Jump to content

memerobot

Members
  • Posts

    285
  • Joined

Posts posted by memerobot

  1. Tactical Item Ideas:

     

    1 - This item is oriented towards PvP. I think adding DR to a class that is dependent on self-heals rather heavily would make it more reliable offensively.

    1.1 - Adaptive Medication: As long as Quickening buff is up, the player receives a 10% - 20% Damage Reduction and upon use, the effect is lost.

    1.1 - Medical Advantage: As long as Scurry buff is up, the player receives a 10% - 20% Damage Reduction and upon use, the effect is lost.

    This one makes for an interesting choice to have I'd say. Sort of 'pick your poison'. Either have the extra 'permanent' DR or help healing yourself/teammates.

     

    1.2 - Harnessed Resistance: When Kolto Infusion, with Quickening, is used, the target gains a 10% - 15% extra Damage Reduction for X seconds (should be a short duration, of course).

    1.2 - Support Package: When Slow-release Medpac, with Scurry, is used, the target gains a 10% - 15% extra Damage Reduction for X seconds (should be a short duration, of course).

    The spec is known for off-healing a lot during PvP so having this extra bit always helps. Perhaps the part of affecting the target is 'broken'? Debatable. Making this possible would definitely allow Lethality/Ruffian to surface a bit from the bad reputation it has on the PvP side of the game and encourage teamplay more.

     

     

     

    2 - Another one that is mostly PvP oriented in case the first group of suggestions isn't 'ideal'. Maybe it could be a thing that would be useful for Concealment too? (except 2.1)

    2.1 - Draining Blast: Damage dealt by Toxic Blast heals 50% of the damage it deals to the target.

    2.1 - Hematic Treatment: Damage dealt by Sanguinary Shot heals 50% of the damage it deals to the target.

    The damage that Toxic Blast/Sanguinary Shot deals is not significant, when compared to everything else and only affects one target, to make it 'broken' upon having this 'characteristic'.

     

    2.2 - Haze Recovery: Damage dealt by Toxic Haze heals 50% of the damage it deals to targets.

    2.2 - Unexpected Benefit: Damage dealt by Bushwhack heals 50% of the damage it deals to targets.

    Another way of making self-healing work.

     

    2.3 - Healing Toxins: Depending of number of targets Toxic Haze affects within its radius and duration, it builds up stacks and each heals up the player by X% (numbers to be picked on but I'd reckon between 2% and 4%) but the effect only activates when Toxic Haze ends. Stacks up to 8.

    2.3 - Advanced Adaptability: Depending of number of targets that Bushwhack affects within its radius and duration, it builds up stacks and each heals up the player by X% (numbers to be picked on but I'd reckon between 2% and 4%) but the effect only activates when Bushwhack ends. Stacks up to 8.

    An alternative to 2.2.

     

    2.4 - Poison Thrill: Toxic Haze, Corrosive Grenade and Corrosive Dart heals 15% of their damage dealt to a target.

    2.4 - Bleeding Sensation: Bushwhack, Shrap Bomb and Vital Shot heals 15% of their damage dealt to a target.

     

     

     

    3 - I always found the Fragmentation/Thermal Grenade as being underused so here's ideas for it that could make it more useful:

    3.1 - Fragmentation Grenade allows to spread Corrosive Grenade and Corrosive Dart within its radius as long as it hits an already affected target and reset duration of the same two abilities (Like Chain Lightning on Affliction).

    3.1 - Thermal Grenade allows to spread Shrap Bomb and Vital Shot within its radius as long as it hits an already affected target and reset duration of the same two abilities (Like Chain Lightning on Affliction).

    I believe this would be a great use of this ability as it could change rotation quite a bit for the better. Re-casting dots can be a bit of a bother, specially in PvP, and the dotspread it also a nice niche on it. Both useful for PvP and PvE.

     

    3.2 - Poisonous Compound: Adds a compound that, aside from the standard damage it deals, it adds a poison effect that deals X internal damage on the targets it affected for the duration of X seconds. It also resets Corrosive Grenade and Corrosive Dart duration on the targets (Like Chain Lightning on Affliction).

    3.2 - Serrated Shrapnel: Adds sharp shrapnel, aside from the standard damage it deals, it adds a bleed effect that deals X internal damage on the targets it affected for the duration of X seconds. It also resets Shrap Bomb and Vital Shot durations on the targets (Like Chain Lightning on Affliction).

    Just an extra dot into the play and a reset of dots. Possibly damage on the rotation and making is smoother to play out.

     

     

     

    4 - An obvious increase to Toxic Haze/Bushwhack use would be appreciated. One of the two ideas below would be nice.

    4.1 - Toxic Haze receives an increase of radius by 5 meters and damage.

