Jump to content

Atrox

Members
  • Posts

    91
  • Joined

Reputation

10 Good

Personal Information

  • Location
    Cloak of the Sith
  • Interests
    Sith Sorcery, Sith Alchemy, Dun Moch, Trakata
  • Occupation
    Sith Inquisitor
  1. I really like the Fearsome Harbinger helmet's voice modulation, and it looks quite Sithy and menacing, too.
  2. I recently returned, and after encountering her in SoR as I was progressing through the story content on my Sith Inquisitor, I was really looking forward to being able to recruit her. For some reason I was under the impression that her alliance alert recruitment was simply part of the story in KOTET or something. I'm in chapter 14 of KOTFE now, where I'm working with her, and while looking for when I would be able to recruit her, I just learned that I won't be able to recruit her at all. There's no path available to me at all. The door is just shut and locked. Simply because I wasn't subbed during a specific window of time. Doesn't leave a good taste in my mouth, and will likely remain in the back of my mind when I decide whether I want to continue or cancel my sub. Shae won't be the sole determining factor about whether I continue to sub or not, but this whole situation is definitely a negative mark in the pro-con list.
  3. This game would be a ghost town without F2Pers. This is a point that is often disregarded when the point you make is brought up. Sure, subs and whales tend to fund games with a business model like this one. But without the "freeloaders" as you pejoratively refer to them, the game would be effectively dead, anyway. And you'd inevitably just be propping up a corpse with your subs. It's very thoughtless when subbers don't realize how symbiotic the relationship between them and f2pers is. F2Pers need subbers, and subbers need F2Pers. They don't give people the option of being "freeloaders" for no reason. Subbers alone weren't doing the job, which is why they had to change their business model in the first place and open the door to "freeloaders." You think this game wouldn't exist without subbers. And that's true. What you fail to realize is this game also wouldn't exist without "freeloaders."
  4. For. Resolve should affect that which causes some measurable loss of character control. Being unable to move certainly qualifies as a measurable loss of character control. Thus, resolve should affect roots of all kinds, including the root caused by gap-closing abilities, i.e. force leap, etc.
  5. I recently came back to the game to check out the changes after 4 months away, and heard this grass/snow madness in ops chat during PvP and I was like "*** is that idiot talking about?" I figured it out pretty quick, but now I'm left wondering how it ever caught on to begin with. I don't see what was wrong with east/west, or even right/left to necessitate a new name for locations... Before I left, these were working fine. Did the playerbase just get a large influx of directionally challenged players or something? I seriously don't get it.
  6. I guard healers first and foremost, but I don't just guard. I try to stay glued to them, taunting, area taunting, kb'ing, kd'ing, slowing, stunning, peeling, and DPSing anyone who goes after them. But this is all assuming the healer is worth a damn, which usually isn't the case. More often, when I guard a healer and try to protect them, I don't get any heals from them; their positioning and situational awareness are terrible which makes protecting them effectively that much more difficult. And then at the end of the match, after I've been guarding/protecting them the entire match, with protection numbers ranging anywhere from 60k-300k depending on how often they actually heal me, I don't even get their MVP vote. Every now and then I'll get to guard and protect a healer who actually knows what they're doing, and we faceroll the other team as a result. But this is the exception, unfortunately; not the rule. 9 times out of 10 the healers I see seem to be completely selfish, or just completely bad; they have no idea how to synergize in PvP; they don't pay attention; and they generally just aren't worth guarding (and dying as a result).
  7. I never said, nor otherwise implied, that resolve didn't 'work' the same way every time for everyone. My observation was that resolve is inconsistent with regard to how it apparently works for some CC vs. how it apparently ignores other CC. For one, there's a distinction between snares and roots--they are not the same, and I don't personally consider snares a form of CC as there is no character control being lost. Snares are more of a movement debuff. Roots, on the other hand, do cause a loss of character control in the form of movement--being unable to move your character. If you cannot move your character, you have lost some measure of control over your character--how you can manage to argue otherwise is really nonsensical. I never mentioned the CC breaker at all, but since you brought it up, it should have no affect on either resolve or DR of any kind. It should be completely independent. And you're right, stuns (complete loss of character control which does not break on damage) should be trivial the more full the resolve bar is. This would not change how important timing is at all--in fact, it would probably make timing that much more important. Perhaps you consider being able to press a button and cause complete loss of character control which doesn't break on damage as good and interesting--I find it rather boring and dull. If I wanted to hit an inanimate object, I'd go beat my head against a target dummy.
