Although the skill bottom for dps jugg is extremely low, the skill cap for dps jugg is extremely high. 

    • Like 2
    • Haha 2
  4. 5 hours ago, KeithKanneg said:

    One of our top priorities is keeping the economy on the Shae Vizla server stable.

    Hi Keith, and ostensibly Jackie,

     

    Could you elaborate on what you mean by "stable?" For example, many players warned about an unstable economy when many items could literally not be sold on the GTN because they exceeded the GTN credit cap or required multiple direct player-player-trades because they exceeded the character credit cap.

     

    With 7.4 and the multiple economic changes, the economy has pretty much "stabalized" on the live servers. There are hardly any items that can't be sold on the GTN or traded in a single transaction. 

     

    So what does the dev team define as economic stability? 

  5. Just now, TrixxieTriss said:

    Because they haven’t announced transfers 

    You know it's right to offer transfers. I know it's right to offer transfers. Every semi-rational human being that plays this game knows it's right to offer transfers. 

     

    And that is exactly why BioSword won't offer transfers. They never do anything right. 

     

    If BioSword offered transfers now it would completely undercut their lie that they want to "monitor the economy" on SV, and the delusional casuals wouldn't be able to point to SV as "content." BioSword is never going to do that. 

  6. 3 minutes ago, TrixxieTriss said:

    Then why open the server to start with if they’re going to gimp it’s viability by not marketing to new players & not allowing existing APAC players to transfer back.

    To convince BroadSword white nights and delusional casuals that the game isn't dead with an illusion of content called a "fresh start" server. 

     

    Why is this thread still going? 

  7. 11 hours ago, krackcommando said:

    you would think something as basic as a 3-tiered flair system based off of win percentage is doable. however, I think that has a lot of complications. the biggest complication is group comp. in solo rated, comps were (mostly) random and (mostly) role balanced. but it was also a far more restrictive queue system (rated vs. casual).

    you would have to concoct a rather complicated "rating system" to account for the extreme variety of comps in the current queue system.

    That "complicated" rating system already existed during ranked, and I imagine it would be fairly simple to copy paste the old code. The only difference now would be the ability to que premades, which could give an unfair advantage to anyone that earns their rating in a premade. But this could easily be solved by limiting premades to 2, and reducing the ELO earned/increasing the ELO lost by premades in premade vs pug matches.  

     

    One thing that I think a lot of people here don't realize, is that a lot of issues (premade vs pug matchmaking, casual vs experienced, role imbalance, etc.) are ameliorated with a higher population. That's exactly what would happen if BioWare added an opt-out ranked system to the existing PvP Seasons reward structure. So even if it's not a perfect system, it's better than nothing and it's certainly better than the one we have now. 

    • Like 3
  8. 25 minutes ago, TrixxieTriss said:

    I can tell you want to have an argument, but I’m choosing not to 😉

    I have no clue what argument you are talking about, nor do I care to derail this thread. If you're interested in learning, feel free to DM me. 

    • Like 1
  9. 20 minutes ago, TrixxieTriss said:

    High DPS in a vacuum doesn’t make someone good. Especially if it’s a Madness Sorc who is allowed to free cast all match. 

    Madness sorc is one of the lowest freecasting dps classes. I would rather freecast on anything else than maddness sorc. 

    • Like 1
  10. 15 hours ago, SoyElSenado said:

    I hate to always say it goes back to the poor design of the PvP structure but it does even with this issue you guys are bringing up.

    Everything always comes back to the lack of incentive structure to win. It's the reason for the low population, inability to create proper matchmaking, abundance of death matchers and AFKers, and even premade vs pug imbalance.

     

    I've been screaming this since day 1, but it seems like even some of the people on these forums can't seem to grasp it. A proper reward system is the most important issue. 

    • Like 4
  11. Hey guys can we please get back to the topic of BroadSword promoting a game with no new content and no money to make content, yet should find the money to promote this game? 🤷🏻‍♀️

     

    And please dont criticize me about my assumptions that the game is worth promoting, that Broadsword has the money to promote it, that APAC players who quit years ago would come back if it was promoted, or the APAC players would want to play 10 year old story content over again just because they can do it with less lag. None of those points are relevant. And I would like to get back on topic.

    🤷🏻‍♀️ 🤷🏻‍♀️🤷🏻‍♀️

    • Haha 1
  12. 27 minutes ago, TrixxieTriss said:

    Then what was the point in opening up a new APAC server...

     

    the novelty of [fresh start] server 

    You answered your own question there. The point of the APAC server (and all the other UI/UX modifications btw) are to create the illusion of content without actually creating new content. 

     

    I know you don't want to derail this thread, but I'm not sure what the real point of this thread is. BioWare has 0 money for content, much less advertisements for their illusions of content. 

  13. 34 minutes ago, Toraak said:

    Merging into 1 US server will mean anyone that looks at this game will know the game is in poor shape and will never come to the game. The game will continue to lose people and there will be nobody replacing them.

