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DiabloMuerto

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Everything posted by DiabloMuerto

  1. meh, i actually prefer huttball most times, it's the one WZ where you can have only 3 or 4 well geared and competent people and still win vs a decent team. I do however hate void star and would probably never go there if not forced. Alderaan is ok but I feel should go a bit faster.
  2. All i can say to the OP is so what? Don't get me wrong I get as frustrated as the next guy over healers but in all honesty PvP is not a solo sport. The only time not being able to kill a healer solo really hurts you is if you're trying to cap a console in Ald solo or trying to bomb a door in VS while the heals is defending solo. In any case, that's what the team is for, coordinate and get someone to help you. Killing the healer solo is not a requirement for victory in any WZ I know of. Also, killing a healer isn't required to remove their effectiveness from a fight. As long as you keep them tied up enough so they can't really heal anyone else or focus on stopping your group mates, then that is successful. My healer is only 46 and while I don't die all that often to a single person they certainly can keep me running around so that I can't really focus on keeping my team up. This isn't to say healers might not need some looking at but in PvP the object is to win, not to just kill people. I've been on a healer and had them do the emote "laughs at you" then we take the objective, sure he go his laugh that I couldn't kill him but I distracted him long enough for us to get the objective. I care about the win, not the kills, he can hop around all day heh.
  3. Meh, I don't really have any comments on the percentage game but in general they just need to scrap this whole RNG system period. I don't know what made someone think this was a good way to handle gear but it honestly is one of the more annoying things about this game. I want consistent and controlled upgrades, I don't want to roll the dice on what I get. I play casually, I want to be able to determine roughly how much time I have to spend PvP'ing to get to where I want to be gear-wise.
  4. I don't really feel like my guardian has too many skills, I do however feel this way about the sentinel. Sentinel has a lot of situational and utility skills that really should be rolled up into base abilities IMO. Specific example would be the ability that debuffs healing received by 20%, that should not be it's own skill, it really needs to be combined into one of the rotation abilities or make it a talented buff to one. Also doesn't make much sense to have multiple status dependant skills as they do. Like this can only be used while incapacitated then this other one can only be used when slow, etc. They really need to stream line the abilities a bit more, I can't imagine how they plan to add to this whenever the level cap gets raised in the future, you pretty much already use up your entire UI. Again, I don't get this feeling as much on my dps guardian but on my sentinel the class just feels very cluttered, then you compare it with a class like BH/Trooper who can essentially get by with a very limited amount of skills and it makes even less sense.
  5. One thing I used to like about huttball is that the traps were the great equalizer. Even if you ended up with an under geared team, some good tactics with trapping people in the environmental hazards could net you some good timely kills. With the gear level at 50, people don't even fear the traps any more, they just walk right through them, getting beat on and all and still live. Get CC'd in a fire trap should always be a kill if you're in their for the majority of the burn, basically the way it effects you in the 10-49 bracket should never changed, both the fire trap and the acid pit trap should always be that devastating regardless of how well your gear gets. They really need to change these traps so they operate in that fashion, in their current state they're basically just an advantage for anyone geared enough for them not to really matter and even more so for tanks who just laugh at the traps now while others fall dead and they stroll right through them.
  6. So here recently I'm starting to get stuck in the map a bit on Alderaan WZ. Someone will use a knock back ability on me and I'll get stuck in a wall or stuck in the floor, or wherever, it's quite annoying, have actually lost nodes b/c of this. The map design is this game is already annoying by how easy it is to basically get stuck on anything, now it's bleeding into PvP maps.
  7. Can't speak much to world PvP as I don't much bother with it b/c of the imbalances but in WZ here recently it's gotten better on Jedi Covenant server. My win rate has certainly gone up to the point where PvP feels less of a burden. There are still days where we might get destroyed but that's usually when you run into the premades and your team is in quest gear. But across the board I am much more pleased with my win vs loss rate compare to a month ago. Where it used to take my 3 to 4 hours just to get my 3 wins for the pvp daily, I can now usually knock it out in and hour or less so that's good progress.
