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Spintrec

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  1. I assume you’re referring to macro’s, report if suspicious and move on.
  2. This completely solved the issue for me, if you have a GeForce driver I highly recommend you try this as it only takes 5 minutes and saves a complete reinstall. I would recommend reverting to April, and make sure you follow the instructions listed under the UPDATE.
  3. Average damage is 2mil by your word, add that up amongst 6 players (taking into account one healer and tank also on team). And that’s not taking into account the meta classes pulling 6-10mil damage each in warzones. Healing and protection numbers are fine.
  4. Spintrec

    PvP Rewards

    The main issue with increasing the rewards gained from PvP matches is that it would encourage players to join and AFK for the match/intentionally throw to end it faster; this was seen a few patches ago when PvErs would join ranked matches purely for the mats and couldn't care less about screwing their team over. The fix to that goes in part with what you also said; Increase the rewards gained in line with your scoreboard stats to encourage players to actually put in effort to get great rewards, and that would essentially eliminate the AFKers and throwers. I would prefer to see higher rewards for higher objective scores to encourage players to focus more on objective play; giving the highest rewards to top damage/guard would only encourage players to deathmatch during the entire warzone, and as we have enough of that already it'd be refreshing to have competitive objective matches instead of the usual moshpits at mid. Ofcourse high damage/guard/heals etc. stats would also give good rewards, but let objective scores give bigger amounts to encourage the objective behaviour. There's only a couple of issues I can see with this idea; the possibility of players joining a warzone and AFKing at the sidenode, giving them big objectives but not contributing anything to the match (I'm talking about having 3 players sat AFK at the sidenode caring less about the actual warzone), and it would encourage players to reroll meta classes (ap pt, merc heal etc.) so they could easily get those high stats and great rewards, which could obviously lead to very unbalanced matches (not that they aren't already) and a lack of class diversity.
  5. Sadly open-world PvP is nearly non-existant these days; it was a lot more active when the game first launched but has steadily declined to the point it’s at now. The best you’re probably going to get is to head to the Gree Enclave area on Ilum or the rakghoul tunnels during the events and hope you find some people in the PvP-instances.
  6. Yep, that’s exactly what I’m saying mate, spot on! I’ve been playing regs since 2013, try troll harder
  7. If they wanted to then sure, I just want them to stop giving me all of the players with 140 iRating whilst the enemy team is full 306. But hey, some players must just love getting absolutely stomped in PvP rather than grind out a few Hammerstation flashpoints to get some decent gear. I know they have some form of matchmaking (particularly with the spread of heals/tanks) but I've never been certain if that is also designed to spread out low iRatings for balanced teams. In regards to scrapping matchmaking I've got to disagree; I remember the days when one team would have 3-4 healers and the other team would have none, they weren't fun (except for the deathmatchers that looooved seeing their high damage after the moshpit at mid to inflate their epeen) Atleast now the game does a much better job of spreading heals/tanks around, enough so that I feel like it works pretty well in that regard.
  8. Tbh I wish BioWare would institute some sort of matchmaking system that evenly distributed low rating players in reg matches; too often I’ve seen half of my team below 280 whilst the enemy team are near enough full 306 and it is unbelievably frustrating to witness these players (most of the time new to the game) just get stomped by seasoned players, basically turning the match into a 4v8 (or if there is a system like that already in place then it sure isn’t working correctly). Or at the least there should be a warning when players try to queue regs below 300 rating that they might prefer to gain more gear from running PvE content first and even give a pop-up for the groupfinder; I know that’s pretty much the same thing as denying players content but if they are genuinely new to the game then getting destroyed in PvP because they have a low rating along with low-skill is just gonna turn them off anyway. Gear doesn’t matter as much as it used to but it’s still important, and the classic “skill>gear” argument doesn’t hold water when the player is new to the game.
  9. The idea has been suggested countless times and the answer is sadly always the same; the population is too small to allow filtering as everyone would only queue for a specific warzone or two and queue times would increase drastically. Without a larger population or at the very least cross-server queues it’s an idea that will always just be an idea.
  10. Only when I’m low on credits and need some quick and easy cash selling CM items on the GTN for big stonks will I consider buying CC, apart from that I don’t buy anything cosmetic from the CM (nothing ever really piques my interest).
  11. As far as I’m concerned the primary issue with operatives is roll; it’s arguably their most powerful ability (next to stealth ofcourse) and what I feel would rein in operatives to a balanced state would be a nerf to roll; either removing the dodge capability and allowing them to take damage/be stunned during roll or increasing rolls CD would definitely bring the class to a balanced state in my eyes. Ofcourse I expect the Operative mains to be vehemently opposed to a nerf to roll as like I said it is arguably their most powerful ability and, in my opinion (and the opinions of a lot of players I know) is overturned considering the burst they can put out alongside it. And the classic argument “you’ll destroy the survivability of the class” is the same argument made when the Sins where arguing “you’ll destroy the dps of the class” when Maul was nerfed, and the outcome will be the same; the bad players will reroll to another class and the good players will adapt. Leave heals as they are, leave burst/damage as it is; a nerf to roll would definitely bring the class to a balanced state in my eyes, and I wouldn’t be surprised if BioWare took that approach when they eventually try to balance it.
  12. From a Regs pov I feel heals are in a decent spot in all honesty. A good healer can keep up a team as would be expected; two good healers on a team can become nigh unstoppable against a subpar team (especially if you add a tank into the mix). As has been said a healer is not meant to easily survive when under focus whilst also keeping their teams health topped up (even if this is not what you where implying); they’re meant to support their team but crumble if heavily focused without proper support from their teammates. I’ve seen healers pull absolutely insane heals in a single warzone, and even if they are exceptions it’s still proof enough in my eyes that a good healer can easily keep up with the big bad dps.
  13. You’re very welcome mate, once you’ve got your augments/amplifiers/stats in place then it really comes down to learning the class and finding your playstyle. Armor Pen still offers a good DPS increase (6.64%) but Weapon Expertise offers a slither more (7.42%) so Armor Pen will do you just fine if you want to stick with it and avoid the amplifier grind for Weapon Expertise.
  14. Spintrec

    hi its me again!

    No. No class should be able to take away 70% of your hp by pressing the same button 3 times in a row, especially with the added bonus of stealth and stuns. The problem you’re facing sounds the same that a lot of Sin players I know that rolled the class after maul spam became the meta are facing; yourself and themselves got too used to easily taking down opponents with an overpowered ability that now it’s been nerfed to a balanced state you can’t adapt to being on a level playing field. (Not saying you rolled Sin as soon as Maul Spam was the meta, just that I know players that did). Same thing has happened many times before, the most notable one I can remember being Smash and to a lesser extent bubble stun. I still see the good Sins dealing big damage and causing havoc to unfortunate players; now they simply can’t smash one button 3 times and get that big damage anymore. PT’s are slightly overturned right now but they’ll get their day; overturning once class to match another overturned class isn’t how balance works. In regards to Operatives the concern most players have isn’t with their burst (which has been nerfed and is manageable) but with their utilities so the comparison isn’t really adequate.
  15. In a perfect solo ranked match you will have a knowledgable team that can appropriately support you and keep you healed up, so survivability isn’t as important, in this situation Established Foothold or Precise Targeter might be preferable. However since that is only in a perfect world I would still say Repositioning is excellent for the survivability in solo ranked; I find the 15% damage increase to be negligible if you lack the survivability to last long enough to use it.
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