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Metthew

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Everything posted by Metthew

  1. They would be in team ranked not doing anything that harms you.
  2. 1/5 guaranteed loot drop from TR daily and weekly, respectively. + some bonus chance from SR and TR boxes, with only TR having an appreciable chance.
  3. You gotta allow at least team ranked daily and weekly to be completable by losses, at least at half rate. With how it looks currently, only the apex team in the queue will be able to finish the weekly, or at their winrate, even the daily. edit: I mean, nobody will queue for team ranked if losses don't count for daily/weekly too. It is imperative that solo ranked retains the wins-only daily/weekly completion condition.
  4. Yeah, thanks Eric. Well, you're still at 0/0 wins and losses officially - it's just that we were all in preseason today.
  5. The exchange rate for the Turkish Lira used to be fairly stable, so it didn't matter that much. These days though...
  6. Biochem Adrenals are unusable, yeah. Biochem Medpacs ARE usable, but Warzone Medpac is better if not on par. Biochem STIMS, however, you should use.
  7. I have several friends in Turkey who would really like to sub, except our currency has considerably depreciated in the last five years. You can check the current situation by going to this link, and viewing the full chart: https://www.bloomberg.com/quote/USDTRY:CUR Basically, our currency has been in free fall, losing around 60% value against USD/EUR. However, subscriptions from Turkey are still denominated in Euro's. This means that the price of a SWTOR subscription has increased prohibitively for many Turkish players - one month of subscription is around 125 Turkish liras while the minimum wage is 2100 Turkish liras (approx. 320 EUR). We know that some countires enjoy regional pricing - is it possible for that policy to be extended to Turkey?
  8. Wins and losses are not counting on the PVP page, at least. I guess we'll see when someone reached 10 games completed if ratings are changing too, but I suspect the "preseason = 1" line hasn't been changed in the code xD
  9. Warzones / arenas need to give like 12-16 pieces per completion to compete with PVE. That PVP requires gearing at all is a problem anyways though.
  10. It's the Pyro PT dot. Shroud purges it, but it can just be re-applied after shroud ends, like any other dot.
  11. Honestly, the part I have a problem with is that we were promised rehashed rewards with at least the implication that they would be sequential in old seasons in return for shorter seasons, and we haven't even gotten the shorter seasons. It's basically setting wrong expectations by ambiguity, which a good part of us just interpret as lying. Such breaches of trust erodes participation in this game. At least some of the more notorious wintraders got purged, so we got delivery on that front.
  12. Metthew