    4.1 - Bushwhack receives an increase of radius by 5 meters and damage.

     

    4.2 - Toxic Haze receives an increase on duration by X seconds and damage.

    4.2 - Bushwhack receives an increase on duration by X seconds and damage.

     

     

    That's it for now.

  2. 5) PvP... or just fun overall: If a target is effected by both a sleep effect and a poison (normally wouldn't damage because Toxic Regulators passive), each tick of damage the poison effect(s) would have had stack on the target as "Lurking Toxins" (Or some other name, idk, I'm not the creative one). When the target finally awakes, it takes damage equal to the number of stacks on them. (Can't be cleansed obviously and damage would be similar to the tick damage they would've done). I feel like this would promote a more liberal use of stealth in PvP so that people try and use it to sleep then burst someone down rather than run to the hills and regen constantly.

     

    I think this could be a bit broken :D

    I mean, put it in an moment where you catch someone alone. Sleep, cast dots, wait for sleep to almost end, cast flashbang(assume it could also affect since flashbang, like sleep dart, shouldn't break with dots) then prepare Corrosive assault right before flashbang effect ends. Will the CA also tick all the dots in the stack? Or just affect as if it was one 'stack'? Regardless of what choice, the damage will still be huge, but still asking since I'm curious.

  3. According to said operative, Body type 1 males dont fit...

     

    So yeah 😂 we should start a #metoo on swtors twitter

     

     

    Maybe SWTOR is SJW :eek:

     

    jk :D

  4. I saw this happening once with one dot oper on darth malgus. When her team almost lose she runs under the the stairs and nothing can reach him there....this must be dealt with fast or many opers will start doing this crap. I recommend you writing this directly to Keith and Musco since devs never read pvp forum or at least write this in general discussion topic.

     

    Big coincidence. I saw one dot operative doing it too 😂

  5. Appearantly female characters can reach a spot under those upside down stairs where most characters cant be. I assume its only for female body type 1 as I talked to that oper afterwards (wont calling names tho).

     

    That's a rather harsh sexist exploit! I'm offended! :rak_01:

  6. If you dont want to do the insanely easy level grind, just go vigi.

     

    Rage is a lesser fury in almost every category. Lower mobility, less survivability (especially assuming at least one healer), practically identical burst, lower overall damage potential, and no true anti-focus tool hinder rage.

     

    Vigi is far less hindered by these things. Sure rage has the second leap. For vigi, find a group of people and smash monkey away, dot spreading simply by doing the same thing you would be on a single target. And unlike say, a madness sorc, you do have enough damage to actually pressure a single target.

     

    Doesn't Rage have the strongest attacks, as in one hits? Pretty sure its the only spec in the game that can go and burst up 50k damage hits.

    I mean the uptime surely is inferior than Fury since its harder to manage the resources but it can be more bursty.

     

    And, well, PvP wise, I don't think Rage is that bad. It can beat Veng rather easily since it can avoid the ED proc since the spec only has 1 dot in a rather long CD.

  7. Once more, replying to multiple people for the same reason as the previous one:

     

    Objective based pvp that you seem to think should be treated like arena because you clearly treat it as such and are probably horrible at pvp.

     

    Wish that was the truth but not at all. I'm the one who actually calls out of others for help and for not doing anything related to the purpose of the warzone. I still try to do the objectives until the end though.

    I know I said that I stop doing them since it ends up being a waste of effort but I stop as in not relying on my team since I know nothing will happen. Why ask for help if no one answers?

     

    I cannot seem to recall when the devs ever stated that Warzones are not meant for fighting in equal measure.

     

    What's fun for who? I do believe that fun is something of a subjective nature not being shared by all.

     

    I don't care if the skill between teams is unequal but at least I'd like to see my team AND the other trying. Not seeing something that people go there and do nothing but parsing.

    Let me tell another example of a game I had yesterday:

    Huttball, other team was just outright stomping mine in damage and kills but guess what, they didn't care about objectives. Mine did stuff at start, or tried, but after dying so much they actually stopped caring about the game, as well.

    Only me and another guy ended up scoring 5 times. Even though I disgracefully ended up with 11 deaths(and I was the 4th with most deaths just so you see what the carnage it was) and the teammate that cooperated with me had 5. The 'enemy' team, at the end of the game decided to do a minute of objectives, scoring 3 balls in a single minute. They could have just ended the suffering straight away but no... They had to stall the game by farming kills and numbers, specially me and my friend over and over again, just stalling the game. And whenever they had the ball, they'd simply pass between each other or get rid of it and not scoring.

