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avinoamb

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  1. i have always wondered who are the people that play all this weird a s s pay to win korean MMOs,good to finally meet you op:csw_jabba: you didn`t invented the wheel this pay to win model have been done over and over in many (bad) games and failed. it failed because it kills any sense of achievement,any progression and any competitive aspect in a game. even if you implement this model in a very restrict narrow part of the game it will and for sure expand and consume the game over time,like it did many many games before. but i wouldn't be surprised if EAware have it on the planning board for the future i mean there must be a few bad ideas they didnt unleashed on us from release to now. so who knows you might get your wish at the end.
  2. account bound glicko2 don`t need anything else especially not the system the op proposed. glicko
  3. i hope wildstar will succeed and be a great game and i hope swtor will keep on improving and so does gw2/wow/lol/wot/eso ect ect. the more games i have to play the more i profit so when you do X>Y your just being a fanboy why would anyone wouldn't want it to be x=y is beyond me.
  4. now this wasn't a big issue for me if i could easily track my buffs but... you know...you said you are going to improve the ui a long time ago and a again in the 2.8 stream but i would like more to not rely on my buff bar anyway. shadow if played in infiltration have before you go into battle in pvp 10 buffs present (9 if you dont stim) when you go into combat you have 3 procs (circling shadows/kinetic field/clairvoyance) buff that are almost 100% there and also force synergy if you take it so thats 4 & one more infiltration tacticsevery 9s,thats ALOT and its only from us add in friendly buffs and relics and you can have up to 20+ buffs present at a time so to try and track one out of them is a problem, at the very least consolidate the class buffs+stim+stance+stealth+sprint+bolster and leave the procs and cd`s buff for us to see. now my main issue is and i'd be happy if only that was fixed in a timely manner is infiltration tactics visual effect its nearly unseen and in some gear colors is not nearly its straightforward just unseen for a big proc like that you need to be able to tell if its up.(this is the main reason for this post just got new gear that i cant tell if it procs or not) its a major dmg loss to lose it just by not knowing it proced not saying i miss it all the time or anytime for that matter but being on the tip of my toes to just see the "aura scan" to use it takes away brain power i need to use in combat to plan my next move or react and not looking for tiny barely noticeable visual effect. tl/dr:make infiltration tactics visual effect brighter and more noticeable as fast as you can & consolidate some of the buffs shadow have too many even before you land the first hit.
  5. tank are imo fine and tank tunneling have noting to do with how well defensive stats play out in pvp its a straight up derivative of a bad mechanic called guard.when guard makes it so going for the target with no potential guard aka the tank the most viable strategy there is something wrong with guard and not with the tank defensive stats. now i would love to see defensive stats be a bit more desirable then full endurance but what ppl seems to want is to make tank unburstable and its not a wise idea. crit debuff is not a good thing for the game its way too powerful to exist in a world when autocrits are some spacs core mechanics. i think first and foremost guard needs to be handled after that the dev need to tie expertise to defensive stats in a linear way meaning every 1% expertise you get a free 0.1/2 shield/defense when spaced as a tank (dont pay attention to the numbers just the idea). this will make shield/defense be at a place when having more of it on gear to get to a cap of some sort a goal and make pvp tank gear more desirable then pve due to the expertise convert. now endurance and dcd`s are what exist to counter force/tech dmg and i think it should stay like that,tanks need to able to be burst down if 2/3 heavy force/tech users unload on them for a good period of time and if the dev fix guard (and its unavoidable btw) we will see a new dmg/healing scale to acomadate this kind of a fix which will hopefully lower force/tech and make endurance and dcd`s leveled with force/tech dmg so it wont eat up over 40% of a tank hp in one burst rotation. anyway tanks only really need a 3%-5% or so more survivability just to widened the gap from dps survivability imo and it should come in the form of flat DR and not anything else.
  6. my build things to avoid in every Infiltration build imo: vigor-only have any effect for the opener and since the regeneration is linear having +10 force doesn`t mean anything unlike trooper/smuggler and your goal as a shadow/sin is to never have a full force bar anyway this means a talent point for roughly half of one attack cost in a fight.bad anyway you look at it . subduing techniques:i dont find it necessary to take and i can manage with 6/12 but i can see if anyone takes it if he feels his having trouble to catch up or kite tho one point should be enough for anybody. humbling strike-just unneeded and its straightforward if you pass on subduing techniques you are not going to take it. nerve wracking-good talent but the uptime is just too low,its a potential 10s uptime in 1min or 4.5 attacks that will benefit 6% from it from you(this is assuming reopen with force cloak+spinning kick and your force stun isn`t cc break) most of the time the uptime will be lower then that.while having 6% for anyone that hits the target is great you can live without it,if you focus fire a target this 6% on low uptime isnt what will score you a kill.on a selfish pov this only good for the opening ss. jedi resistance-nice and additive also but i find psychokinesis to help more,less saber strike=more overall dmg and the class is very reliant on active dcd`s to survive anyway so while 2% is nice imo psychokinesis>jedi resistance & expertise when looking at the overall benefit. hope this helps
  7. op come on this is crazy silly the so called issues you have are so easily manageable so to lay them out in a wall of text like that are and im sorry laughable. if you cant spare a gcd to stop a cap even while you fight someone else don`t solo guard,if you don`t think you can hold off one stealth or more for the period of time that it will take your teammates to arrive and help don`t solo guard,if you don`t have the situational awareness to spot a stealth trying to cap a point while you are distracted fighting don`t solo guard a point and i can go on and on but you see my point. as for sap caps pt/sorc/sin/op/sniper can completely avoid it and a fast reacting merc can if he net the stealth to buy time and stand far from the point. juggs/mara don`t solo guard in ancient hypergate where sap cap is really only viable and even there stand 30/40m away and you can stop it. you say the sin didnt helped his team but he did ,harassing the points is a viable and a smart tactic,he pulled ppl to the node making another node outnumbered in favor for his team,if he did manege cap even better.and nonstealth classes while they cant do the same job as stealth classes they have other strengths to contribute to the team. to propose a debuff solely because you cant handle a game mechanic is a loser mindset try to get better.
