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50 Warzone Concerns


Rizael

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I just wanted to raise my concerns regarding the lvl 50 locked warzones so that others might become informed of the future that is coming and perhaps we can motivate slight changes in the maps to help with the situation.

 

1) General

 

The main problem with the system as I see it currently has to do with what expertise is affecting and the overall advancement of gear in the PvP spectrum. I have no issues with raising defense, no issue with raising offense, however I do have an issue with healing. I know you are saying "damage gets increased why not healing?", well its simple the damage goes up, the mitigation goes up, this balances each of the factors together making it a "non-issue", however the heal bonus CAN NOT be mitigated by any expertise stat that is currently in game giving a "bonus" to heal classes.

 

My second issue with the PvP gear scheme has alot to do with HP, higher level gear is going to of course increase the HP pools, this traditionally has been dealt with by having mitigation fall behind the pvp bonus damage to keep engagements to a reasonable amount of time. In the current system since the attack and defense bonus' are completely mirrored there is no way to deal with excess HP that is gained per tier of PvP gear.

 

Both of these "general" things have one large theme, survivability is increasing. HP and healpower and increasing while everything else stays the same.

 

2) Huttball

 

Since all of the afformentioned problems have been discussed I can get to the heart of the issue. certain classes have gained an ungodly amount of HP, most cases they are over 20k HP. This would not be to bad of an issue however the massive amount of moves some classes get to increase mobility, like the sorc/sage friendly pull and enemy knockback, the jugg/guard leap and interceed, the Pwrtch/Vanguard(not sure if thats the right one), pull and "jump to", the Assassin's enemy pull, all affect the game in large ways. My issue is that by allowing Tank classes to have these "jump to" abilities and have such great mobility with the skills it makes it very difficult to stop a coordinated team, even more difficult when the character with the amazing mobility happens to be very difficult to kill. It is my fear that eventually huttball will become a game of who can click the ball faster and the max game length ending in 5 minutes when everyone becomes geared and runs with an "ideal group".

 

3) Alderaan

 

The 50's increased survivability here becomes a rather large issue, and again I will use tanks as my point. Imagine if you will you have one tank at two different points your side controls, with their vantage points that can call people incoming and having re-enforcements on the way at the same point in time as the enemy forces arrive to his location. There is no way that a tank of sufficient gear will not survive long enough to have re-enforcements arrive. Now if this points happens to be a side point there is not a chance in either case to kill off the re-enforcements fast enough (or coordinated enough *kill them all at the exact same time*) to capture a point before the original tank comes down by those fast re-enforcement speeders.

 

My idea to fix this problem is in the 50 warzones to slow down the side speeders considerably so that a point can actually change hands from the start of the warzone.

 

4) Voidstar

 

In this one the defense has the same issue as in voidstar, if the timer for the defense team to exit their spawn is not increased the repeated patten (barring people exploiting w/ infiltrate) would be scoreless voidstar, and no one wants that.

 

 

Just thought I would share my fears with you, and maybe get a few suggestions we could pass on to bioware to improve PvP for SWTOR :D

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