    Now I ask you. Is this even fun? My team wasn't even trying anymore to do the proper game or even killing whatsoever. What was happening is not different than doing parses on dummies. If you were on the winning team, all you'd do is just smack people that don't even fight back anymore, or seemed that way.

    I am pretty sure anyone would like, at least, some challenge. Even if you are relaxing/playing for fun.

     

    I believe I don't need to ask what you think of the players on my team. Pretty sure they didn't like getting stomped (or I think they don't like) but for some reason they continued.

     

    It was frustrating for the me and the other guy that as helping me since we were trying and most of the time not being able to do anything.

     

    Telling players who like to fight to go to play in an area of play that is riddled with cheating, win-trading, account buying, quece dodging and all around toxicity is an unreasonable suggestion that no one in their right mind would be okay with.

     

    I get this part but still, people complain about arenas for being just killing yet when it comes to 8v8s they do nothing else asides from that. And they complain about toxicity in Ranked but they end up being toxic in regs, as well. Hypocrisy right here.

     

    The players there are like 15th level and have like 3 abilities total, that changes the landscape quite abit.

     

    Stating something that's called a Warzone and actually grants awards for doing progressively more damage, healing, and protection is not about fighting too is just all kinds of dumb. Trying to dictate to others what 'is fun' and not fun, and what the majority seem to agree on is a good use for WZs is fairly stupid as well [i'm not calling you stupid, just using it in a general sense].

     

    I get what you are saying in spirit though, if not in details, but you can't call something a Warzone and not expect people to fight. If you don't fight you die. If you don't fight you lose, if you don't fight, why let people even have weapons?Until they can get a handle on all the cheating and backhanded tactics that are employed in Ranked, you have to expect people will want to fight in Wzs. It's called Star Wars for a reason.

     

    I'll be honest, and I think I've stated this before, and that is that the only reason I do Warzones is because I like to fight. You'll have to forgive me when I say I really and genuinely don't believe that WZs were not meant for fighting as a large component of the experience

     

    Look, I don't mind the fight. I do like that aspect but why can't they do the killing WHILE doing objectives? I do that and it's not hard at all. Most of the times, I end up doing more 'numbers' that way. Pretty sure others would end up doing the same.

     

    Also just because the level is lower or higher, doesn't mean it affects the "mindset" of doing the warzones. Far from that. More tools means more ways of doing stuff. If you honestly want to act all high and mighty in kills, Low level PvP is the perfect scenario. You can reach up to +50 kills super easy.

     

     

    I'm not sure if I am a deathmatcher or not, I don't think I am but that's really not for me to decide, that's for my peers to establish. I do not try to be the one carrying the ball, I do not try to be a lone defender. I don't seek out the objectives all on my own. Quite honestly, I suck at them. I try to make use of my strengths and try to facilitate others to accomplish them. Like running shotgun with the ball carrier, attacking nodes to take for my team,responding to calls for assistance, and peeling for healers when I can.

     

    If you do this, you're already a teamplayer and I like that. Now, if you didn't do anything but killing (as in mindless killing that doesn't matter whatsoever) then yes, that would be crap.

     

    You might consider bringing the point up with the Devs because as near as I can tell, you don't give awards to people who are doing the things you don't want them to do and are trying to discourage.

    I don't think they are trying to discourage us though. Awards for damage, healing, and protection is in and of it self proof that WZs were very much intended to have at least an equal showing in WZs as objectives. Certainly there is a level of compromise to the two playstyles. Too much of either tactics can be bad.

     

    You can also be awarded for doing objectives and these can be done while doing the main activity which is killing. Again, I ask, how hard can this be?

     

    What if there was a premade that could always get the highest damage, protection and heals AND secure the win every game, even vs other dmg farm and obj premades?

     

    I know I know, mind=blown.

     

    Then great. I'd find that awesome but I'd like to see both teams trying. Again, I don't mind losing or winning but I'd like to see people trying a bit at least. I mean, I hold cap points against 1 up to 3 players fairly easy and I call for help and no one comes helping. Obviously I end up dying and still no one comes. Do you think that's okay? You're putting effort but that effort is just thrown away like nothing. And best part is, you still get talked back by those same numberfarmers for losing the cap point even after you called for help. Tell me its not annoying, really...

  8. In SWBF2, there is a game mode called HVV (heroes versus villians). It is 4v4 while everyone plays as an iconic hero. Spawn time after death is 10 seconds. At any given moment one hero and one villain are targeted and killing them gives your team a point. Once a target is down 2 new targets are selected (if the hero target dies the villian target is no longer the target). It is basically a 4v4 TDM but the slight objective there is that you benefit more from focusing one guy rather than focusing another. Yet, even though the objective is still simply to kill people and the only specification is to be slightly more selective (either everyone harassing your target, or their target, or the guy who guards they target), I very often see my 3 teammates attempt to gank a random poor enemy while the target and the other 2 are ganking me, who is the target! Why do this absolute useless excuses for players focus the one and only guy which is far from either target and is basically the only one not worth killing? Because of tunnel vision, simple-mindedness or whatever.

