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SlightlySychotic

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Posts posted by SlightlySychotic

  1. Missing the point because clearly you are a bad. It's nothing about being 'god like' its the facts. For those of you doubting what I have posted, lets just see in a couple of weeks time once the new dailies have settled in and IF there is an increase in people being AFK because they dont need to contrbute to complete their daily.

     

    At least under the current system, you MUST win to complete your weekly.

     

    Again, they don't need to contribute to their daily now. Four losses take about an hour and two wins about thirty minutes. Maybe a little longer if nobody's on and you got a slow queue and maybe a little faster in peak times. That's not that long and quitters aren't really doing themselves any favors by dropping out and re-queuing over and over.

     

    Look, you can't stop quitters. Even in the system your suggested, you'll still get quitters because they'll get more medals in a winning war zone. Give people a flat fee regardless of their performance? You get exactly what you were afraid of only on a much wider-scale -- people will just take a powder during the match because there's no reason to really try and why waste your adrenals and medpacks on a losing WZ?

  2. You miss the point completely. Without bads, there would be no quitters. It's that simple. What these new stupid dailies mean now, is that no one really has to bother to complete their daily/weekly. Just turn up and sit there.

     

    No, you missed MY point entirely.

    Most quitters ARE bads. I've salvaged plenty of war zones after a few people have quit and we got some decent replacements. I have lost the first door in Voidstar in the first thirty seconds then held the second door and won because they other team couldn't defend at all. I have won Alderaan with 10 points left on our health bar. I have clutched out a win in Novare Coast from 100/20. I've gone 0-3 in Huttball and either scored four unanswered goals or three and held the ball at the last minute. And I have lost in the same way. Because people make mistakes and people make great plays; that doesn't make them bad players or great players. Saying there wouldn't quitters without bads is just arrogant.

     

    Quitters on the other hand never learn because they never lose. 80% of what I've learned came to me after observing other people beat my ***. But quitters? Nope; nothing to be gained from losing so might as well leave. After all, if their team had just played better they wouldn't be leaving and it certainly isn't their fault things went south. They think they're great when they're average at best.

     

    And you know what? There are still going to be quitters after next week. Do you want to know why? Because they don't like losing period. How do I know this? Because you see quitters in lowbie PvP when all you need are two completed matches, not even wins.

     

    "To strive, to seek; to find and not to yield " Does no one else find it funny that this is the OPs signature yet quitting is yielding?

     

    I find that to be hilarious, thank you.:D

  3. You have a certain point, that being that the vast majority of quitters are, in fact, horrible players who think they're good and demand to be carried to a victory. By de-incentivizing them from quitting you, in fact, encourage them to stick around, continuing to play like crap, failing to learn, and blaming everyone else on their team. Being already a disgruntled bunch, they will likely sandbag until the end of the match or, even worse, actually attempt to contribute to the victory.

     

    So, as an alternative I have a modest proposal: allow players to quit out AND complete their warzone with full rewards BUT if they quit out a certain random number of times in a week, they are then barred from PvP for a month. Again the number would be random -- no fewer than five disconnects to offset emergencies, power outages, and connection drops but no more than twenty -- and would be different for each individual player. Within a few hours of each month we would have curbed out all the problematic quitters and be left with solely good-natured players willing to gut out even the most hopeless odds.

  4. Resolve will never change.

     

    The current system favors PUGS and casual gamers. Which is a majority of the player base.

     

    So why would they change the system to make the minority happy. (Although they should, because it's ridiculous atm)

     

    Interesting. What makes you say that? The general complaint is that people get stun-locked for several moments, ultimately dying just as their resolve meter fills and rendering it useless. That actually suggests coordination from the opposing team which would make it a fairly advanced tactic and favor collaboration (ie. organized teams/pre-mades).

     

    Now if the resolve meter filled after the first stun, that would be a mechanic favoring casuals and PUGs.

  5. I was thinking the other, maybe rework WZ adrenals so that they max out your resolve for five seconds rather than just giving you a damage debuff. Would make them more useful and would help with the CC issue somewhat.

     

    Although, again, if there are three people smart enough to stack their stuns attacking you, you're not going to survive much longer without CC.

