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Darth_Philar

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Everything posted by Darth_Philar

  1. 2k is nothing. I wouldn't even waste a keybind on that.
  2. I'm almost convinced that "Balance" at Bioware consists of two phases: 1. Throw dart at board to see which class to change. 2. Flip coin to see if buff or nerf.
  3. Full Corruption here, not happy. Outside of the initial 10 seconds after a match starts, the enemies who are trying to kill me are never all standing in a line running right at me. They are hitting me from all sides at all times. Overload was useful because it knocked back on all sides. Now it will only be able to knock back 1-2 enemies leaving the other 3-4 enemies still pounding my defenseless backside. Obvious changes are obvious. Sorc/Sage are not intended for PvP.
  4. Don't be silly. This is a "Wheel that never squeaked and no one ever even knew existed gets the grease that will leak all over everything" routine.
  5. Have you ever considered that the reason you are in the respawn zone with a full resolve bar has nothing to do with resolve and instead is 100% a factor of DPS being far too high compared to your health pool?
  6. Clearly not a Sorc. Static Barrier is a HEAL that can be used on all players meaning it is not unique, therefore it is not a DCD. Force Speed is a kiting tool, not a DCD. Overload is a Knockback, not a DCD. Whirlwind is a Mezz, not a DCD. Electrocute is a Stun, not a DCD. Do you even know what a DCD is?
  7. Sorcerers were not spending enough time hiding in holes waiting to die and in fact were dying on their way to the hole. To correct this bug we have allowed them to run more often. We are even giving them a self heal that will allow them to live long enough to reach the hole where they will die since viewers complained that the game did not currently conform to modern horror film archetypes.
  8. Tounge in Cheek Alert: The blog can be summarized into the following patch notes: It turns out that Sorcerers were still entering the queue for PvP post 1.3. This was not intended. Sorcerer players will no longer have access to the PvP queue button until their Sorcerer has been confirmed to be deleted and rerolled.
  9. The net result of all changes is a buff, however the fact that some of the buffs included unnecessary changes and others included unnecessary nerfs means that we are moving from dead last to tied in dead last with Mercs. What is the point of a buff if the net result is that we are in the exact same position as we were before?
  10. It would be ideal, but the playerbase is far too small to support most ideal designs now.
  11. Classes with a jump are innately better at scoring. Players with high running speeds are innately better at RB. Ergo, if classes with a jump should be prevented from using the jump in order to limit their ability to score, then a proper analogy is that players who can run very quickly should not be allowed to run fast in order to limit their ability to play RB better than a Punter can. It is not unfair that some classes perform innately better at certain functions. It is the exact same in the real world. Your team's kicker got that job because he is innately better at kicking than everyone else on the team.
  12. Once again, Sorcerer/Sage is already the class that requires the MOST skill to play well. Requiring more skill in ANY FORM is insanely stupid.
  13. I'll list my requirements for Arena: 1. Gear obtained must be of equal statistical value as gear obtained through Warzones. 2. Teams are limited to 4 players (no 2/3/5/8 etc.). 3. All teams must have one of each base class (i.e. an imperial team must have a Sorc/Assa, Mara/Jugg, IA/Sniper, and Merc/PT on the team. No team can have a Sorc and another Sorc or a Sorc and an Assassin. If these three rules are not followed it will be impossible to balance Arena which will lead to FOTM roulette.
  14. 8 Seconds is the maximum amount of time you can currently be stunned (4 + 4). Under the new system hard stuns will still be limited to a max of 8 seconds. Mezz time will go up from 16 (8+8) to 17 (1+8+8) though. I haven't worked over the math for soft stuns yet.
  15. I'm going to have to (kind of) dispute that claim. The maximum time spent in mezzes is currently 16 seconds. The maximum time spent in mezzes will go up to 17 seconds as a result of this change. To get to 17 seconds, Team A does the following: 1. Player 1 Uses Mezz - Target is mezzed for 8 seconds and receives 800 Resolve (100 per second) 2. Wait 1 Second 3. Player 2 Uses Mezz - Target is mezzed for 8 seconds, but 7 are wasted leaving total time in mezz at 9 seconds. Target receives 100 Resolve bringing total to 900 Resolve. 4. Wait 8 Seconds 5. Player 3 Uses Mezz - Target is mezzed for 8 seconds granting 800 Resolve, plus 400 bonus Resolve to the 900 Resolve for a total Resolve of 2100. Total time spent in Mezz is 1+8+8=17 I should point out that this requires 3 players to pull off, instead of the 2 that normally are required to run a mezz chain. But the fact remains that the maximum time spent controlled will go up as a result.