     

    I still consider as objective over the mindless killing that happen in regs, trust me.

     

    My point is, the fact that players sometimes choose to suck and not play the game mode as intended will always happen. Even in point and shoot action-packed game when the objective is already KILL KILL KILL, they will manage to mess objective up.

     

    What bothers me is that it doesn't feel like that choose to suck. It feels more like they enjoy, yet not enjoy, doing something that is just boring.

     

    If the devs would give in to them and remove all game modes but TDM or maybe some new FFA killfest, the result will be that the future of all video games will be "fortnite star wars style", "fortnite battlefield style" etc. and then at some point some people will realize that if there is nothing more than killing, MMO (target and roll) is always inferior to point and shoot, and MMO PVP will die forever.

     

    Honestly, atm, feels like its dead already. Check the post above this one and try to wrap around a bit.

  9. I will reply to a few people in same post. Don't feel like filling the page up unnecessarily.

     

    If they remove 8v8, I will leave the game and I’m sure many will follow. Not everyone likes the 4v4 arena format.

    As imperfect as 8v8 is, it’s still preferable to 4v4

     

    At the moment, 8v8s objective maps look more like arenas but with more people, so honestly, its the same, really...

    You're simply playing a full deathmatch game 90% of the time.

     

    This happens in ANY game and is certainly not a justification to remove a game mode. You know how often in Overwatch I run into players who ignore the team composition, ignore the payload and just do anything and everything except do teamwork and objectives in a RANKED match? And this isn't even like low ranks, this is diamond tier where people are supposed to be pretty good players.

     

    Pugs are pugs and that is all there is to it. It is why I always go out of my way to get a team together over solo queuing in almost any pvp game.

     

    +

     

    • Find some good players
    • Team up with them.
    • Stomp all over the people who can't cap, call, respond, just DM or can't play objectives.

     

    I'm sure 4 people playing sensibly without complete jerks making up the rest of the team could easily beat 8 solo players in a PuG.

     

    Most people are flattered if they are asked to team up with another competent player.

     

    Want to know what happens when I do that?

    It becomes 2 types of games.

    1 - Either your team(either if your premade is enough or its actually your premade + other 4 players team) stomps the other in both objective and kill wise and so the ones you're against stop fighting altogether;

    2 - It ends up in your team being gutted because, a lot of the times, the other half of your team is doing nothing but killing and giving no cr*ps about the purpose of the warzone, thus losing because of others in the most stupid way possible.

     

    Both of these situations make the just boring and I feel like quitting it even if I win. It is just not fun, at all. I don't care if I win or lose. I'd like to have tight and challenging matches.

    I did wrote back there where I had the case of my team just being completely stomped out by the other team but still "we" on because the other team didn't care. All I can think of is "how the f*cking hell do you even have fun doing this?"

    I don't get it, honestly.

     

    And, finally, the last point: I don't care if I am solo or not. What I'd like to see both teams actually trying to do the objective. Players even get more kills that way and it is more fun doing so. You get to learn more about yours and others' classes that way.

    Now just killing? Please, go ranked for that. Stop making Regs a pit of boredom.

     

    I have to legitimately play Low level PvP to actually have fun in Regs. The players there actually care about objectives and try hard, there's always a massive carnage. It ends up being fun for everyone. Hell, even new players there actually try doing the stuff, they aren't ashamed of asking tips and so on. Not like the dragged up sh*tties on Level 70 PvP that just walk up to the main battle and click buttons to do nothing but number farming.

     

    Also, Mournblood, so far, seems to be the only one that can explain AND understand, at the very least partially, how I feel regarding the Regs warzones (page 2 of this thread and will be, most likely above this post).

    In more details, here are the things I meant:

     

    1 :

     

    I think the OP's point is why even have an 8v8 objective based PvP format if players aren't going to actually play the objectives.

     

    2 :

    I feel that we have two different PvP formats for a reason. If you want to deathmatch (kill farm to the exclusion of objectives), then you do 4v4 Ranked. If you want to play objectives (which necessarily involves killing other players, just not exclusively), you do regular 8v8 WZs.

     

    3 : Even the winning is boring because the other side was the same. They didn't try even if they had or not skilled players.

    For me personally, it sucked the fun out of WZs when my premade are the only ones playing the objectives, and then we end up losing the match because the other half of our team was too busy kill farming to stop a cap, intercept a ball carrier, defend a node, and so on.