  6. I'm crap at PvP too, but what's a Gormak?

     

    The Gormak Inhibitor is a buff item that is necessary for the Nightmare Pilgrim World Boss on Voss. It protects you from an attack that would otherwise one shot most people. Unfortunately, while the item says you get immunity to mental-based attacks, this only counts for the World Boss. Similarly, killing the Nightmare gives you a five day debuff increasing your vulnerability to mental attacks but, again, this only applies to the World Boss -- it functions as a soft lock out.

    Again, the item has no affect on PvP combat.

  7. It's mostly bads quitting. They claim it's because the team around them sucks or is under geared but if they were as good as they claimed they'd still be able to pull off a win.

    The action of picking and choosing the fights that aren't difficult proves you're not that good (which is why you shouldn't admit to it here). The rest of us hate some maps or playing with noobs as well, but we tough it out and even win regardless. That's what real skill is. Not quitting till you get the easy win; so good riddance to quitters.

     

    This is also true. I've had or joined matches where we were down a minute in and we reversed it after a few people quit. I'm convinced 90% of quitters are average or worse and demand to be carried. They'll say their team sucks and maybe they'll blame it on the other side's pre-mades, but the truth is that they're not as good as they think they are.

  8. Yeah, I've noticed it too. No premades, no min/maxers; just the random luck that comes with skill and class breaks. That's how PvP ought to be. You do occasionally get a team of people who don't know what to do and, worse, don't seem to care, but you also get a lot of close matches that are a lot of fun.:)
  9. Seconded on the Security Chief. I get hit by the cryo grenade quite often even though I'm clearly outside of the circle. Worse, the same thing happens to my DPS/healer and the rocket launcher is more or less an instant kill to anyone under 25K health. Even staying mobile doesn't help that much. It might be lag, but my ping is averages about 40-60 ms.

     

    Can't do much about people being under geared, I'm afraid.:(

  10. Why not just allow taunts to reduce healing similarly to the way they reduce damage? This would slightly buff Juggs/PT's/Sins and add another dynamic to teamwork in pvp. Put them high in each of the tank specs if we want them to be a tank thing... or not if we want it more accessible. I hate it any time we talk about nerfing cause bioware nerfs just stomp things into the ground.

     

    I've thought about it myself -- my main's are tanks -- and ultimately I decided that the mechanics would be too confusing. Taunt debuffs the target's damage unless the target attacks the caster. If taunt were to lower the healing output of a healer, who would the exception be? Themselves? Other targets? I suppose you could just make it a blanket healing debuff, but then you're at the point where you might as well give trauma to another AC.

  11. 8 : Okay, I won't try to get a node anymore. I haven't got a single stealth character. Would make me look bad if I tried to without a stealth character anyway.

     

    Really, it's not that one person tries to make a play by going after a node thinking they can take the single defender -- he might suck, he might be not paying attention. The problem is that they then die, re-spawn, then run right back at the same node after it's already been proven that they can't take it.

  12. why on earth would you have combat information or system information even visible? All my toons have a special chat tab for warzones that has both disabled. Also how is the color hard to see? ops chat is only similar to combat information if the person is ops lead.

     

    And why upper case? hitting caps is an extra stroke that could be spent doing something else, and you certainly don't want to be that guy that's always using caps. inc means incoming just as much as INC does. urgency would be the number after inc. inc 3 > inc 1

     

    The only time I use caps is when I'm sitting in respawn watching my target casting "program turret" while a bunch of purple icons run around him on my map.

     

    Yes, I know I can alter my chat information and color, but I don't because it's not a factor 90% of the time. Most of the time I do catch it; it's just that one time in thirty or so when they do it when Mid is getting slammed and I really need something big to flash up for me to notice. So the rare instance it happens usually by the time war zone finishes I've already forgotten about it and forget to make the adjustments. Maybe that makes me the bad player, but I still tend to blame the person who saw two people coming at him and thought it wasn't that urgent.

     

    Also, it doesn't really take any more time to type in caps. I bound shift+enter to my alternate chat start a long time ago, not just for PvP but for general convenience. It actually takes me a moment to take my finger off of shift, so it's actually faster to type in caps. And, no, I don't always type in caps: only when I know when I'm in trouble -- when I'm outnumbered or I just got smacked by a stealth. Otherwise it goes like this: "1 East," "2," "3," "LOTS."