    S12 rewards

    They're skipping S3 rewards my dude. I personally don't care about furious gear (I just want new season, and flairs/flags), but there's a good part of the ranked community waiting for the end of the season just for this. Also smh guys, the proper response to baiting is to ignore the post, not derail thread for pages.
  13. Double XP was conveniently extended to June 16th, that's why I was thinking that to be the patch / season end date. RIP if the season won't end on that day.
  14. That's when 6.1.2 (or 6.2?) is scheduled, and that's supposed to end the season.
  15. Season end is scheduled June 16th I believe, so it should've come out already.
  16. I want to see how much ELO I would need to protect my gold-streak, Bioware pls. If you're worried about the possible meltdown in the ranked community due to the possible veracity of rumours regarding a certain season's rewards being skipped, today is the perfect time to post it and then play dead during the weekend.
  17. Here's my 2¢ as a gold rated sniper since season 7 (probably not this season though): 3v3 is a decent idea, with games having either one tank each team or one healer each team. Tank & healer games right now are cancerous due to Force Bound, and they were generally not that great in solo ranked due to lack of communication anyways for the last few seasons. Disabling vote kick is a hard no from me, since it allows us to kick throwers and auto-loss people who actually belong in unranked. I am all for increasing the ranked population, but it is not abuse to kick people who might as well be someone's bots - they need to actually learn to play. And no, my definition of auto-loss doesn't include people who just don't happen to be great. On group ranked, they either need to bring mats / ops drops / good gear drops into it, or remove it altogether. It is a dead game mode. Hard no on removing ELO - it can fluctuate, but it is still a dependable representation of skill level. You will not see a garbage person at 1.5k ELO or a great player at 700 ELO. I currently have a Rage Juggernaut only character (without Force Bound) stable at 1.3k ELO to prove the point. (My main is sadly not standing great right now, but I have no illusions about my skill level on sniper since I came back a week ago) We have seen better anti-cheating policies, and the queue has been free of them as far as I have seen. On my own ideas: (1) MORE FREQUENT SEASONS: We were promised 3-6 month seasons in return for weaker rewards. We got the promised weaker rewards, but not really shorter seasons. Season length should be 2-3 months, with flairs / titles / flags as common rewards. Have armor sets / weapon boxes every 2-3 seasons as rewards also. (2) No gear barrier to PVP: Just pre-determine stats per spec upon entry to PVP, thereby eliminating the gear barrier to PVP. This also allows balancing classes for PVP only by adjusting the given stats of each individual spec in PVP. Maybe allow some customisation - several thousand points of stats you can spend on accuracy, critical, power, alacrity, or have multiple options divided by alacrity (1.4s, 1.3s maybe 1.2s) and accuracy thresholds (+0%, +5%, +10%) per spec. (3) More frequent balancing of classes: balance is arguably best it has been in some while, but there is still glaring errors. Also, there's some bugs regarding PVP that existed for a long long time (AP PT / Tactics Vanguard Cell Burst goes through sniper's evasion DR, much to my dismay). More frequent passes would be great. (4) Fix desync if possible: this would include higher number of client/server updates in PVP instances maybe, or a general reduction of mobility abilities in PVP (by disabling them in Warzones and Arenas, or generally scaling them back?). I don't know, but it's no fun missing a kill or not being able to CC someone on you because they glitch under the map due to de-sync.
  18. While the sorcerer changes may be intended to make Lightning sorcerer a bit more vulnerable, it'll make Madness even squishier in PVP. Madness is already in a not-so-spectacular place in ranked PVP, to put it lightly. Any chance it's defensives / DR could use some love while the Enduring Bastion changes are pushed to live? edit: And the Gathering Storm nerf also affects Madness while it wasn't particularly out of line... may I suggest you don't nerf the base class when it's Lightning which is overperforming?
  19. Even when the vent doesn't bug to kill you outright, it still roots you in place for a few seconds. I don't recall if this is the case in the Mandalorian Battle Ring, but in Huttball the enemy players can just burst you during the time you're rooted instead of bothering to step into the vents themselves to chase you. It's quite ******** - having a very high central platform and adding in vents was already bad design, but now it's not even functional. The vents should either be fixed, or be removed ASAP. Or just delete the map to be honest.
  20. Yeah, I can see that being the case too. When the map permits, the amount of vanish-kite marauder can do can be cancerous. Either way, we agree on the top 3 classes and the bottom 2 classes, and which three classes form the "mid-tier" - so I don't think we have a fundamental disagreement here.
  21. Rage Juggernaut I don't think will generally survive until the second ED, but with all the rotational DR, I'm hopeful that Vengeance will perform better. Nightrain, at least, claims that he would be able to survive until the second ED the tactical would provide.
  22. My ranking of classes in performance would be, for 4DPS (assuming they bring their best spec): Assassin ~> Operative > Sorcerer > Sniper ~> Marauder = Mercenary > Powertech > Juggernaut Overall, though, I'd say that the balance isn't that whack. It's only really Juggernaut which seems to be somewhat of a liability, and they don't have their ED tactical yet. It has been a while since stealth classes were meta in solo ranked, so most people playing non-stealth aren't used to not really having their initial position advantage.
  23. Signed. Like, a general nerf on slows, roots and mobility should both improve desync issues, and make the few slows and roots that survive the nerf a lot more impactful. That's what's needed instead of this weird arms race of kiting tools and chasing tools we have right now.
  24. Metthew

    Dps dropped

    How can your DPS be 55k when your biggest hit is 46k and you do one attack at best every 1.3s? edit: cleave, of course. Still, highest DPS in a game I've seen is 19k, and highest I've heard of is sub 30k - all through 6.0.
  25. That's a shame then, because right now it's 1/6th of a boss fight while taking 3x-5x time to do so.
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