     

     

    4 :

    The reason I think it's spreading is because more traditional WZ players are giving up out of frustration. Why defend a node if you call INC and no one comes to help because they are too busy farming kills at mid? As more players deathmatch, less players are willing to play the objectives as those WZ formats are intended.
  10. Get out, no seriously, get out.

     

    I'm still to this day pretty livid that 4v4 is even a thing. We lost 8v8 ranked for a crappy format that completely ruined the class balance as BW tried to cater to the more popular solo queue (in comparison to the group ranked) giving classes all kinds of self sustainability. So many classes now have some kind of self heal, some kind of speed movement, being able to cast while on the run.....All this nonsense because of 4v4.

     

    This game was significantly more balanced and almost every class was completely viable in 8v8. 4v4 pretty much ruined class design as BW tried to make everyone play the same.

     

    Right... "get out".

     

    Honestly, 8v8s, at the moment, are in an embarrassing level never seen before.

    People don't do crap in them 90% - 95%. I already stopped caring the moment I see my team doesn't call a single thing about objectives.

     

    Huttball (specially Vandin)? One team just lets the other run the ball go along that the other team stops scoring altogether to also farm numbers.

    Ancient Hypergate? People call the pylons after losing them, constantly.

    Yavin/Civil War? Exactly the same

    Novare Coast, for some reason, is still a thing because you have the symbol that "shares" the colours from both teams which, somehow, makes people do some objectives.

    Voidstar also works just fine, for some strange reason, as well.

  11. If they remove 8v8, I will leave the game and I’m sure many will follow. Not everyone likes the 4v4 arena format.

    As imperfect as 8v8 is, it’s still preferable to 4v4

     

    I mean, I get it. I also prefer 8v8 over arenas but going with the crap of "hurrdurr, arenas is annoying, is just killing" but then they nothing but killing in the objective based regs. Might as well just treat that as arenas, honestly.

  12. !! Rant Alert !!

     

    So I've been trying, really hard(more than I'd like to), to play Regs and be entertained/amused and I can be honest... It's complete bullcr*p. :mad:

    I mean, I understand, it is just casual games, meant to chill and not get overworked on it.

    Still I really think like "Is it really that hard to do objectives? You can still do damage/kills that way. Hell, most of the times you can even do more WHILE doing objective because they(the objectives) are (or were) usually like honey for hungry bears."

     

    This runs through my mind whenever I see the teammates doing literally nothing but being parse dummies for the other team and vice versa. How can one even have fun that way? :eek: :eek: :eek:

     

    I mean people play for fun, I can get behind that but how the hell can they find that stuff fun?

     

    Just yesterday I had a match where 4 players lost a CAPPED objective against 1 sin. Not a group of players or a lucky flashbang from an operative but an assassin that didn't sap anyone. I question myself "How did that even happen? Why were there no calls? How come none of you 4 saw the assassin?"

    Or another example would be this: Ancient Hypergate map. One team has 3 healers and 1 tank against a full dps(because praise Bioware for the excellent balance system and I am gosh darned sure there were no tank/healer leavers). The team with DPS only manages to win 7XX - 0 because the other team was doing literally nothing but stay at mid and mindlessly butcher my team (I was in the DPS team). I was but a spectator seeing everything unfold.

    My team was horrible for just attacking the tank( who the hell knows why but yeah) and some unlucky guy that was far from the healers and the other team was just bad for not even trying.

    Again I make this question: How do you find this fun? How is this mindless killing even fun for you?

     

    So, after all of this, I question you all. Should regs even have objective 8v8s? Is there a purpose for these warzones if these 'matches' end up just mindless killing? :(

    People complain about arenas popping up since its just killing but when objective maps appear, they do cr*p nothing but treating them as if its arenas. Just pure nonsense!!!!!!!!!

     

    As unbelievable as it may sound, I have far more fun in Team/Solo Ranked or Low Level PvP than Level 70 Regs PvP.

     

    PS: Yes, there is the 5% - 10% games where, for some reason, both teams do objectives and I gosh darn have fun on them but still, my point stands.

    Also, I don't exactly get super angry but its that sensation of being annoyed upon witnessing that

  13. That's a fair point. I was being facetious though... because if we got rid of the mat farmers, would ranked even pop? Except new season and end of season? **** pops are better than no pops, I guess.

     

    Well, between the chaos that SR is with mat farmers and the "non existant" pops(pretty sure it pops frequently) I prefer the 2nd really

  14. Honestly, to push away mat farmers faster, weekly should just be super short, not bigger. "Oh but then they'll alt and keep the rhythm up". Not really since they stay there until they finish weekly. Faster weekly finishing = less griefing from these peeps.