  13. The greater issue, unfortunately, is that people who quit tend to be temperamental to begin with and if you start to punish them they'll likely just stop playing altogether rather than changing their behavior. That helps nobody. If it still bugs you, just remind yourself that most quitters aren't that good anyway and demand to be carried to a win.

     

    Mind you, I still hate them with a vengeance and wish horrible things upon them. Especially in the lowbie tier where, for crying out loud, you only need to complete two matches to get the daily. So this is just a fantasy response:

    After the first two drops -- because real life happens and connections drop -- for each game you leave you have to complete an additional match for your daily, up to nine matches altogether. That way if you want your reward you've got to gut it out like normal people, lest you be caught in some Sisyphean trap of winning clearing two matches then losing two the next time you quit.

  14. You know 2.4 hasn't actually released, right? It's only live on the test server.

     

    I am optimistic that it will cut down on the pre-made situation somewhat, now that smaller groups can roll into the arenas for greater rewards. Of course, there will still be pre-mades in the PUG queue because they will either A) use the PUG queue to train up for ranked, or B) dislike or suck at ranked arenas. I don't expect a perfect fix but I do hope it clears up some of the problem.

     

    I do kinda hope to see solo ranked warzones one day, but I understand the concern that if they have too many queues they risk starving the whole population.

  15. Just lost 2 times today because we had too many heals.

     

    I'm a healer by nature but if there are too many the who is accomplishing the objectives? it is not usually how we play.

    Once we leave our circle and start to venture out we get real squishy and end up dead way too often.

     

    I am a heals so I am prob bias but I like the balance as is. they just need to balance the classes of heals better.

    wwww

     

    To be fair, it is a fine line. No healers and your team is screwed. Two or three healers -- especially scoups -- and your team unstoppable. Four or more healers and you don't have enough DPS to get anything done; you've gone from an unstoppable wall to a giant marshmallow.

  16. I brought up a similar idea in this thread. It went over about as well as this one is. "No, if you nerf me at all you completely break healing!" "You can't do anything to healing until mercs are fixed!" And, of course, my personal favorite: "I'm not overpowered, everyone else just sucks!"

     

    But let's start off small. We all pretty much agree that Scoperatives need to get hit with the nerf stick hard. So let's start slow: if you shorten flash bang's mez duration to the same length as awe, you significantly bring scops in line with the other classes. Because there's just no reason for a class to have a CC that has the same duration as whirlwind, is AoE, ranged, AND instantaneous, especially when they already have a stealth escape and now a dash.

  17. Yeesh, that's not bad; that's average. Maybe slightly above average.

     

    • Bad is not calling out incoming at all on defense.
    • Bad is calling out incoming after they've already killed you.
    • Bad is calling out incoming in lower case. Yes, I know you did call out incoming. Good for you. The problem is that there's only a slight color difference between combat information and ops chat. So when you typed out 'east' when three guys were bearing down on you, I either missed it or assumed there wasn't a tremendous amount of urgency.
    • Bads fight in front of the node. Grrgh, I know we're getting our butts kicked but all we're doing is playing right into their hands. If a few of you would just run past them or even flank them, yes you might die but it would move them back a bit, open up the node to capping, and actually force them to defend and not just shoot fish in a barrel.
    • Bads try to solo cap the enemy's node over and over again. And fail over and over again. And, no, you're not helping. You're keeping us a man short where the real action is. It's even worse on Ancient Pylons where you're actually adding to the enemy's score.
    • Bads over defend on Voidstar. Hi there. Nice that you think you're helping us and all but we really only need two people on a door when there's only one or less people attacking. Hell, if one of us is a stealth or a tank we're actually fine solo defending for a minute or two. And since I'm not a very mobile class -- not too mention I called left side before the match started just to avoid this sort of mix up -- you would be better served moving over to the other side. Not gonna' do it, are you? Guess I'll just waddle over there then. Doesn't make much difference, really; in the time it took me to realize that you certainly weren't going to be shifting sides, the other team has already wiped out our defenders. Yup there's the bomb alert; didn't even make it to the fence.

  18. There needs to be a way to remove players who are actively sabotaging your team. Period. The current system is far too hinky; it's easy enough for a player to stay in combat just long enough to cancel out the vote to kick.

     

    There also needs to be something preventing premades from ganging up and kicking people arbitrarily. People need time to learn, people make mistakes, people aren't all great. None of these things qualify as actively sabotaging your team.

