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savebythelight

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Posts posted by savebythelight

  1. Hi friends,

     

    I wanted to take a minute to talk about the Deserter changes coming in Game Update 6.1.4. As part of our efforts to reduce toxicity, it’s important to understand how game rules themselves can contribute to the problem. I previously talked about how behaviors like declining multiple matches in a row or leaving matches could be used to intentionally degrade the quality of PvP matches, particularly in Ranked modes, and how we planned on addressing the problem.

     

    Unranked:

    In Unranked matches, the 15-minute Deserter lockout will still apply for leaving a match. In addition, the 5-minute lockout penalty for being vote kicked will still apply.

     

    Ranked:

    In Ranked modes (both solo and group) there are a few changes. First, as previously discussed, vote kick has been removed in these modes. Next, the Deserter lockout timer has been increased to 20 minutes for declining a match or leaving early - the first time. Over time, if a player continues to decline or leave matches that lockout timer will increase until they hit the maximum threshold. If a player hits the max once, all declines or leaves for the rest of the week in ranked modes will use the maximum lockout timer.

     

    An important change here to note is the lockout timer prevents queueing for ALL PvP activity: Unranked, Solo Ranked, Group Ranked, and Galactic Starfighter. In addition, all Deserter lockouts will be account-based.

     

    Some of the philosophy behind this change is to still allow a smaller penalty for one-off accidents, such as missing a queue due to a bad internet connection or stepping away for a few minutes. Where the penalty increases is when we can begin to assume the likelihood of an attempt to manipulate the queue or gain an advantage in Ranked matches is greater than the likelihood of missing several queue pops on accident in a row. This is based on data and observation of past player behavior, so these changes to the game rules are an attempt to change that behavior, and ultimately provide a more fun and safe place to play.

     

    As always, we will measure the results of this change and adjust as needed if we see any opportunities for improvement.

     

    Thanks!

    -Chris

     

    :csw_jabbapet:

     

    U ppl are Just Stupid..

    Do you ppl even play this game???

    I had to admit.. u dev's are just 'F@#uing Stupid..

    Seriously; not making this up..

  2. Please do not come here and talk stuff you cannot prove. If I said something like that, it was surely a joke! I am sure its missinterpretation.

     

    Hey man;

     

    I am not after you, and is been my observation that without your friends staging things you might not last 2seconds in the arena. By looking at your Pve history/achievements it seen like you the man, but in Rank if you gotta depend on your friends all the time to achieve something you might as well stay in Pve and forget about the whole rank situation..

     

    What're you gonna do went your friends stop playing because life goes on???

     

    Anyways man I'm not gonna continue wasting my time replying you; but if you wanna continue that Fantasy into thinking you good in rank then schedule group matches with your friends instead of chasing players of arenas because they're gonna spoil your little cocoon.

  3. Enough with the craziness..

     

    Game has been using the same infrastructure for the past 10yrs give or take..

    Latest design was what.. Huttball?? Phrrr ! !

     

    PvP whole structure gotta be reinvented where pve players find it attractive to merge..

    How come WoW always reinventing themselves but dev's in this game cant use the little synapses they have to make something work??? anyone care to explain that to me..

     

    Seriously; reinvent the whole structure plz..

     

    Tired of dealing with that small group of Lunatics who think they can play but reality says they can't ..

    Again; Someone care to explain why World of Warcraft continues to evolve but this game Cannot??

    Jesus Christ!

  4. Dear Devs,

     

    can you just remove guard from dps classes? Its still being abused in PVP. Just make the change for PVP so it doesnt effect PVE.

     

    If you gonna continue complaining about guard Then do not ask dps players during Rank matches to guard you..

    Really bad manners or just plain Crazy to come to these forums and ask for something to be nerf were otherwise in rank matches you favor..

     

    And plz stop telling your friend to throw matches on players u don't like... Phrr pleasee

    the game is for everyone dude, not just you and your small Looney group of friends..

     

    I'm been serious.. Why dev's have put up for so long with your Nuisance.. Makes no sense.. Unless there's something going on.. Who knows..

     

    Then accuses dps players of throwing because they dont guard you.. Phrrr

    Dude, get yourself Check..

  5. going to make a tell all post about the oper class, why people struggle with it, why it does in fact outperform every class 1v1 and why while it has fotm currently it hasnt for much of swtors time.

     

    Why is it better at 1v1s:

     

    because they have a version of nearly every dcd in swtor and lower cds on most relevant ones + effective dps offhealing.

     

    "Dodge"

     

    150% yellow direct damage reflect, 3 seconds on con, 5 on lethality.

    200% white damage deflect if not stunned. (sniper cannot hardstun, sniper hardstun is white.)

    dodge cleanse all effects except e-net and stun

    "Dodge" cd has a reduced cd, of 3 seconds every 1 sec of 2m cd from all dmg, including DoT, AoE and direct burst

     

    that is 1 cd. 3 sec duration on con, 5 on lethality why is it op? because reduced cd +too many positive effects

     

    "Dodge Roll"

     

    Resist all damage, effects, roots, stuns and knockbacks for 1.5 seconds. Stacks twice, with 8 sec cd for each.