    I mean, they added mats in order to make Ranked pretty much a new way of obtaining rare stuff(Yeah, I take the "make ranked more populated" not so seriously. It made it worse when it was supposed to be the opposite).

     

    That above would be one fix. Or make the other fix work like this: Weekly 9 matches, only wins count. If mat farmers want the goods, they have to work for it.

  15. I read many times from some players here how overpowered the merc or the sniper is. Merc has to many deff cd's and so on. So i read a few day ago 5 vs 1 merc and i thought just really? Is this guy and the others troll the community, are they tried to convince the devs with these posts and threads to nerf a class or something.

    However finally i take some hour and look for myself what is going on with the damn def-cd's. So here it comes (without shadow, not enough time):

     

    If you took one hour to review "everything", then you should try another game. Seriously.

     

     

    Jugger:

    40k instant healing

    Immunity vs direct damage + 5 sec 100% direct damage reflect

    55% melee /ranged defense chance (100% for the first 2 sec) + 25% force/tech damage reduction

    Healing everytime when taking damage up to 122k, can activated while stunned

     

    Remarks:

    Second slowest class

    Instants class

    Very good tools to support grp

    No real escape tool

    Other useful abilities for pvp

    DD Taunt

    AOE mezz

    AOE slow

    DD Guard

     

    It is actually one of the fastest in terms of running speed(without any abilities being used);

    Arguably the strongest tank due to insane damage absoprtion and high dps output;

    DPS is only crap in terms of survivability because ED, despite being "good" heals, they have no internal cooldown, so either just make a refill of health as fast as possible or just cc and wait it out. Sometimes it is better to just burst it out; Saves the trouble of having to wait it out for so long;

    Guard as a DD only works in Regs and specific Ranked conditions(keep it limited to Solo Ranked. TR?

    It is a death sentence, against better builds, and same argument goes for the other 2 classes that can guard).

     

    Maro:

    20% damage reduction for up to 30 sec + low damage to attacker

    90% accuracy reduction for one target and 75% damage reduction for 6 sec

    Vanishing (can used as escape or as damage boost if skilled)

    99% damage reduction for 6 sec

    55% melee / ranged defense chance + 25% force/tech damage reduction

     

    Remarks:

    Fast

    One of the best burst

    Instants class

    Good in nearly every situation, no weaknesses

    With escape tool

     

    Other useful abilities for pvp

    Root / slow break and massive movement boost for the whole grp on 30 sec

    AOE mezz

     

    I can see you played pretty much only Fury. The other two specs, although still good, have lost reliable utility and can be used pretty much by the top players. In case this is verified, Fury becomes, pretty much, useless.

    You forgot that it takes time to learn properly how to apply the good damage and when to use defensives. It isn't the hardest class but has its skillgap, accounting from the line above.

     

    Sniper (Burst DD):

    30% damage reduction for 3 attacks every time get in cover

    5 sec 200% dodge to melee & ranged attacks + 75% reduction for force and tech attacks

    10k absorb shield

    Accuracy aoe reduction 45% for 8 sec

    25% dogde chance while in cover

    AOE shield with 20% damage reduction - up to 40% if 4 enemies in shield - for 20 sec (+ 1%/sec healing if skilled) Roll, purging from movement-cc and 13k instant heal

    Complete cc immunity for 23 sec

     

    Remarks:

    Immobile while doing damage, but can move fast if skilled

    Cast & channel class, but not vulnerable to interrupts because of some class mechanics

    High range and many cc tools

    Very strong in direct 1vs1, weak against kiter

    With escape tool

     

    Other useful abilities for pvp

    Healing reduction for target for 20%

    20% damage reduction for every team member within aoe shield

     

    2nd hardest class to use in the whole game regarding Ranked. Lots of tools and stuff but really, try a whole month in Solo Ranked as a sniper. Would like to see you apply the "godly stuff".

    Major weakness: Heavy focus on the player AND line of sight. You just don't do 1v1 with a sniper. Take away the imaginary scenario out of your head.

     

    Operative (Burst DD and Heal):

    10k absorb shield

    Stealth class - can choose when to get in combat, target mezz from stealth

    Battle vanish

    3 sec 200% dodge to melee & ranged attacks + 150% reflect tech & force attacks (cd depends on incoming attacks)

    2x roll with dodge all attacks for 1.5 sec every time

     

    Remarks:

    Fast

    Instants class as dd, mixture for healer

    In the hands of very good players very efficient dd and healer

    But very difficult to master, needs month of practice and experience

    Healer can have some problems with interruption through enenmies

    With escape tool

     

    Other useful abilities for pvp

    AOE cloak

    Some off healing at the cost of damage

     

    It is actually the best healer class, out of the 3 classes, but to pull out that potential, you need insane skill.