     

    I would suggest that a player be automatically be removed from a warzone if they earn 6 to 7 votes. That's four people in a premade (really probably one person saying "Hey, kick this guys, he sucks," and three people saying "OK"), one person assuming they know what they know what they're talking about, and one or two people openly acknowledging that this person is hurting the team worse than a blank slot would.

    And that is an important thing to remember: it takes time to backfill a slot. There might be a few kick-happy people but there will also be people who ask, "Is this person really so bad that we will be better served being shorthanded for a minute or two?" "But maybe we'll get somebody better!" "And maybe I'll find five bucks on the sidewalk; it's not likely."

     

    Here's an idea: the vote to kick gives a person about forty-five seconds to initiate combat, right? (I don't know the number off the top of my head, sorry.) How about each VTK after the first one shortens that timer by five seconds. Won't affect a player whose trying to be helpful but failing (unless the team unanimously wants him gone, which is unlikely) and will force griefers to at least draw fire on a constant basis.

  19. Just so you know there is already a 35% base trauma included with PvP. If you increased the trauma from Crippling Throw or Flourish Shot that much you may as well remove healing from the game.

    And I'm telling you it's not nearly enough.

     

    Just for clarity a channeled heal isn't a HoT it's a channeled heal. This would make Trauma Probe close to useless. commandos have it bad enough as it is. It already only ticks when damage is applied as opposed to just normally and now it will be slowed down even more?

    [sic]

    This would screw Commandos again. Trauma probe can only be applied to one target and it's pretty weak and ammo intensive. Being able to remove it would just take Commandos down that much more. This wouldn't slow down Op/Scoundrel healers since they can very easily reapply all their HoT with no concern for resources.

    If Trauma Probe is the same as Kolto Shell -- ie. it heals the target when he/she takes damage -- it would not be affected by the anti-cleanse. I consider it a defensive buff -- the healing offsets damage inflicted. I would no more take that away than I would take away Static Shield or Saber Ward (both of which can be specced so that they heal the target over time); that would just make this insanely overpowered.

  20. My last match, reinforcement medal for a warm welcome, enemy team has 2 healers, my only one, marked and smashed into the ground every time he spawn. Opposing healers are meanwhile healing like crazy. I'm trying to at least take one of them down, with no help or what's so ever. When asked on Ops chat while no body is helping me I get a reply "coz cross healing". Match ends, our healer - top healing with half done to himself. Enemy healers - both had 80k dmg taken. Cross healing....

     

    And in my last match I played my tank, guarded an Op, and, yes, I baby sat a bit. She died once and I died not all, only getting close in the few seconds it took her to respawn during which time I popped saber ward for the only time during the match. For the vast majority of the match, she had at least two people on her and more often than not three. The only time she died, there were four people (possibly five, I lost track in the scrum) on her and all of my taunts and stuns were on cooldown. I barely broke a sweat.

     

    Yes, this other team might have sucked. Yes, two of the people attacking her were a tank and a healer and maybe their energy might have been better spent elsewhere. Still, three people beating on a Op -- even a guarded Op -- should be more than she and her tank can handle.

  21. lol yeah let's buff marauders and snipers! T.T

    Yet another person who doesn't read.

     

    How about just tone down healing inside warzones or areas affected by Bolster? Don't need to nerf op/scoundrels, needs to buff Sage/Sorc and Merc/Mando.

    Healing problem solved.

    Could work and I do like the idea in theory. I did say that Mercs definitely need a buff. The issue is that changing the classes that way also affects PvE. We don't want to trivialize Operations just to bring Sage/Sorcs and Mercmandos up to par with Scops in PvE. (Although, backpedaling a bit, Mercmandos need a PvE buff to boot, really.)

  22. No. Commando/Merc healers don't need another nerf.

     

    Then there wouldn't be a point of having them even in regs

     

    Oh, let me abundantly clear: Mercmando healers need a huge buff. I know that and I don't even play one. I know that, you know that, dogs know that. God willing they have one on the way. Mercmandos need a buff, Smash monkeys need a nerf, and something needs to be done to Voidstar to stop all the gridlock. I am by no means suggesting that this would fix all of PvPs problems. I am only suggesting this because the only other option I see coming is a massive, across the board nerf for Op healers that's likely going to affect PvE too. Buffing trauma seems far less painless to me.

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