Jump to content

rolandps

Members
  • Posts

    59
  • Joined

Everything posted by rolandps

  1. First of all, do not buff the survivability of Lightning Sorcerer. It is quite overpowered in PvP due to the massive damage reduction from Static Barrier (10%) and the DR stacks 3x 5%. It's even more tanky than mercs in specific situations. My experience is based on a long time spent in both solo and team ranked PvP. One demand I do have is for sorcerers in general: If Phasewalk cannot be used, it should not be removed from its placed position. It simply shouldn't be triggered. The easiest example here is if you get netted. In the second you get netted you wanted to bubble. Bubble just doesn't activate. If you phasewalk in the exact same second when you get netted or while you're netted, Phasewalk is removed from its position. The same applies to Deception Assassin Low Slash and the Juggernaut Forcepush. Another general wish I'd have: Generally deal more damage, but decrease the damage mitigation / reduction / absorption that Lightning Sorcerers have right now (15% DR Fulgurous Fortification, 10% DR Convection, 25% DR Suppression, 15% Unnatural Vigor) Suggestions - Can be applied for both Set Bonuses or Tactical Items - Chain Lightning turns into a single target ability but deals X % increased damage. (My suggestion something between 50 and 100 %) - After pulling a friendly target with Extrication, the target cannot be leapt to or pulled away from any enemies for 4 seconds - Turns Extrication (Pulling a friendly target towards your position) into an offensive ability, pulling an enemy instead of a friendly target, such as the pull Assassin Tanks have - After Force Barrier (3m CD) ends, Overload becomes more powerful, doubling the range enemies are knocked back as well as its damage dealt - Thundering Blast also automatically critically hits targets affected by Crushing Darkness DoT (not only Affliction) - This will open new possibilities to burst targets with low HP where applying Affliction would end in a DPS loss, as well as new opportunities for hardswapping in PvP with Lightning Sorcerer - Lightning Storm will grant a buff to Force Lightning: The next use of Force Lightning deals targets with less than 30% of their max. HP 100% more damage, deals all its damage at once and activates instantly, without a channel or cast time - Convulsing Currents reworked: Shock deals 50% (up from 35%) more damage to targets affected by your Crushing Darkness - Decrease damage dealt by Lightning Bolt, Shock and Crushing Darkness but increase damage dealt by Lightning Flash, Thundering Blast and Chain Lightning - Using Recklessness will grant X charges of a buff to Thundering Blast, making the next Thundering Blast being activated instantly instead of casted ------ I will be adding more suggestions in the next days if I have any.
  2. I just had a quick read over the thred and the early replies here. Adjust the rating gain / loss: No, it's perfectly fine. The ratings in season 10 have been low because matchmaking actually worked. If there were 40 people in queue, the matchmaking tried to match the 8 highest rated players in one match, the 8 second-highest rated players in one, etc. and the lowest rated people in a match. About the suggestion to match highest and lowest rated player together, which compensate each other, is complete ********. Have a look at yourself: Play 100 games in solo ranked on a class that you can play best, then do 100 games in solo ranked on a class that you can't really play / don't even know. The class you can't play will end up at low elo, the class you can play will end up at high elo. Accordingly to this statement, matchmaking works perfectly fine. Of course there are those exceptions of people who are simply lucky and get 1650 elo after 20 matches, but also they will drop again after 100 more matches, just because their skill can't maintain the elo over the matches. Which could be addressed by reducing the elo gained / lost in the first 5 / 10 / 20 games. But not overall. - Adding minimum requirements for games played to achieve each rank Yes, please! And not only 10 games for gold. Make it 50 or 100. Or even more, since you gain a lot in the first 10 / 20 / etc matches, make it 150 maybe. - Adding a rating decay over time I'm not sure whether I like this, but wouldn't this favour people who play the season a few weeks before it ends compared to the ones playing it since day 1 of the season? - Adjusting the matchmaking system to better prevent large class imbalances between teams Don't overdo this, or people who can't play the game will end up at 2000 elo due to matchmaking. - For solo ranked I would suggest significantly reducing points gained//lost for matches with support classes (healer/tank matches) Have a look at the leaderboards. The high rated players in the healer classes (Mercenary, Sorcerer, Operative) aren't playing heals, mostly. They are queuing as damage dealer. I personally queued 3 sorcs and a sage to roughly 1550 elo each in this season so far, as lightning, not as healer. DD has a higher carry potential than support classes IMO, but also that is different for each matchup. - Reduce both the rating gained from a win and removed from a loss NOOOO please no. Read again what I wrote in the first 100 sentences in my reply here, just don't do this! - Fix Backfills! Right now if a healer or a tank declines the pop or leaves the match early, it's completely random what role gets the backfill, even though a player of that role is in queue. That's not true, if a role of the missing spot is in queue, it gets the pop, in most cases. - Make also Top 3s given for "highest earned", not current rating. No, that would simplify the effort people would have to take in order to achieve top3. They will just keep queuing, and they don't even have to care