    "why is it op?" because duo kolto probe does all its healing inside dodgeroll. You are right, they do no dmg... they heal tho for somewhere around 15k

    side note: dodge roll looks like "dodge" and the resist effect last for .5 after character is fully stood up. most abilitys in swtor, "big" abilitys, have 5-15 sec cd... some require dmg inflicted for procs/effects to continue... hit them in their bubble and you just lost your whole rotation. putting you on at least 15 sec cd.. which they may roll

     

    Countermeasures Movement Cleanse: 45 sec cd, cleanse enet slow, allow ez pz LoS. Stop using enet excuse, it's irritating for those of us who know how to play oper.

     

    Stuns:

     

    Flashbang, without the help of a "insta cast" ability, or a utility, this 45 sec cd, 8 sec duration cc hits up to 8 targets and requires no cast.

    Debilitate, 4 second hardstun with a 35 sec cd, the shortest hardstun in swtor by a full 10 seconds. 15% alacrity will knock 4 seconds off, 31 sec cd

    legroot, A literal self contained LoS mechanic, oper leg root, will stop you from turning allowing 4 seconds of free dmg to backside. this ability has a 15 second cd. no other root in swtor cept sniper stops turning. crippling counterplay outside of cleanse root

     

    Heals:

     

    2 kolto probes each "1" doing as much as a sorc HoT. but you have 2. they are automated, removing the gcd that mercs deal with. this is on dps specs. they heal 4k-7k with both hot. Kolto cast for con has a 1.5 or 2 sec cast, I forget and heals for 15k-24k. I forget the exact numbers, but I mained lethality op for a long time and my kolto hit 24k ez crit

     

    And finaly "movement" a melee dps oper can not only move away with roll, but they can move toward a foe OR a friendly. that is 3 movement options. roll is on 8 sec cd, teleport on 45 I believe (I forget, might be 30) both lower cds than maddash and intercede on jugg/maras. faster than force speed 15 sec, and equal to phantom stride 30 sec

     

    lastly, dps. dps, opers have never had. in 2020 swtor, an oper can hit you for 150k in 3 global cds with volatile substance, veiled strike, backstab. (if this has changed in my absence speak up, I heard there was an oper tactical nerf back in like march or feb)

     

    In conclusion what makes opers stronger in every way is portable LoS, (leg root and dodge roll) haveing nearly every dcd in swtor, best aoe cc barring carbonize and sniper aoe cc... and literaly the best hard stun in the game, and for everything another class can do, an oper can do and better. I will provide 1 ex, seeing as I was a sin main for 3 years before I branched out.

     

    deception sin vs con oper.

     

     

    cc: 1 utility cost, insta whirl 1 target/sin........ flashbang. multi target, instant/oper

    hard stun: electrocute, 45 sec cd with 1 utility help. 4 sec./sin....... debilitate, 4 sec, 35 sec cd, 1 utility help, set bonus offers 2 hardstun at a time/oper

    other cc: low slash, ranged 30m, minimal dmg, potential for 2 sec hardstun recovery time, 15 sec cd/sin..... crippling slash, better dmg than LS, melee range, 4 second LoS potential, 15 sec cd/oper

     

    dcds:

    saberward-50%white dmg deflect/reflect/stun immunity for 6 seconds, 2 possible utilitys, 2m cd (might be 2m30) 12 second duration SIN

    dodge: 150% yellow direct reflect, reduced cd, 3 per sec for any inc dmg, 200% white dmg deflection, 2m cd, 3-5 sec duration, cleanses negative effects. OPER

    Force shroud: yellow resist, 3 sec duration (?2) can extend to 5 with utility point. 1 minute cd, if tank, reduced cd, cleanses all negative effects (not enet) related: shroud of madness, 2 seconds of yellow resist on invis SIN

    Dodge: see above. full dodge potential costs 3 utility points includes FULL white and yellow dmg resist on stealth out for 2 seconds OPER

    force speed: 1.5-2sec duration, 15 sec cd, 30% dmg reduction, root immunity and cleanse, 1 utility for DR, 1 for cleanse root, 1 for reduced cd and .5 duration, (does not cleanse enet). SIN

    Dodge roll and Counter measures: roll - all dmg, stun and controling resist 1.5 seconds. 8-6 sec cd, stack 2 times. CM - 45 sec cd, requires utility point.... cleanses all movement INCLUDING enet. (does not remove it, only slow effect) OPER

    overcharge saber: 15% heal with small % per stance activate. 15 sec duration (I believe) SIN

    um... all oper heals. lul. : 2 kolto probes, each equal to 1 sorc hot, 15k24k kolto cast 10 sec cd. OPER

    DR: 9% direct attack lands, 3% per to 9% and 15% per maul. duration about 15 seconds. SIN

    utility points: 3% per kolto probe, (6%) and 5% passive. OPER

     

     

    Not going into oper burst vs sin, because its parsing, and meaningless in pvp. 07

     

    This sum it all...

    It's like having a class with 7 lives that can definitely outperform any class, and is over inflated at WZs Rank/Urank.

    Went a class is over inflated it needs to be nerf; just like it as happened to every class in the pass i.e Mercs, Snipers, Juggernauts, Assassins', and Sorcs, with the exception of Operatives that as yet to feel the wrath of being nerf..

     

    Common developers; enough is enough!

    Nerf the class like you had done it to every class in past..

    There should be no exception..

    No exceptions what so ever Period

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