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Threnos

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Everything posted by Threnos

  1. Love how he blacked out his name but not anyone else...way to step up courageously and accuse an "admitted" hacker...so funny.
  2. Haven't had time to get into ranked matches until today and these PvE idiots are everywhere. It's on thing to ruin an unranked match, but really...? Come into a ranked match with pve gear and no clue what you're doing? Basically hands your team an auto-loss and lowers their overall rating. For the love of all that's holy, please, please, please remove at very least the ranked conquest achievement.
  3. The conquest pvp missions are flooding warzones with pve'ers who don't care about the outcome of the match. They are simply there to tally of the mission and get points for their guild. All cool, but win or lose, it doesn't matter to them. 9/10 actual pvp'ers don't do conquest missions and don't care to do conquest missions.
  4. Threnos

    Conquests and PvP

    I'm sure people have complained about this already, but I'll do it again...please, please, please...for the love of all that's holy, remove the warzone quest from thee conquest system. All it's doing is filling warzones with pve'ers who just want to get the quest done and don't care about the outcome of the match. The amount of times that I've had teams full of players in pve gear who have said that win or lose, it doesn't matter because they're only there for the guild conquest mission....it's staggering 9/10 times actual pvp'ers aren't doing conquest missions and don't care one iota about them. /endrant
  5. They need to end this aberration right now. Basically an insta-loss 3 v 4. I've only won a handful of those. Once the timer starts, if there aren't even teams, the match should end. And it's not because there were only seven players. This happens constantly even with a full server and plenty of people queuing. Stop screwing people, just fix the mechanic. Lop-sided 3 v 4 or 2 v 4 matches should never start.
  6. Yes, for the love of all that's holy, please fix this! There should've been a hot fix to correct this issue the very next day. There's nothing worse than seeing 15-20k of your burst damage simply vanish because some baddie is using this exploit.
  7. Hehe. They do have lots of the same effects with different colors. I still see tons of sorcerers and sages both use force lightning almost exclusively as their main attack, though. Interrupt them and they just wait four seconds without using any other skill for force lightning to come back up then use it again and still manage to wrack up 300k dps. Not the best DPS mind you, but nothing to sniff at!
  8. I agree in principle that if you didn't pre-order then you shouldn't be complaining. Still, it does set players back at least a week or two in leveling and those are the more serious players who are going to level that fast. Rewards and 5 extra levels before most people can even start leveling are not exactly the same thing. I'm all for letting people access the new story content, raids, etc., but everyone should be able to level, even if it is on old content. First game I've ever seen do this and it's obviously enangered a lot of people. Probably not a good idea to alienate large parts of your player base, fair or not.
  9. I have a 32 sorcerer and 51 sage. Apologies about the sorcerer part. Sages should be included. I agree that most are at very least using their dot and shield fairly often, but when the one channeled skill that you use is force lightning when you have multiple other skills, then the game isn't working how it's meant to work. I'd much rather have an interesting and creative rotation on my skills other than force lightning/pebble throw and I certainly shouldn't be a viable pvp'er if I only rely on one channeled skill.
  10. Haha! Bolster is obviously broken. Yet another thing that doesn't work how they probably imagined it would. My only hope is that 55 warzones actually are balanced and make sense.
  11. This is not a thread about how sorcerers are too overpowered, because honestly they aren't. They are just annoying. I've watched the vast majority of sorcerers out there in pvp compete using just one skill: force lightning. They aren't the best, they don't get top dps or kills, but they can still compete, and the fact that they can still compete using one skill only is symptomatic of the problems with this game. Why they would develop a mechanic that allowed these one button wonders to even have a chance using just one skill and why anyone would want to play them is beyond me, but there it is.
  12. So there are three wz tiers right now with the new expansion: 10-30, 30-54, and 55. I understand why they thought this would be a good idea, but like so many things with this game, in practice it's terrible. Why you may ask? Most sub-40'ish players still don't understand pvp and wz mechanics. This means you're usually stuck on a team with half the people clueless as to what the objective is or how to play as a team. The solution? Make wzs 40-54 instead of 30-54. Any pvp'er out there worth a damn know that it's all about teamwork and knowing how each warzone can be won. Sorry, but most people under 40 or so just don't have the experience to compete against higher level, more-experienced players.
  13. If you're like me, you do a lot of pvp, and if you're like me you also get frustrated at the lack of balance that often occurs from team to team. There is nothing more disheartening than logging into the warzone and seeing people with all recruit gear or stab farmers with no pvp gear at all. Unless the other team is in the same boat, it's an automatic loss. Call me crazy, but I don't think there should be automatic losses in pvp. It should be as competitive as possible. Unfortunately, people with no gear or all recruit gear significantly change the outcome of any match. Sure both sides have the same problem but imbalanced matches occur half of the time at least. The solution? Make valor useful again and tier pvp warzones with valor. Over 80 valor zones would ensure that you at very least have people who have been pvp'ing for awhile and most likely have decent gear. You could probably even be lower and still make for a more balanced team. Just a thought!
  14. Yeah, it is balanced until you end up on a team of nothing but pve stab farmers. If the other side has even recruit gear on, it's usually an instant loss. Overall there may be balance in the big numbers scheme of things, but for those game that you have no chance of winning, it's not too fun. Instant losses in a pvp warzone because of faulty game mechanics just isn't right. I've thought about the problem recently though and I still think valor is the answer. Maybe you don't tie pvp armor stabilizers to valor, but why not have a valor requirement to remove them? Or even have valor tiers for warzones. Let all the pve'ers that have no valor, don't ever intend on gaining valor levels, and are just there to farm stabilizers fight each other I say. Either that or get rid of expertise all together (only partially joking on that one)
  15. So I'm sure most people who pvp on a regular basis have realized that the warzones are flooded lately by non-pvpers who are simply there to get comms so that they can by some pvp gear and re-engineer it for molecular stabilizers. The players usually show up in recruit gear at best (usually in pve gear) and throw off the balance of the war zone. It happens on both sides. There is nothing more frustrating than being one of only two or three people who are actually there to pvp. These stabilizer farmers get their 4 wins (usually by losing four times in a row), then move on leaving the actually pvpers frustrated and upset. There's any easy way to end this farming though...take out the molecular stabilizers from pvp pieces and replace them with something that can only be used by pvpers. Another possibility? Make the molecular stabilizers obtained from pvp pieces only usable by people with a certain valor level. Either way, something should be done to restore some of the balance to pvp groups and limit the stabilizer farmers.
  16. It's a little frustrating not having the right crew skills that align specifically with each companion's individual proficiencies. It's not a huge problem, but does affect crit rate and drop rate, so it does make a difference. Why not allow people to pick two efficiencies/proficincies/aptitudes for their shop robot? He doesn't have any specific specialty so it might be nice to customize at least on companion to our specific crew skills!
  17. So I was sitting in the group-finder queue today thinking, "man, it would be cool if we could take our companions on some of the ops or flashpoints," then I thought, why not? Not sure if it's been suggested before, but would be cool if there were "8-man companion" option for the ops. If you can make story mode, hard mode, nightmare mode, and every other mode, why not companion mode?
  18. People will always complain about being stunned to death, but when you can be stunned for 12 seconds straight, there's something broken. I'd be happy to go down fighting 3 v 1, but it's frustrating to everyone to get stunned to death.
  19. I like that idea. The resolve system is obviously terrible as it stands. Don't know many people who actually think it works. Too complicated and too weighted. I'm all for something even simpler though than a DR system. LOTRO had a three second stun immunity after coming out of a stun. Simple. Reliable. Worked. I'd be happy to see something along those lines. Maybe two stuns fill your bar and that's it. No weighting. No DR. No nothing. Just a simple, flat growth and then stun immunity. Truth is, anything would be better!
  20. Threnos