  8. I think if diminishing returns were implemented inline with resolve, this would be a significant improvement. If full resolve is to grant immunity, then it follows that the higher your resolve prior to reaching full resolve, the less CC should affect you (i.e. diminishing returns which scale along with the resolve bar). Beyond that, certain things which cause loss of character control do not seem to be affected by resolve at all. This needs to be addressed already.
  9. Darkness Tank 31/0/10 I only PvP these days, haven't done much PvE since about 4 months ago, so my perspective will be from a PvP angle. 1. Hard to say. I think many feel that they can easily stand up against me, as many, have no problem engaging me when they see me. Some are probably surprised at how strong my defenses can be, assuming I have all of my CDs available to me. Some, particularly Smuggler healers, find that they can mostly disregard me entirely, because they can heal through my damage with relative ease. As for my allies, I suspect most of them view me as a meatshield who can guard, but who requires a lot of support to be very effective. 2. It varies. Sometimes, again with adequate support, I feel fairly strong and I feel like I have made a significant contribution to our group's PvP battles. However, in many cases, I am largely underwhelmed by my survivability, especially considering my 31-point investment into the Darkness tree along with my gear being Survivor gear. The Shield problem in PvP which has existed for a long time no doubt contributes to this, but some specific ACs just seem to be capable of much more damage output than they should be capable of against me. I don't feel like I should see any very large drops in my health pool from a single attack from anyone, tbh--yet Marauder/Knights and Trooper/BHs of certain ACs are capable of this rather regularly, it seems. The nerf to my self-healing is also rather discouraging for me, as it barely seems to be worth the skill-point investment at this point. I find that I no longer use my 3-point lightning stack for healing, but because the damage output can be rather nice in certain situations. So against some healers, I feel my damage is pathetic. Against some melee DPS, I feel my survivability is pathetic. Against any measure of focused fire, I feel my survivability is lacking. In terms of being able to protect and guard my allies, assuming proper support, I feel like I can be very effective. With regard to CC, I feel like there I'm controlled far too often. I feel like my damage output is generally decent--not great, but not consistently bad either.
  10. The state of CC in this game has been a problem since day one which has largely gone unacknowledged. Resolve seems both inconsistent and inefficient in being a reliable and effective way of mitigating against the absurd amount of CC flying around.
  11. I don't see why not; it's necessarily a group activity. There's no story dialogue going on besides the intro sequence to warzones, but then running the same BT instance for social points isn't really about story dialogue either.
  12. I play a Tankasin, so I usually try to guard and defend a healer. If that healer keeps me up for my efforts, then I'll usually award them with my MVP vote. If they do not, I'll either give it to another healer, another tank with good protection numbers, or someone I notice who has contributed a lot to the objectives. I have to say though, I'm fairly disappointed in how often protection numbers seem to get ignored with regard to MVP votes. Top heals and top DPS seem to have no problem getting votes, but top protection (sometimes with obscene amounts, talking like 200-300k) doesn't even seem to register for many. It's fairly discouraging as a PvP tank, quite frankly. And I don't just put my guard on someone--I use my taunts, I peel, and I put out a decent amount of damage/kills as well.
  13. Healing doesn't need a buff at all. If anything, some specific healing abilities could probably stand to be toned down a tad.
  14. Atrox

    Problems with PvP

    Agreed on all points.
  15. Ops/Scoundrels had to be nerfed. Anyone with even moderate levels of intelligence saw this coming a mile away. QQ is QQ, and it happens on both sides of the fence (reference the fact that this thread was even created); doesn't change the truth of the matter. Nerfs and buffs are a natural part of an MMOs cycle. Get used to it and deal.
×
×
  • Create New...