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stuns


capizm

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i am sad to say i have played since start, but as of today i am thinking of ending my script , due to the ungodly amounts of stuns. why does lame biowear belive a player can have fun being stunlocked for half a wz? 2 ops and you die stuned, hutball start in mid, a stun fest. if biowear wants players money they aught to address this issue , but i doubt they will. no reason a player should get stuned time after time and expect to want to keep playing your game. do your selfs a big favor biowear, learn to make the game fun. or you wont get a nickel more from me. so tierd of you dumb morons who think its great idea that a player be stunlocked till death. no wonder your loseing players like crazy. get heads out of *** and learn to make a decent game instead of makeing armour that looks like horse ****.... dummies....
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im seeing players with zero resolve walk right threw stuns, resolve is a bad system... biowear should learn to put resists in gear, atleast i wouldnt mind seeing guy resist a tun due to high resists... but players with zero resolve not getting stunned...? crap. just look at pvp players dropping like crazy out of game. wont be pvp in year if this goes on...
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I will make this easy for everyone else commenting. Multiple choice:

 

A) Tell us how you really feel

 

B) U mad bro

 

C) L2P

 

D) Yes I hate stunlocks too

 

Gonna go with C on this one. Not saying stunlocking doesn't exist its just 90% of the time you are stunlocked is because you are fighting multiple people.

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yes, as i said 2 ops = death. but thats ok?

what is the sense of pvping if 2 players can stunlock you to death? its not good for pvp... and whats so skilled bout 2 to 3 classes locking you down for a min and taking 20 plus k health ? if you think pvp will servive with the way its set up, you wont be playing swtor long bro... and btw im max pvp gear, and about to hit 90 in valor. so i been round. also i have seen multiple times were i was full resolve with never breaking any stuns and i get stun locked, but the player doing the stunning have zero resolve and walk right thru them, or at start of wz players not even being stunned once on consecutive stuns...

it should be by resists, not some ****** resolve system that dont work at all. or favors a class with stronger stuns...

but we will see, looks like swtor wont have many pvpers so hope stunlocking worth it...

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one other thing to. in eq which i played for 12 years . paladin class had 3 stuns in spell book. not one took in pvp... they all had resist checks were they didnt work in pvp so that you couldnt use stunlock unfairly.... a game was wise enuff to see this problem 12 years ago, but this game cant? like i said....keep watching folks qiut wz and enjoy the unfair advantage and swtor be gone in year.... atleast the pvp....
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stuns seems worse now because of the influx of marauders and juggs. The aoe cc is just plain silly. This is the main reason why there seems to be more stuns post 1.4. Every jugg/marader/sent/guard is spamming this low-cd aoe stun, hitting lots of people all at once, over and over. and since there's 4+ of these turkeys in every wz, well, you get the picture. (and yes, i'm a jugg main)

 

They should make all stuns single target only (except for the knock ones),

have ALL stuns break on 1 dmg,

set all classes anti-cc to 1 minute cooldown

have all stuns/ccs last at most 4 seconds

and for god sakes, have either a high energy cost or some cooldown on mindtrap/sleep dart..

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Stuns should be either a mitigation to a class that has otherwise little mitigation, or an opportunity to do damage for a class that doesn't have enough raw damage output to do it without a brief pause for unhindered attack.

We have top-end dps classes with multiple stuns, and we have mitigators with aoe-instant-cast crap that can pause a whole team with a single click.

 

The time-magnitude on resolve is a joke. The magnitude on the cc breaker is a joke. I can be dead before the resolve bar ever fills, and I can be stunned 20 times before my CC breaker is back.

 

Not only that, but the gd lag is so bad that any kind of timing-related counter stun (with my POS 10m 'ranged' stun) is a gd joke. My latency rarely approaches 100 ms, but the practical lag on events is so bad kicking someone of a bridge, or interrupting a cast with a stun is almost impossible.

 

So I save my stun, my kick, and my CC break for one specific moment, one chance to flip a carrier over the edge or one shot at holding the door one second longer...

and it doesn't f'ing work because if I break the CC there's a second stun to go on me right away. Or my kick moves nobody because they've somehow become immune - with a half-empty resolve bar.

 

Idiots. It was a half-assed fix predicated on a half-baked idea. Didn't touch the problem of pvp playability, and makes certain that I find something else to spend my subscription money on.

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excellent ideas mulz....i would say break on damage...is great idea, i dont want an op not to get drop on me, but then agian i shouldnt be stunlocked to death by of them....with zero shot of even getting damage off....
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stuns seems worse now because of the influx of marauders and juggs. .

 

no. there are more shared-tree juggs. there are just as many maras (always been a lot). the problem is that you can stun a person 50% longer before resolve kicks in. I don't think the previous statement is even debatable. a person can be grappled twice AND STILL eat a full cryo grenade. that could never ever happen pre- 1.4. one grapple practically filled resolve by itself.

Edited by foxmob
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no. there are more shared-tree juggs. there are just as many maras (always been a lot). the problem is that you can stun a person 50% longer before resolve kicks in. I don't think the previous statement is even debatable. a person can be grappled twice AND STILL eat a full cryo grenade. that could never ever happen pre- 1.4. one grapple practically filled resolve by itself.

 

Alot of people dusted off their Juggs that were shelved with the initial Smash nerf...I noticed that before I stopped PvP'ing on my 50's......

 

None the less I still notice more Immortal/Veng hybrids then anything else. I think the Rage/Focus craze will wear off and you will see less Mara/Juggs in time...Probably still be a ton of Mara/Sents no matter what....They are fun and Kick serious butt in a 1v1 in all three specs... Honestly I think any class that has all three specs crush in 1v1 there would be a population boom for that AC.

 

1.4 patch was indeed a disaster for PvP...Some still say "its fine L2P" But if the community ignores bad design and horrid testing practices then it will just get worse IMO.

 

There needs to be an overwhelming outcry to try and make BW understand that releasing unproven changes, and bug ridden content is not acceptable....Leave it on test for 2 months if thats what it takes to get it right...Spend some time developing your PTS character copy system while your at it!

 

I wont PvP @ 50 while this game is in its current state...Im leveling an alt and enjoying the Story....Its the only thing they havnt seemed to have broken since launch....Im not an altaholic so if they dont get PvP back into shape by the time I hit 50....Ill probably slap the cancel button. I played the entire beta, and consitantly since and was in awe of the potential I saw in this game...All my friends bailed due to lack of content and bugs..all went back to WoW...Which to me means this must have been pretty bad to them.....I stayed because I love Star Wars and had hope they would start making forward progress.....

 

So far all I have seen is them ignoring feedback, making changes to things no one considered broken, and breaking things that worked in the process....Not to mention it took them 2 almost 3 months to impllament functions into the game that were in beta and then removed against the publics wishes....They gave reasons for the removal...It wasnt that they didnt work, Bioware removed them because they had another idea for their system.......Then wasted development time on reintergrating into the game after launch because the community never let up on how it should be....Which is exactly how it was before they changed it.....Counter productive since before launch and they dont seem to have figured out that its a problem for them....

 

Listen to the community...Im not talking about nerf cries, Im talking about constructive suggestion....The ideas are out there, they are well thought out, and many are not difficult sweeping changes....small changes could go along way...and stop changing things that work...Pre 1.4 resolve was much better...You changed it to stop ball runners from becoming immune to CC and thus destroyed PvP...Awesome plan.

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