about winning at some point, if their highest rating counts for top3. You get lucky first 20 games with 1700 rating, but you're super bad at your class. Accordingly to your skill, you drop down to 1300 after 100 games. But you get top3 because you got lucky in the first 20 games? Really? - Don't hinder high rated players by not only making them wait longer for invites but also teaming them up with the lowest rated players by default to "compensate". This is the reason why season 10 ratings were so incredibly low compared to all seasons before! NO. Just. NOOOO. The reason for the "low ratings" in season 10 is because there were enough people in queue to make the matchmaking system work properly. A few other suggestions: - Make the weeklies easier again, as well for team ranked. Team ranked has died since the weeklies were changed (that's another discussion tho). - Get rid of rating gain/loss determined by your elo compared to other people's elo in the respective match. Just have fix values like "10" for it. No, I really like the way they already do it. - "Solo" ranking should be based almost entirely on how you perform regardless of your teammates. If you perform well in a loss, you should still be able to gain, just not as much as in a win. That's a not, it's ******** to gain elo if you loose. It's just wrong, lol.
  3. Still looking for a couple of signups - 4-5 sign ups for each 1v1 bracket and at least 2 more teams for the 2v2 challenge tournament. We have changed one rule in the 2v2 challenges: You are now allowed to offguard if you don't have an offhealing class in the setup.
  4. Any ideas? The simplest solution would be reintroducing some sort of mats. Then low-skill teams will queue, accordingly to that the mid-skill teams will start queuing again, the higher-skill teams will queue more often. And so on. Not saying I'd support this in its entirety.
  5. that new masterwork gear system is more friendly than before with 246, 242, 248 gear tiers. Just remember the times when unassembled components weren't legacy bound but character bound.
  6. Tbh everything seems to be balanced pretty well at the moment, considdering team ranked. Considder solo ranked, yes, nerf dcsd of mercs and give some love to powertechs, who hasn't heard this. Considder PvE, people say PowerTech is overperforming in DPS. Regular warzones? No idea, probably sorcs and juggernauts the most played classes, even though most of them aren't really good. New fotm? Depends on where. A buff to any class is going to make that class the next fotm in team ranked, since TR is the most balanced part of the game atm (imo). Of course, nothing works with everything else, but all specs / classes have some composition they work with. If people start to write as a reply to my answer here "But snipers and marauders are overpowered!". No, just no. Yes, they are good, maybe better than most other setups, maybe even in the top3 setups / most favoured setups, but still, all specs have something they work with. Also, everything has a counter. The best example for this is how marksman sniper + mara smashes everything. It can be countered with a sorc dps. So yea, fotm is relative. In every aspect
  7. All are doing fine, also in 4s, just play what you want. Grab some mates and practise with them. If your mates suck, no healing class is going to do well. Even on mercenary heal kiting can be an important skill you could master, as well as for operative heals. But that's not necessarily a primary note for heals, that's generally in 4s.
  8. https://www.youtube.com/watch?v=jlVMrTrKttY
  9. Remove core functionality that's existed since release and rules a primary part of how PvP works. Thumb up!
  10. The purpose of gaining / loosing more rating in the first matches (first 5 games can give around +60) is in order to prevent "good" players ending up in the average bracket, where they fist everyone else anally without any lube usage. That's about theory. Practically, it doesn't work, obviously. It's still about luck with who you are matched. About the server Tulak Hord... In the beginning of the season there had been a couple of unlegit people in the leaderboards, taking top3 spots with less than 20 wins. But for a few weeks now (maybe even months), the solo ranked on Tulak Hord is considdered as the only actually playable solo ranked queue. You may wonder why, the reason is simple: No leavers, no throwers. Yes, of course, there are suckers who can't play, there are people that get globalled with 140k dmg taken. But it doesn't matter, because everyone has them once in a while matched together. The key difference is no people throwing on specific people, respectively "tryharding" with the other "specific" people. I've personally played about 20 wins and 10 looses on my alt sorcerer that I've transfered to Tulak Hord, and I've had exactly one single match ending in a 3v4, due to a disconnect (and the one who disconnected had high rating himself, so he was certainly not throwing for / on anyone, he actually disconnected). If you play on Darth Malgus (my primary server) you end in a 3v4, 2v4, 2v3 or even 1v2 or whatever in pretty much every second match. Since I know that you're playing on Darth Malgus, I am 100% the opinion that you're not in the position to complain about peoples rating on Tulak Hord. Also I believe I don't have to mention the way how you reached your rating in season 9, which places your trustworthiness even below Kiretana, in my personal opinion. Cheers, durmoth