  8. the difference for me consist of 3 things HPS is not one of them. a great healer will cleanse the right thing in the right time,how rarely do i see ppl who cleanse things like a mez and just try to pump out heals when a simple gcd can save them 10K+ worth of heals and mess up someone burst. a average healer will utilize cleanses sometimes and not necessarily "the right thing in the right time" and a bad one will not utilize them at all. the 2nd thing is cc more specifically hard cc,a well timed stun/mez or even a knockback can save someone from dying alot more then just pumping heals on him. a great healer will mez/stun targets to stop a burst or help score a kill or even knockback someone off the fight for a good amount of time to make a window to top ppl off.an average and bad ones same as above. the 3rd and for me the most important one is positioning,a great healer will position himself in a way that makes it that much harder to cc/dmg him be it pillar humping or sit in the backline so anyone that want to melee you will need to pass a row of allies to get to you.and knowing when to break position to help your team is just as important. a great healer is one that can do its job with little interruption because he made the cost of going for him bigger than the benefit.a average healer will be taken out of position easily and a bad one is one that dont even get the concept of positioning. this game is very one dimensional when it comes to healing someone get low you Q a heal you get attacked you pop a cd ect... ect.no need to really Juke things lots of hots and instant casts,and no big game changing healing cd`s to throw on targets so in reality the 3 things i listed are the one that left to separate good healers and bad healers.
  9. you are derailing but i`ll give you a answer anyway. its not a "mentality" its a good system to balance games better,since usually when things are balanced in a small scale coordinated pvp they leak to a larger scale and are reflected there also so if 4v4 is balanced its more likely that reg 8v8 will be also. what the guy you quoted did is to ignore the fact that my issue got noting to do with rank or reg but he kept doing this "witty" one liners but he got there at the end and made a semi intelligent post. now i will say it again its not about balanced or how well or bad vigilance/vengeance performance is nor how good is fd/ed is. its the awful mechanics they have that promote cheesy unfun gameplay.
  10. you really are a pain m8 the fotm only made the issue A issue fotm will always be in any game thats just how it is. and i dont care about jugs being the fotm now i care that vigilance/vengeance have a imo bad game design with frustrating mechanics build into it that have no counter play to them. im done with you if you just going to keep posting 0 constructive things.
  11. are you illiterate? not trying to insult you but you come across as one.
  12. so.. from all the post you got one line in parentheses non the less and you call to shake this issue off by ignoring its a problem in ranked just as in regs? and again " this isnt in a 1v1 pov nor a 4v4 or 8v8 pov just a overall observation" & "this isn`t about balance or skill or what have you just pure game design"
  13. leave aside balance facing them just isn`t fun gameplay it never was but now that the game is saturated by them its a issue worth bringing up. 75% of the fight you feel like you have no counter play,before the shiny new revamp to focused defense/enraged defense they could be killed in a timely manner but now its just silly. just look at the key frustrating mechanics one build can have: cc immunity,long chainable roots,h2f (100k+ healing score for a nonhealing class?) this 3 are the holy trinity of a buzzkill and one more minor thing that adds to the fun you get punish for kiting. now this isnt in a 1v1 pov nor a 4v4 or 8v8 pov just a overall observation. and before the jug/guard furious defenders pop in this isn`t about balance or skill or what have you just pure game design and thats why i wont post suggestions to fix this or that. take this to heart before you start to bash i dont care if they one shot me if i can counter it (you wont see me post OMG tk/lightning is op i got globaled nerf! nerf! coz if i did its my fault). and last thing this isnt about one class having problems with vigilance/vengeance i multi class and some have a easier time some less but overall with none its fun to play against vigilance/vengeance.
  14. 1).yes http://www.swtor.com/community/showthread.php?t=738650 2).medicine is by far the easiest healer to play in reg just dont stand inside the zergfest and when you get focused by more then two start using dcd`s and try to have 2 kolto probes on you at all times this in nutshell try to look up some guides and videos to learn more. 3).yes 4)NO! augment your gear! augments are outside the bolster so you will see the most difference and a significantly noticable improvement.start to augment your gear even before you start to farm pvp gear. 5). try to mix def attack and dmg/healing to get the most medals.List of Warzone Medals GL+HF
  15. and extremely op:confused: in what world do you think a x2 10s cd rootbreak (with a base 30% dodge chance that is a gap opner/closer mind you) is a reasonable thing to ask for? i mean come on think a bit before you post.
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