    DPS burst is really bad in Ranked. You see backstab dot/volatile substance? Swap guard and damage is negated. Predictable damage can be mitigated easily. And if they are busy rolling, they aren't DPS'ing. That simple.

     

    Merc (Burst DD and Heal):

    Immunity vs direct damage + reflect direct damage for 50% & healing for every direct incoming damage 6.5k, can activated while stunned

    Fast healing (100%) up to 60% of max hp for 10 sec

    Shield with 25% damage reduction for 12 sec + up to 53k healing after shield ends (cd + healing depends on incoming damage/attacks)

    Burst dd : instant 14k heal every 3x grav round / tracer missile (cost 20% energy and some burst damage)

    For burst dd only : 2x absorb force & tech attacks

    Electro-net: prevents one enemy to activate movement and some defense abilities for 9 sec (can countered with cc breaker)

     

    Remarks

    Slowest class, cannot hunt fast classes

    Cast & channel class

    Highest vulnerablity to any kind of interrupts

    Worst pvp healer, output can be shut down if 2 or more melees attack

    Strong in 1vs1, weak against mutiple enemies

    No real escape tool

     

    Other useful abilities for pvp

    Some offhealing at the cost of damage

     

    It is weak against multiple targets against a proper and coordinated team(and usually happens during Ranked). Regs will tell you a different story. Everytime reflect is popped up, I always see them being hit and heal up, and shield basically on 10 stacks pretty fast. They have defensives that you bypass by stopping dpsing for ridiculous amount of time. Kolto overload? +10s, Reflect +6s; if you don't want to give shield stacks +12s. And they can heal themselves up.

    Also, they have spammable slowdowns. So much for the "cannot catch up others".

     

    Powertech (Burst DD):

    Shield with 25% damage reduction for 15 sec (CD depends on incoming damage)

    Slow healing (50%) up to 35% max hp for 8 sec, (able to activate while stunned if skilled

    30% damage reduction while stunned and from area affects

    38% defense chance for 6 sec

    Damage from area attacks heals for 3,5k

    Remarks:

    Fast

    No anti-focus ability

    Instants class

    Good tools for cc

    One of the best burst in game

    With escape tool against slow classes

    Other useful abilities for pvp

    DD guard

    AOE stunn

    Enemy target pull

    DD taunt

     

    Strongest DPS but weakest in defensives, by a fairly large margin.

    Takes immense skill to use. 3rd hardest class to use its full potential.

     

    Sorc:

    Instant heal 22k (+ 15% damage reduction if skilled)

    Immunity to cc and damage for up to 8 sec

    Teleport up to 60m away

    Damage reduction 25% for 6 sec

    Mezz barrier

     

    Remarks:

    Fast

    Cast & channel class

    Vulnerable to any kind of interrupts (depends on spec)

    Best pvp healer if guarded, often first target if not

    Bad burst damage, even in burst spec

    DD needs kiting playstyle to be effective

    Weak against multiple enemies

    Other useful abilities for pvp

    Friendly target pull

    Good off heal for team member

     

    "Strongest healer" because its the easiest to use, as well.

    All the defensives this class has seem to have been molded around the heal spec, which is the reason as to why DPS specs do really bad.

    There's only around 5/6 players, in all servers, that know how to use DPS specs at the very highest level in this game.

    Hardest DPS class to use in the game, as well.

     

    As an indicator how a class performs we can get the rankings from ranked pvp. Of course its just an indicator, sadly bioware doesn't share further more statistics. But lets start.

    We can look at the Top 100 and the Top 200. I think Top 200 is better for an overview, in the top 100 are more the pro's and nerds. The group statistics are more relevant but the solo are interesting too, because it shows diffenrent situations leads to different class performings.

    Current state @ 24.10.18

     

    Group | Solo | Thoughts

     

    Jugger

    38 | 30 | Strong in all situations

     

    Maro

    32 | 45 | Strong in all situations

     

    Assa

    20 | 14 | No judgment here from me

     

    Sorc

    34 | 14 | Assume mostly healer, , with tank in group best healer

     

    Powertech

    19 | 6 | Assume mostly tanks , in group ok, in solo anti-focus ability is missing

     

    Merc

    16 | 37 | Strong if not or just slightly attacked, weak in pressure situations,

     

    Sniper

    29 | 38 | Strong in all situations

     

    Operative

    12 | 16 | A class for experts, performs very well in the hands of a master, but need months

     

    So my conclusion is that the merc is far away from overpowered, the sniper is good as the maro.

    Powertech had some problems, Operative is much to difficult to master. Maro and Jugger are doing better overall then merc.