    The amount of backwards logic required to justify this illogical argument could make a pig do somersaults. 🤣 And I honestly agree that they should not merge SF and SS (although I do think they should offer 90 CC transfers). But your reasoning makes literally 0 sense. 

    • Like 1
  14. 14 hours ago, Cayerala said:

    The main problem, that BS faces, which is if they open up server transfers, it could very well ruin the current fresh economy on APAC, and overwhelm returning/new players that have just started.

     

    There are two very important points that I think people don't realize. 

     

    1) SV is going to have to remain closed for a very long time if BioSword actually wants to properly monitor its economy. It's going to take months for players to get to level 80, purchase all of the gear and other miscellaneous vendor items, farm harder content that gives more rewards.... I'm extremely skeptical about whether BioSword is actually interested in this "fresh economy" or just using it as a justification to create a vanilla SWTOR that players can grind for another couple of months without BioSword creating actual content. 

     

    2) There are no new players to the game. 0. SWTOR does 0 marketing of its own product, and all of the third party reviews about SWTOR on the internet are extremely negative. Hell even SWTOR's own content creators are leaving bad reviews about SWTOR on their pages before they quit. What do you think a new player is going to think when they see those reviews?

     

    There's not a single new player that's going to stumble on this game that hasn't already played. They likely already have established characters, legacy, and credits. I think these players would greatly appreciate bringing their legacy and credits to a server that they can't even buy a guild ship for. And I doubt these players would be "overwhelmed" by the influx of credits to the server. 

  15. 7 minutes ago, TrixxieTriss said:

    Regardless, we do agree that prices for transfers need to be addressed for APAC players & maybe SS players wanting to get off a potentially dying server. 

    I don't think the loss of APAC will kill SS on a whole, but it will kill endgame communities that are already on life support. Endgame PvE on SS, like others have mentioned, is extremely dependent on APAC players. PvP too, to the extent that it isn't already dead. In my opinion, they should have offered 90 CC transfers long ago given the fact that these communities were already on life support. But that's a whole different conversation...

     

    I also saw your post about the lack of promotion about the creation of SV:

    On 11/18/2023 at 2:47 PM, TrixxieTriss said:

    Can I please 🙏 implore you to do some media coverage in Aussie gaming mags or Aussie gaming news sites or straight up MMO gaming sites. Just reach out to them & let them know that we have an APAC server again 

    It's worth noting that many of old APAC players may be coming back to accounts with characters on SS. Some may be interested in "fresh start" server. Many more, I presume, are not interested in replaying 10 year old content. Or else they wouldn't have left in the first place.

     

    My point is that any advertising and promotion about SV is wasted if BioSword doesn't offer 90 CCs at the same time. Returning APAC players likely do not want to start over at level 1. 

  16. 2 hours ago, TrixxieTriss said:

    What people need to remember, is the majority of original APAC players didn’t want to be merged with the US. We didn’t want to play there, but were forced to merge when our original servers were closed on us. All we are asking for is to come home at no expense. 

    We can actually agree on something for once. They need to give 90CC transfers. Not only to be fair to the APAC players who were displaced years ago, but to the SS players whose population will be gutted when APAC players leave for SV.

  17. On 11/18/2023 at 4:42 PM, SoyElSenado said:

    But whatever, I guess I'm bad faith so have a good night as well.

    You just have to ignore trolls. Some people just come to the forums to make themselves look like clowns. It's not even worth responding to.

     

    On 11/18/2023 at 4:42 PM, SoyElSenado said:

    People who ignore objectives in WZs do so because there's no point to doing the objective since losing has no consequence and winning has no benefit. 

    100% this ^. Which speaks to the larger issue. Without proper incentives, real players lose interest, and the only ones left are the death matchers and AFKers. 

    • Like 4
  18. 1 hour ago, TrixxieTriss said:

    You could take it much further & even have ELO adjustments. So if you win as a pre-made vs solo, you don’t get much of a boost. But if you lose as a pre-made vs solo, you lose a lot of points. With the reverse for the solo team. If they lose to the premade, it has little to no affect on their ELO. But if they win, they get a nice boost. That way if the matchmaking forces a solo vs premade match, it allows a good solo team to get a nice boost. And really puts the pressure on the premade to perform. 

    Sorry I didn't explain myself well. That is exactly what I mean (and btw how it used to work in ranked when a high rated player beat a low rated player). Premade vs solo win = +6ELO, premade vs solo loss = -30ELO. 

     

    2 hours ago, TrixxieTriss said:

    They could change it so if you played in a premade, it would record as such. That way you could still have the queue like you’re describing. But you wouldn’t be competing against solo vs premade players for ranking. It would rank you separately for both. 

    I really don't think premade vs solo would be that much of an issue, especially with a 2man cap on groups. And even if you are getting relentlessly farmed by a group of 2. It really isn't that hard to find 1 friend. But if premade vs solo really is that big of an issue then sure, you could have it this way. However, I think separating the rewards for premades and solo players is a lot more work for BioSword, and we all know how BioSword doesn't like doing anything that requires actual work. 

    • Like 1
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