  16. Sorcerer needed buffs, and got a few. However some of the buffs came with changes and nerfs attached which severely diminish the usefulness of the buff. I'd rate the overall change a net positive, but not enough to matter. Sorcerer will still be sc****** the bottom of the barrel. Also, the Overload change is a buff to skilled melee classes while simultaneously increasing the already ridiculously high skill cap on Sorcerers. 100% unmitigated stupidity on the part of Bioware with that one. I really doubt that the Overload change will go live as it is currently described in the blog post.
  17. Not an ad hominem. It is the only logical explanation. Your attempt to classify it as such is a straw man, however. There is absolutely no justification for the cone effect and as it will only benefit melee classes (who are in no need of assistance) then the only reason one would even consider defending such a ridiculous change is if they personally benefit from it.
  18. Right, because your SW/JK always lands directly on his target when he uses his jump... oh wait, that's a complete and total lie since it actually fails to work correctly on a pretty regular basis as a result of THAT TARGET NOT ACTUALLY BEING THERE. With JK/SW you at least get the benefit of the root being applied to your target. The new Overload will have no effect since it isn't applied to the target but to the area the game decides you are facing (not where you appear to be facing, or against who appears to be in the area you appear to be facing). The lag argument is not bogus, but nearly everything you have posted so far is. Please stop trying to give your Mara/Sent even more of an advantage than you already have against us poor lowly Sorc/Sages.
  19. You must not watch much Football or understand logical analogies. Do you know what happens when an offensive lineman is handed the football? The play is flagged dead since he is not eligible to carry the ball. Huttball is no different. Running backs run the ball, Receivers catch the ball, Quarterbacks throw the ball, Kickers kick the ball, Punters punt the ball, etc. Every player has a distinct role to fill. My analogy works perfectly since you are asking for the Running Back to not be allowed to use his running talents that are superior to the other players to run the football. Sorry Mr. RB, you ran too fast, so we are going to penalize you! LOL
  20. If we assume that they are going to retain the Resolve Value rules but simply ignore the Resolve that would have been added for overlapping Resolve Effect CCs then here is an example of a worst case scenario: Current Method: Enemy 1 stuns you for 4 seconds giving you 800 Resolve Wait 1 second Enemy 2 stuns you for 4 seconds, 3 of which are wasted. You now have Resolve immunity for 20 seconds (4 of which are lost during second stun). Calculation: Starting:800 Add New:+800=1600 Add Bonus:+400=2000 Divide by Decay Rate:/100=20 Total time spent stunned=5 seconds Total Immunity time=16 seconds New Method: Enemy 1 stuns you for 4 seconds giving you 800 Resolve Wait 1 second Enemy 2 stuns you for 4 seconds, 3 of which are wasted. You now have Resolve immunity for 11 seconds (4 of which are lost during second stun). Calculation: Starting:800 Add New:+200=1000 Add Bonus:+100=1100 Divide by Decay Rate:/100=11 Total time spent stunned=5 seconds Total Immunity time=7 seconds Now that I think about it, you could actually extend Mezzes to a max of 9 seconds using the same process and only wind up with 900 Resolve. Not a huge advantage of course, but it does theoretically extend the max mezz time from 16 seconds to 17.
  21. How many times must we say it NFL, Running Backs should not be able to run with the football! Analogies are fun!
  22. I started a thread asking people to rank the Warzones. Here is that thread: http://www.swtor.com/community/showthread.php?t=465002 Huttball received more #1 rankings than all other maps combined. The haters have a right to their opinion, but they are absolutely in the minority.
  23. I'm saying that the change to a frontal cone was unnecessary, and will serve to make it require even more skill than before to survive a Marauder. Since Sorcerers are the most difficult class to play well already, making them require more skill is 100% WRONG no matter how you justify it. The buffs are nice, but the nerf aspect is completely unwarranted.
  24. Overload is used to counter Ravage, not roots. While it has a 20 sec CD, we can't use it off CD since Ravage is on a 30 sec or less (with talents) CD. Stun is used to counter UR. Also, if you are facing a Rage Mara (like me) then our sprint really means nothing since the Mara gets two 15 sec CD leaps. I should also point out that I post from the perspective of a Corruption Sorc, not Madness
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