Jump to content

Mycroft-Tarkin

Members
  • Posts

    317
  • Joined

  • Days Won

    4

Posts posted by Mycroft-Tarkin

  1. If you don't know how fast you can do 2.5, you have no idea what your DPS is.If you don't know how fast you can do 100k while moving, CCing or eating or taking nap or any other variable for that matter, you don't know what your DPS is.

     

    A rank 10 DPS spec is not capable of reaching the heights of DPS a Rank 1 spec can

     

     

    In PvE. Not PvP.

     

     

    I can promise you one thing, as someone who was a HM/NiM progression raider all the way up til 5.0, if you don't know what your DPS is like and you don't know how it's measured a progression raider who does know those things would out DPS you by a mile.

     

     

    In PvP, not PvE.

     

     

    Again though if you don't care what kind of DPS [actual DPS] you are doing or are capable of, none of it matters anyways. Should you ever decide to find out, I would keep your expectations low because you will not be happy with what you find as it compares to other players playing the same spec because you won't be any where near the top of the list.

     

    A PvP player will *never* be able to reach the same DPS as a PvE player on a parsing dummy, because of accuracy. That same PvP player can achieve 3x more "DPS" in a warzone than the PvE player will.

  2. My personal leveling experience is usually 12-14 hours in total, without trying too hard. That easily means that I leave the lowbie bracket before I get the chance to play 5 matches in there, and in the midbies I might get 10 matches, not so much more.

     

    I think that is the case only if you are specifically focused on leveling up. If you just do story quests you won't reach 70 in 12 hours. Same goes for PvP. Assuming 3-4 games an hour that's what, 1-2 levels an hour?

  3. I still don't understand why players need a pass or a sub to play in regs even at 70. Judging by the rewards, non-ranked PvP is not the end-game content. :D

     

    Then don't judge them by the rewards? Once you are done with your characters the only thing you want to do is have fun - and endgame PvP is fun for a lot of people.

  4. I contend it has more to do with the toxic players/community than it does with a person's subscription status.

    There are simply not enough subscribers who actively play on characters that aren't maxed out yet. If toxic players were a reason not to queue then level 70 warzones wouldn't be popping 24/7.

  5. Dear Bioware,

     

    Some players play this game for PvP and PvP only. PvE is honestly mind-numbing and some of us would like to level up our characters in fun and interesting ways (hint, PvP!).

     

    Unfortunately, teh queues for level 10-69 warzones are d-e-a-d. You can log in during prime-time with multiple instances on the fleet and even some planets, but not a single midbie warzone going on.

     

    I think if all players were allowed to queue for warzones, it will lead to healthier pops and more fun for everyone.

     

    With the planned PvP changes, or even at a later date, would it be possible to bring back lowbie and midbie PvP? If not this way, then any other way? It is non-existent right now. Cross faction won't help it, and if matchmaking is implemented then we can pretty much say farewell to this meta forever.

     

    Besides, it will also show new players how fun PvP actually is, thus motivating them to get a subscription to enjoy unrestricted warzones at level 70!

  6. 60-70 points isn't that bad. Or do you see more than 35 kills often?

     

    Fair enough. I overestimated how many kills actually take place in warzones. I guess being a healer does that......

  7. Will you guys be looking at ways to reinvigorate lowbie and mid bracket pvp?

     

    I think they should un-restrict lowbie and midbie PvP from F2P players. Let them queue as much as they want. Before this forum decides to lynch me, think about it. This will have 2 big benefits:

     

    1. Queues will be healthier. This helps subscribers too.

    2. They'll be able to see how truly inferior PvE is :p, and be motivated to sub to enjoy level 70 warzones (and arenas)!

  8. I PvP so little that I don't even understand most of these changes, but the one quoted feels kinda bad to me.

    I tend to die A LOT in any and all WZs, and already feel a bit guilty over my noobness. But so far, I at least feel as if being cannon fodder and dying means the better players have a few seconds longer to live, and maybe they can do some good in those seconds.

     

    If my death reduces my team's score, I'll PvP even less. I already feel like a burden to any team I end up on. This change would make that feeling worse.

     

    If you die by keeping at least more than one player busy with you for a while then you ARE contributing. Know that somewhere your team has a numbers advantage and will likely clear the enemies there faster because of you :)

     

    But yeah I can see this not going down too well. We already have premades who just farm kills without capping anything. At least they used to let the other team have the pleasure of winning in most cases. Now, farming kills will simply give them a win unless the other team is somehow 3-capped.

  9. These look good to me. I'm not sure about reducing the Hypergates spawn gate time though. If you want to give attackers the advantage then the gate should be up for longer.

     

    Also, in Voidstar you've been using the term "hack" when all you need to do is use certain abilities at the right moment. That's not hacking, and calling it that will give people a very wrong idea of what hacking is. Glitching or even to an extent exploiting is fine, but not hacking.

     

    The being said, the maps that need the most "fixing" are the two Huttball maps. Using a roll/speed ability on any of the ramps makes players un-targetable for a few seconds and this makes both the maps extremely broken. Huttball is awesome and I hope it can be evened out to a proper glitch-free warzone someday.

     

    I can't wait to see what happens at Yavin Ruins after these changes - should be interesting if anything!

     

    The thing I like most, however, is the team actually apparently wants to hear players' opinions before making changes.

  10. Well this is strange. Did you get hit by something while using force cloak ? An AoE ? A Taunt ? As a reminder, if you have the utility, those won't put you out of stealth but will make you re-enter combat.

    I don't really see another reason, especially with Infiltration. Apart getting hit or getting a debuff, there isn't anything that should make you re-enter combat. Oh, that and also friendly heals !

     

    Yeah, if you get healed by someone in combat, you will re-enter combat too. This might be it. ^^

     

    Thanks, it's probably one of these. I did not know taunts and heals bring us into combat.

  11. ^ what he said. There may be hacks in this game but I have personally never seen any. Whenever most players say things about "hacking" it's either a game glitch or an L2P issue. The other day someone was accusing an enemy team of using "speed hacks"; instead of correctly identifying it as Transcendance being used in succession.
  12. Actually exiting battle only works about 50% of the time. I play Infiltration so I'm sure it isn't a DoT (do we even have any?). And it isn't Guard either. It isn't the Mass Mind Control heal either, since I've never taken that utility. Why can't I exit battle using Force Cloak?

     

    Does anyone else also have this problem or am I missing something obvious?

  13. Did this start early or is my timezone conversion off?

     

    It's 8:20AM EDT (which is 5:20AM PDT) and the servers are down for me. Wanted to check a couple market items before heading out for the day...

     

    Yep. Started about 15 minutes early, looks like.

×
×
  • Create New...