     

    Conclusion is garbage and you should be somewhat embarrassed of posting it. 1 hour of seeing everything is no where near enough.

  16. Same, I agree they should be in lowbies and Mids. But I dont think they should reward more than lvl 70.

     

    Well, at least the same. I know that gaining UCs on low/mid PvP would be nice but if its less, honestly, its not great of an incentive, really. At least the same but even then not sure if its really THAT good of an incentive to do it. :(

    I mean, the benefit of low/mid PvP is that they are considerably faster and seem more objective based thus more fun than 70's(imo).

     

    i said i agreed with adding UCs - just not with making it more profitable than max level

     

    The only reason I say more is because of the same above. Given less or same as 70s might not be that good. Lhancelot explained earlier. People enjoy playing with all abilities than being 'gutted' from the lack of them, so yeah, more would be good(I think).

  17. I did lowbie pvp recently bringing up a new toon from 30ish that i inherited from server mergers. What you say is true... once i got to about level 65 and could go roflstomp the 43s lol. When i was the level 41 in queue - oh buddy. It was a good thing I'm experienced at being the focused target.

     

    I prefer the 10-39 honestly. It's an even bigger killing fest around. Everything feels "op" in every way. Heals are stronger than usual, but the DPS you deal/take? Jesus, you die in 4 - 5 hits, even with defensives up. Makes me remember old 50 or 55 PvP. Not this crap we have now. :D

    And honestly the tanking there is more 'appropriated' as so to speak. You actually play like one, instead of being a DPS with upgraded defensives.

     

    I agree that they should put UC or something in lowbies. Idk if we want to encourage the 69s that leave 6s before the end because they don't want to join 70s, though. Levelling is the means to an end, after all.

     

    Well, about not leaving, there's nothing that can be done about that. They don't receive the rewards anyway, so yeah.

    And about UCs, they should be higher than 70, otherwise, as I said before, there's no point in doing lowbies if the rewards are the same or less.

  18. I don’t know if that’s exactly the way to do it. But they should definitely include UCs as a reward for doing lower lvl pvp.

    It encourages people to lvl up that way or play pvp as they lvl in pve.

    I think they could just add some UCs as rewards. But I dont think they should be more than top lvl. It’s possible they could do double UC promotions for lowbies when they do double CXP for lvl 70.

    There also needs to be some incentives to try and win. Otherwise you will just have UC farmers infesting lowbies and sitting in a corner all match. Possibly, they could give way more UCs for winning than losing.

     

    Well, if they give less (which in a way is logical due to being low level), the low level pvp won't get revived since at level 70 PvP you get UCs AND CXP. If the amount is the same results are the same. So yeah, only having higher is the alternative. And honestly, since the games are so fast due to being a bigger slaughter, and somehow more objective tight, it ends up being more fun.

  19. True. This is indeed sad, but it could be fixed by having lowbi/midbi PvP, along with some lowbi/midbi PvE content like heroics and FPs, reward some UCs. But yes, PvP gear and a bolster that works well would be good too.

     

    To revive low/mid, they should grant even more UCs than top level. I know this sounds weird but honestly, it is what i think it could reanimate the gearing.

     

     

    But that's the thing, I'm not sure, because as they make the game less enjoyable, they lose players and thus money. :/

     

    Well, it is a contradicting thing that is happening. Even in the sad state that SWTOR is in, it still milks the money out of the players easily to be a gold mine.

  20. Ditto - there was a time when i spent almost 4 hours every night playing, with more on the weekend. Now, swtor is my sunday morning brunch activity pretty much.

     

    And what's more depressing - seeing as i still throw the money at the sub, they don't care if I'm happy or not. I do not feel valued as a customer in the slightest, and this will eventually cause me to stop throwing money at them. Its just sad that money is the only thing they listen to.

     

    Well, my sub basically has been running for 9 months out of giveaway (except for 2 months at start where I bought but i gained the additional 7 over time). So I'm fine until it runs out :D

     

    And I have to agree. For someone who wants to invest time into the game, it may, or not, be a waste of time. PvP wise it ends up becoming that, specially Ranked (who knows why, amirite?).

    As for PvE, well, perhaps someone ends up being bored, after a while, I suppose. I still get a sparkle from doing silly challenges. 2-4 player SM ops an 4-6 player Vet ops and stuff like that. Doing it the usual way ends up being really boring.

  21. Being that you, and me, most of the other posters aren't leaving the game over it, no, those aren't enough reasons apparently :p

     

    Considering I play the game mostly casually nowadays, yeah, I don't lose anything. Like many others, I've started to move onto other games. Coming back to SWTOR after a while doesn't feel that bad but its not the same, that's what I can say.

×
×
  • Create New...