  11. - What's up Tryhards. Some of you might know me from my super friendly SWTOR ranked PvP streams on Twitch. I‘ve had a lot of thoughts about all the duel tournaments that I‘ve seen so far, and decided to host and moderate one by myself, with the help of a good friend (Will). Let‘s jump straight into the facts. What? 1 vs 1 duels and 2 vs 2 challenges When? 16th (1v1) and 17th (2v2) February 2019, 08:00 PM MEZ respectively 07:00 PM GMT Where? Darth Malgus on my SH / Challenges with randomly picked arenas Prize Pool: 200.000.000 Credits, donations welcome Other stuff: 5x random pets, 35x Ultimate Cartel Pack – Donations welcome Whisper Imasorc on Darth Malgus or Durmoth#0695 on discord for donating any sort of prizes. The tournament will be streamed and moderated (in english) at my twitch channel: twitch.tv/durmoth All signups Rules: 1 vs 1 Duels are performed on Wills Stronghold on Rishi Max. duel duration of 10 minutes After timer has exceeded, the more dominant duellist wins Tank and healing specs disallowed No consumables (no medpacks, adrenals, nades) except stims Stealth classes: One stealth out for each duel Stealth vs stealth: Start unstealthed Brackets: Offhealing classes (OP, Sorc, Merc) and others (Mara, Jug, Sniper, PT, Sin) 1st stage knockout Normal stages best of 3 (until one has won 2 rounds Last stage best of 5 (until one has won 3 rounds) Signup format: [1v1] Playername / Class 2 vs 2 Duels are performed in an arena with the challenge system, normal Arena rules The map is picked randomly right before each challenge starts Each team will have a moderator (Will or myself) in a stealth class Tank and healing specs disallowed No class stacking Only one offhealing class No offguard, unless you don't have any offhealing class If 2 stealth vs 2 stealth: Start unstealthed Signup format: [2v2] Playername 1 / Class and Playername 2 / Class 2 Example signups ... that would end in a disqualification / auto-win for your opponent: Using med pack, adrenals or nades in a 1v1 duel Specced as tank or heal in either 1v1 or 2v2 Not showing up in time Disconnect from the game after the duel has started Signup format [1v1] Imasorc / Sorcerer [2v2] Imapowi / PowerTech and Aeolus / Marauder Just a side note: Since I've seen quite a lot of people being banned from Snave's URC tournaments, I want to let you know that literally EVERYONE is allowed to take part in this tournament. If there is any information missing or if you have any questions about the tournament, don't hestitate and get in touch at me on Discord - Durmoth#0695
  12. Moving Jet Charge to tank spec only makes PT DD even more useless in dcds than it already is in PvP
  13. How I play PyroTech in SR (and I am doing pretty well mostly, as well carrying some games)... 4 Damage Dealer match: In the beginning, stay a bit back. It's important to not stay back for too long, your timing needs to be as good as possible. Usually you won't have 3 Mercenaries in your team, so unless you have 3 wannabe tank DDs in your team matched, you should be aware that if you keep back for too long, your second weak DD will die, and it's gonna be your fault if you loose, even if you survive longer. Keep back until you can see the enemy your team wants to focus drops in life / you can spot him at a proper position. Wait a bit until one of your team mates starts to drop, then jump into combat. Pop Warzone Adrenal (15 seconds damage reduction increased by 15%), use Kolto Overload early if you don't have the utility for breaking hardstuns with it. Do as much damage as you can (single target, probably scorch the 2nd target as well). After Kolto Overload wears off, pop Energy Shield + Med Pack, finish your burst phase. Now pop your Hydraulic Override and kite away. Don't run straight, do it smart, LoS as much as possible, confuse your enemies. Start running in one direction and jump down a different one. If enemies don't chase you, go for regenerating and healing up back to full HP. If someone chases you, try to survive as long as possible. If you manage to heal up, wait for Kolto Overload to be ready before you jump back into combat (cooldown should be at 40 seconds or less, it will be ready when you need it). 3 Damage Dealer and 1 Heal match: Also keep a bit back, jump in. Do as much damage as you can. First, pull your Hydraulic Override and kite as much as you can, damage from range, kite enemies mDDs. After Hydraulics wear off, activate your Kolto Overload with Warzone Adrenal. After Kolto ends, activate Energy Shield and Med Pack. After that your Hydraulics should be ready, use them again. After that your Kolto Overload should be ready again. Focus on kiting, give your team mates the possibility to kite. Watch out when your heal is CCed. If your heal needs to cast, don't LoS him. 2 Damage Dealer, 1 Heal and 1 Tank match: Do your DPS, use DCDs properly. Pretty much like Team Ranked. Just BTW I main PyroTech in all contents, TR, SR and PvE (if I ever do PvE lol). Let me know what you think. Some general informations: ALWAYS remind your team mates to place HoTs on you, to use dcds for you if they can. Tell them to knock the enemies when you kited them to an edge. Explain people how Kolto Overload works and that they must not break the first CC to keep you up.
  14. I've read buffing sniper DCDs? Increasing duration of diversion? Seriously, omegalul, diversion is what makes EVERY comp playing with sniper DD in Team Ranked. Either Engin or MM, Viru is hardly ever seen. Also I have read buff sorc DCDs? Honestly, don't, please. Do something about their damage, sorcerers are really good in their deffensives. Lightning insane DR, madness also some and offheals... Just don't make sorcerers another tanking turret like snipers are. You guys must be regstars, huh?
  15. My point was about lowering DCD CDs of existing DCDs (Kolto Overload and Energy Shield). Lowering those DCDs would be an easy solution but not really fix it and AP would have 50% uptime of energy shield. About healing on shoulder canons: Yes, add it. 5% each missle, 7 missles loaded for all 3 specs and back to 0,5 or at least 1,0 seconds CD for them. Give PTs something, just anything, or remove them from the game.
  16. rolandps

