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gofortheko

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Posts posted by gofortheko

  1. Wasnt it stated by Darth Bane that force users during this period were weak. Its why he implemented the Rule of Two. Think of most Jedi and Sith as common force users during this period. I think realistically there are very few immensely powerful Jedi or Sith at any given time, and the PCs are not it.
  2. There are good and bad players in all guilds, its just the way it is. Some guilds bring an aura of invincibility in regs, because they ARE good players, but they also have the absolute ideal pvp team. That was my whole entire point. Playing objectives doesnt make you a good player, I have seen a lot of people play objectives but be bad at it.

     

    For example being in civil war, and you and your team are at grass, win the power struggle; but end up with 5 6 players vs 1, at this point, mid is already being taken, because youre fighting only one player and the people you just beat smoked your defenders. Instead of pulling half of the players and running mid once **** settles and let the rest clean up, people just wait, lose mid then the cycle begins again. So there is a difference between playing objectives, and playing them correctly.

     

    In any event, there are top teams in pvp, and I have faced them. I have also faced players who seemed invincible on those teams, seem pedestrian when they solo que. Its all a matter of perspective like I said.

  3. Best is subjective. Most pvp is done in Regs, and a lot of the aforementioned "best" guilds run ideal premades. I know that GI often suffers because when we run premades we just run whatever. A premade of four dps will not be as effective as a tank healer two dps combo. In any event I do enjoy the pvp on this server, and look forward to getting back to it (been a way for a few weeks).
  4. My gut says theyll still suck after 3.2 is dropped. The changes to undying rage and leg slash will do nothing to help with the cc and dot damage not to mention the immunity other classes have to roots. My sniper will continue to kill them. Lol at leg slash. And by the time they use udr theyre as good as already dead anyways. just cc them again till it ends.

     

    It will do nothing to help the current situation. Without any ability to avoid snares and roots, coupled with no way to resist stuns and mezzes, dont expect anything ot change.

  5. Just got permanently snared by a bad sorc, could do zero. It was SOOOOO much fun to run after my target while he was dotting me up, and finally get in range, only to be stunned and then snared again. I think you need to make it so Mara/Sents cant be snared or rooted after they leap or something.
  6. We don't need roots to be on resolve, but they should give each class a root breaker with a reasonable CD (maybe 30s?), especially the melee ones. And some classes (like marauder and assassin) should be given some form of root immunity. I would much rather have root/snare immunity than stun immunity on my assassin for example.

     

    Resilience, and egress are two root breakers shadows have.

  7. Still wont help with staying on target, since there is nothing that stops a mara/sent from being stunned for the duration of GbtF.

     

     

    Not to mention that the dynamic of pvp has changed so much since those times. Now virtually all classes, especially ranged ones, has something to break out of roots and snare. Some have multiple ways. So yeah, not that big of a deal AT ALL. Try playing a sent/mara in its current form, its a joke.

  8. 3 medals as a PT is shameful on any level.

     

     

    EDIT: btw that can happen easily if they are at the right angle on a sniper/slinger or commando/merc knockback. L2P, seriously on all levels.

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