    PvP?

    I love pvp, but it is probably the worst MMO pvp system I've ever seen. They obviously didn't think it through too much and misunderstood how skills and stats would work in a group setting. The biggest problem is obviously the stun/resolve system. Not sure what genius decided to give every class a stun or two or three, and then give is the glorious resolve system. Worst stunlock idea ever. I'm pretty sure none of their pvp devs have actually played pvp in other games where stuns are limited to certain classes and the stunlock systems are actually simple but reliable. Beyond that, I don't think they really care to fix it because they haven't made any major changes in the entire year the game has been out.
  21. Longest thread ever! Don't even know what all the content covers but this is obviously a controversial topic. Just want to throw my vote in for restricting access to non-ranked warzones. They made ranked warzones for a reason. 4-mans can go play there if they want. And we all know what really happens...two 4-mans get together, either from the same guild or two allied guilds, and it's pretty much a wipe for the poor pug from the get go. No point in even sticking around for such games sadly. Send any 4-man or above to ranked I say!
  22. Ranged dps classes are easy enough to avoid...getting shot and can't stun them? Hide behind something! Marauders, sentinels, juggs, gaurds, and all those saber wielding dps will just come track you down and continue to beat on you if you can't stop them or slow them enough to run away. This is why resolve isn't the most balanced system in the world...it hurts melee classes much more than it hurts ranged classes. That being said though, if you can't stop a marauder or sentinel from bearing down on you someway, you're dead. Of course, they use that to their advantage as well...once they have immunity you're pretty much screwed, especially if it's a guard/jugg specced for stun immunity after their leap.
  23. I became incredibly frustrated today after being chain stunned to death most of my matches, so decided to see what other people were saying about it. Seems everyone can agree that it's a terrible system. Unfortunately they won't ever change it too much because of how they designed the game. Brilliant idea to give every class multiple stuns and slows; some have more, some have less, but everyone gets something. As a result, if you're targeted by more than a couple opponents you get slowed, stunned, knocked back, rooted, then stunned again before you can even react. 99% of the time that equals a quick and frustrating death. Even if you use the strategy of waiting out the first stun and then use your skill to break the second one, it doesn't take long for that resolve to go away. Drives me nuts and made me think of better systems. Making resolve last longer makes sense, as does say...five second immunity after two stuns. The latter in particular has worked well in other games, so why not in SWTOR? So why not make resolve last longer? Imagine a dps guardian/juggernaut or a marauder/sentinel or an assassin/shadow that has longer resolve...they get stunned a couple times, their bar fills up, then they are immune for longer...they'd get twice the kills they do now if not more. And therein lies the problem. Resolve was designed to balance out melee classes that would otherwise tear people apart if left uncontrolled. It was also designed with this terrible concept of giving every class multiple stuns/controls. That's the real issue. Think of other successful MMOs...usually only certain classes have true crowd control abilities. The games are designed that way for a reason. Some people can stun, others heal, others do dps...SWTOR decided to try something very different and truth be told, it has failed. There is no way to truly fix the resolve issue without taking away most people's stuns and they'll never do that. One, it would piss too many people off, and two, it would force them to admit that they'd designed the worst stun lock system ever. They'll tweak it and change it and try to fix it but that will just throw it out of balance one way or the other, so we're basically stuck with what we have unfortunately.
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