  8. Now warzones will randomly shut down even when both teams are not short on players, just lost a match we would have won b/c the imps were ahead by 5 right after we 2 capped and the match ended. We had a full team and it was clear they was just by how many I could visually count easily.
  9. Have my crafting on my main to 400 now, I happen to also play a lot of alts and as they level I used him to craft implants for them. I will generally craft and RE so I can give them the blue quality items. I'm noticing that it would be nice if there was a visual representation for how many more "upgraded" versions you have left to obtain as well as how many you've already obtain from each item you RE. It's just a bit tedious as I'm going back to craft different implants for each alt to have to visually look through the list to see if I've made an RE'd version of that particular implant yet, then not know how many of it I've made so I don't know if I could RE it again and maybe get another one with slightly more useful stat distribution. From what I was told you can RE 3 blue quality upgrades for every base craftable item. So even if it was something just as simple as having a [1/3] next to each item so I know I've discovered 1 out of a possible 3 of that particular item. Then maybe if you mouse over it, it will list any upgraded ones that stemmed from that base item. Anyway, this is just a small thing that I think might be useful, just something I was wanting as I've been crafting, hard to keep track of all the RE'd schems you learn and which ones you still need if you don't do them all at once, which I assume most would not.
  10. I'm not sure what you are arguing, as I said in the post I originally made I don't think healers are really OP, simply the balance of the groups make them so. Which is to say when you get 2 or 3 heals on one team when the other has none or 1 and the healers group up, makes thing almost impossible. I can tell you right now there is no single dps that would ever kill me unless he could perma CC if we're talking gear level that are roughly equal. Aside from my healing I can easily evade far enough to heal. Any healer with any skill is not going to lose to a dps the large majority of the time.
  11. IF you play dps at all, when ur dps'ing a geared healer at 50, you keep an eye on their resource and tell me if you think you will ever out burn that. There's an operative that PvP's I see him a lot, 1v1 we often square off in Ald at a node. He barely uses up the first hash bar of his energy no matter what I put on him. I can get his health pretty low but his energy always stays almost full. You'd need multiple dps to ever really effect a healers resource if they know what they're doing. That's actually one of my gripes about heals in this game, in WoW it was pretty similar that heals could just heal through most anything but in WoW they did eventually go OoM. I've never been dps'ing a heals and have them run out of resource, which is a problem in itself.
  12. Healing is mainly OP when it is unbalanced for each team. For instance, I constantly get into WZ where we have 1 or no healers and they imps will have 3 or 4, you get 2 or 3 healers in the same area you're pretty much not killing any of them assuming your gear/skill level are roughly comparable. It also gives them advantages in certain WZ, like Ald. I have a 43 healer, I just harass against 3 people solo to keep them from getting a cap until my team cleans up the other nodes. Personally I just think they need to give a couple more classes an attack that reduces healing received as groups are rarely ever balanced and the spread of heals generally will determine how well you do. In WZ like Voidstar that can basically make or break you if you're going up against a comparable team.
  13. This is what I've always felt, 14 certainly should be the minimum as w/o sprint that alone is a big disadvantage in any WZ. I do feel though there need to be 2 more brackets, a 10-25 (or as mentioned 14-25) and a 26-49. I think this would result in more balanced and enjoyable experiences for most people. Though they'd probably need cross server WZ before this would be feasible. I agree with the OP to an extent, I was in a huttball on my 41 consular the other night and all the enemy were 20 or lower mostly, I was like a freaking tank, had most of the team on me couldn't bring me down.
  14. I read the notes last night I didn't even see any mention of this feature at all. Thanks for the info.
  15. So, this new thing they've added where you have a confirmation every time you buy something is so annoying for me. I'm sure some people like it as maybe they can't click the right items when buying but for me personally it's just an added annoyance and I would much prefer to not have it. This is one of those things where you could have easily satisfied both groups if it were just an option, so yeah, add that please.
