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chungkuo

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  • Location
    Albany, NY
  • Occupation
    IT Engineer
  1. If you believe 50% of what people type here, almost everyone played UO and DAoC and both of them were the greatest things in the history of ever. Of course, none of those people are actually playing them. Even though, you know, both games are STILL AROUND.
  2. b) Burst and control. Burst and control. Burst and control.
  3. Player collision. Will never happen since the engine can't handle more than 5 people in one place as it is but your title didn't include "reasonable."
  4. This is more in line with how a Shadow/Assassin works. The short stun out of stealth is low resolve cost so you can follow it with the longer force stun after that wears off. Most people (sadly) will use their CC break on the opener and then have to eat the full duration of the big one. It is basically the old cheap-shot/kidney-shot rogue opener from WoW. I assume the design on the IA/Smug had your stealth opener with a high resolve cost because of the insane burst you could do while it was up.
  5. Resolve is an effective mechanic for dealing with CC when it works. It is better than flat diminishing returns because it gives the players more information. With dim returns I have no idea if my target is going to be stunned for 4s or 1s based on everything that's happened in the last 30s. With resolve I know if I see that white bar over his head that the only thing that will work on him is a snare. You don't need to know exactly how much resolve everything is worth to use it properly. In general, assume that the the more fun you lose from a CC, the more resolve it is going to apply. I.e., e.g, f.u., Stuns: I can't do anything. Not fun at all. High resolve. Knockback: Crap, that was annoying but I can run up the ramp. Low resolve. That said, resolve is still bugged and doesn't always work. That is a different conversation than "it sucks." Personally, I think there is way too much low cost AoE knockback in this game. The cd on the abilities needs to be increased for most classes or the resolve cost for it needs to be increased. Currently, playing melee in this game feels like World of Pingpong Ballcraft. My suggestion would be to only give the point blank AoE kb to healers as a self-peel, and take the stun out of it completely for anyone. A snare could be okay probably. A healer could then KB melee when he's in trouble and hopefully get to a safer position. Of course, this would need to be on a reasonable cooldown like maybe say, 1 minute. Tanks would be better served with a single target directed knockback with a longer punt distance. As a pvp tank I'd rather be able to take one target out of a fight and put him where I want him, than tossing a bunch of people in random directions. Again, two of the three WZ are essentially flat, making knockback very uninteresting anyway. It's a fairly boring mechanic in Alderaan and Void Star and too powerful in Huttball.
  6. LoS is a roulette wheel of "will it blend" in this game. Ability A might get blocked by a wall then Ability B goes right through it. Bugged to hell. A good player will use it but then the Bioware Wheel of Destiny spins and determines if it works. Interrupts are fine if the Lag Gods favor you. If not well, you are back to the Wheel of Destiny to determine if you actually cancel anything. This is Yet Another Conversation in this forum that would be entirely different if certain key aspects of the game actually worked properly.
  7. You answered your first question with your third question.
  8. How This Works in WoW: Get the crafted blues with resilience and muddle through. You can start picking up epics after a few matches. If you need pants, buy pants. If you need bracers, buy bracers. Pick what is going to be an upgrade for you and plan accordingly. How this Works in Rift: Enjoy pvp in the various brackets as you level up as a supplement to your leveling. Hit 50 with almost none of the pvp stat on your gear. You've been earning the pvp currency this whole time and probably have enough points to buy a few pieces of gear EXCEPT ... the minimum pvp rank for the base gear set is 2, and you can't rank up until you hit 50. So, enjoy a few hundred games of getting 2 shot while listening to Rank 6 ******es yell at you for queuing in the first place, as if there were any other way to hit Rank 2 and buy the stuff. Of course, once you hit rank 2 you probably have enough currency to buy most of the set and can immediately start being competitive. Also, the difference in the pvp stat between rank 2 gear and rank 6 is slight. A rank 6 geared person is going to have a small edge over a rank 2, but a skilled 2 will usually explode a nub 6. How this seems to work in SWTOR: 10-49: hey this is fun! I could really get into this. I seem to make a real difference to my team! 50: Wheeeeee BOOM respawwwwwwwwn! 50 hours later: Sweet a bag! F**K! Wheeeeeeeee BOOOM reeeeeespaaawn!
  9. I think a lot of this would be fixed if this game didn't have so much GD AoE knockback. Sometimes you aren't playing an MMO you are just spectating in a game of ping-pong ... as the ball. I love knockback as a mechanic, but why does all of it have to be AoE? I'd much rather have a directed single target kb than this nonsense. Since that obviously isn't going to happen then at the least I think increasing the resolve cost for knockback needs to happen. If I'm playing ranged knockback is only really bothersome in huttball. Speaking of which, Huttball is the only map with terrain that makes knockback even interesting. If I'm not being bounced around like a ball, I feel pretty good about my interrupts and control on my Kinetic Shadow. The interrupt is ranged (short, but you don't have to be in melee range, which is NICE), and on a fairly good cooldown. I usually save my stun for a second interrupt on a healer. I see some people stunning whenever it's on cooldown and frankly, that isn't real smart especially with the resolve mechanic. Hell, I get stunned all the time with my Ward up and a full health bar. Thanks for the resolve buff. If resilience made me CC immune that would be awesome. I don't really think that's going to happen though. The dead zone in our 'death grip' ability is annoying, but I think it's a good thing for balance. Other things that would REALLY help: 1) Fix the damn lag. It's better, but it's still there and interrupts are useless if they go off 2s after the heal you are trying to stop. 2) Resolve is still buggy. A full bar doesn't always mean "immune" to stun, and it seems like if your bar is full and bugged, it just means you can be chain stunned while it ticks down. Thankfully the community seems to be learning what that white bar is for so most people don't try to stun you when it's ticking.
  10. Obligatory: If you don't like it quit! BioWare is a great man! See Also Rant: You guys know nothing! When I worked at Sony Online Entertainment I'd work 90 hours a week for a cheese sandwich. Sometimes they'd put a tomato slice on it but usually it was JUST CHEESE. Months of constipation with NO REMEDY. You'd think after months of the employees ************ about bloody stools they'd make some kind of change and maybe toss us some psillium once a week BUT NO. IT NEVER CHANGED. You guys at BioWare don't know how good you have it. FOOD STAMPS??? You jerks get to choose what to eat every day and probably poop more than once a week. I hate you all.
  11. I don't mind it when the game actually aborts but most of the time it seems the last 2-3 people pop in when the abort timer hits 10s or so. Meanwhile the other team has had two full minutes of numbers advantage. This isn't a big deal in a much bigger fight, but with 8v8 two bodies is a huge advantage.
  12. Screenshot. Because he couldn't just search the ... player database ... with the names in it. Translation, "I don't want to deal with this. Piss off."
  13. I reported a "Ballsdeep" and a "Bighairynuts" the other night from my faction in the same warzone. So ... yeah. We've got some of them too.
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