    PowerTech

    Sure, in Arenas anyones DPS will be low if you tunnel the DD. Even Mercs do only 2-3k DPS if they are tunneled. Lightning Sorc does 1,5 - 2,5k DPS only if you tunnel it. Or less. My point was about SR: Mercs survive 1 Minute and deal 150k damage. PowerTechs survive 10 seconds and deal 100k damage. This is my point. Got it?
  17. BioWare hasn't had have time to change meta for how long? Two years? Their only attempt was bringing merc heals down by a few percentage, as far as I remember. And you guys think they are even thinking of introducing such achievements?
  18. rolandps

    Pvp Guild

    Just queue PvP and you'll achieve your achievements with time. I don't think a <PvP Achievements Hunter> guild would make you doing specific chievos such as solo kills. You just gotta do them yourself imo. Also hardly anyone cares about chievos (except for raids).
  19. rolandps

    Balance?

    Juggs have compared to PTs god dcds. In TR they are (more) viable vs hardswaps, PTs are not. In SR good jugs can make it as far as assassins (yea assassins could also need something i know). But anyway good PTs can make it in SR to die with 450k dmg taken by running away and regenning twice. OmegaLul. BioWare fix this and make PowerTechs never exit combat. They exceed their intended 180k-dmg-taken-dead-in-10-seconds.
  20. I main PyroTech PT in PvP (Team and Solo Ranked). Doesn't matter, here are the facts: Advanced Prototype can have 40 seconds CD on Energy Shield if attacked constantly. PyroTech can have 26,66 seconds CD on Kolto Overload if attacked constantly. Do not lower CDs even more, they need something more. Snipers have 6 dcds. Pyro has 2. Check out my PowerTech thread in PvP forums http://www.swtor.com/community/showthread.php?t=951936
  21. Sign out: Imapowi / PowerTech / PyroTech / Imperial Sign up: Imasorc / Sorcerer / Lightning / Imperial
  22. rolandps

    PowerTech

    Another suggestion: "Ailment": Ailment increases armor penetration of nearby friendly players (5 metre radius) by 5% and decreases damage reduction by 10% of nearby enemies (5 metre radius). Effect lasts for 8 seconds. Ailment has a 60 seconds cooldown.
  23. I would like to sign out as PowerTech and sign up as Sorcerer instead. Is this possible?
  24. http://www.swtor.com/community/showthread.php?p=9653154#post9653154
×
×
  • Create New...