  16. Need to either fix it so people don't start matches 5 v 8 or make it so when shutdown sequence starts it just doesn't stop. So sick of getting in matches of Ald starting 5 v 8, then get 3 capped and our team doesn't even fill up until just before the shutdown is about to finish, then it's too late to even come back unless you hold all 3 guns. So basically you sit there for 10 minutes or so with no chance to win b/c the stupid system gimps your team from jump.
  17. I'd say that's personal experience, for me, only classes that give me much trouble are snipers simply b/c they can keep you out of melee range pretty much the entire time. Other than that and an operative getting the jump on you I never get the sense that any class is just too OP. Sorcs are a bit ridic but not so much b/c of their dmg as all the freaking stuns, slows and versatility of the class. But I have never been killed by a jugg or maraud since I've gotten a bit of gear myself and felt like they totally destroyed me, always seems pretty balanced, though I am a knight also so maybe that plays into it. I dunno, personally I never feel like I'm that powerful, though I don't pay much attention to the numbers when I'm fighting, I just watch the health and try to kill stuff.
  18. why would you focus on a single skill or crit vaule to say a class needs nerfing? In every warzone I do, snipers, socrs, or BH is the top dps, when compared to all other classes of similar gear level. Highest dps I've seen in a WZ where I actually paid attention anyway, was over 650k from a trooper. But consistently socrs/consulars and snipers will knock out 300k+ easily. If you see knights/Juggs with those numbers, it means there weren't doing much else but killing, much more work to get that kind of dmg out put as knight/jugg in my experience. Hardly would say they need nerfing.
  19. Heh, I leave a lot of matches but mainly b/c I get tired of stupid. I don't mind losing a well fought match but when you get so much stupid play happening I just can't stand getting beat when we could have a chance to win. In those cases I'll just leave, if I stayed I'd start being a huge jerk in chat so I just try to avoid that.
  20. I actually prefer huttball, it's the one warzone that reps can win fairly consistently. I mean I still get face rolled their when u get the premades but since it does require a good deal of team work if you have a couple of smart players u can still beat a team that out gears you a bit, or has more heals as you need more than that to win. Void Star is pretty much all gear and all heals so if you're outdone on those fronts you're pretty much going to lose. Alderaan is kind of 50/50, more about dps and rotating but reps screw that up a lot. I win at huttball more than anything else so that's why I like it.
  21. I don't know what it is but since 1.1.1 republic keeps getting the short end of the stick with group numbers, pretty much every match I join we never start with a full team. Just now did an entire round of huttball and the team never filled, the server load is heavy so I have to assume that more than 6 reps are PvP'ing right now but every match I've started tonight we've been short players. Generally we'll start short which obviously puts you off at a disadvantage then after we're already being whooped they'll fill us up, then of course those people will leave b/c it's already a loss, so basically they're just giving Imps easy wins. It's bad tonight but it's been kinda fuzzy ever since 1.1.1, just seems like we start a large number of matches w/o a full team.
  22. Scoring goals does not give medals in hutball and it never should. People are too stupid to pass half the time as it is, if they started giving medals for scoring goals, you'd have all the noobs trying to score themselves instead of passing so the team can win.
  23. silliest part of this to me, in huttball we will start out 6 v 8, then the game will be rep vs rep...*** is that.
  24. I think they should just make the medals more balanced, bit harder to get some of the other medals as a dps, like the heal medals and of course the protection ones but as heals or tank you can quite easily get medals from the dps category and if you're a class with a healing skill you can get those medals as well even if your not spec'd heals. Some classes have an inherent advantage just b/c of that, so in that regard the system needs work as you can be the best player in the wz but still end up with less medals and comms b/c of the system.
  25. uh, alacrity is not the most important stat
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