Wainamoinen Posted December 10, 2012 Share Posted December 10, 2012 (edited) correction: it's 25% for medium armor class + potentially a 4% from the tier2 medicine talent. At work so can't check, but 25% sounds about right from memory, maybe a little more. Don't hold me to it. I do not use the damage taken reduction talent, DPS scrapper needs to maximise damage output (within reason). edit: checked: 25.51% reduction from armour. Expertise level gives 19.30% damage reduction. Assuming a wash from expertise, a light armour char with 20% armourmtigation would be taking 6,443 off something that hits me for 6000. Edited December 10, 2012 by Wainamoinen Link to comment Share on other sites More sharing options...
PloGreen Posted December 10, 2012 Share Posted December 10, 2012 True, but Sweep/Smash doesn't immobilize like those Sorc abilities, giving them more than enough opportunity to get off tons of damage in a matter of seconds without any opposition. qq is strong with this one. Link to comment Share on other sites More sharing options...
hunterthesloth Posted December 10, 2012 Share Posted December 10, 2012 I know what your saying but it would mess up things like capturing nodes because the other teams members that died could run back to the node and basically what im trying to say is that there would always be people at the node. Link to comment Share on other sites More sharing options...
DNordman Posted December 10, 2012 Share Posted December 10, 2012 Just curious: How long do you guys feel a duel should take in an MMORPG? I know the game isn't based on 1 vs 1 but still? I guess I like it when it takes around 30-60 seconds. Link to comment Share on other sites More sharing options...
UltimateKrucible Posted December 10, 2012 Share Posted December 10, 2012 (edited) Haven't read the entire thread - but if combat took longer, would that not pose problems for WZ like VC and Voidstar? It's hard enough to cap those nodes against a good team in the short space of times between re-spawn as it is ...... Making it take longer to kill your foes could turn these WZ into stalemates, imo. I'd say the answer to that would be to make the respawn time longer as well - but the level of QQ which would erupt if that happened would be so great it would achieve sentience and reach back through time to stop me typ Edited December 10, 2012 by UltimateKrucible Link to comment Share on other sites More sharing options...
Skylancewalker Posted December 10, 2012 Share Posted December 10, 2012 If u have a compitent tank and good healer battles are not fast. If combat is going fast u are either playing scrubs or u are the scrubs. Link to comment Share on other sites More sharing options...
Joesixxpack Posted December 10, 2012 Share Posted December 10, 2012 A sage knocking you off the bridge for instant kill doesn't count. The pace of combat is fine for the most part. Certain class should be tweaked, but that's about it. Bahahaha! And agreed, I vote nay. Link to comment Share on other sites More sharing options...
UncleOst Posted December 10, 2012 Share Posted December 10, 2012 If u have a compitent tank and good healer battles are not fast. If combat is going fast u are either playing scrubs or u are the scrubs. Lol some voidstars have a handfull of deaths either side due to good team makeup. Neither team is able to plant a single bomb. Link to comment Share on other sites More sharing options...
Briljin Posted December 10, 2012 Share Posted December 10, 2012 This would be a serious problem for burst DPS builds, for example Inf Shadow builds. There would be no reason to play anything but a tanking DPS build with that change. Link to comment Share on other sites More sharing options...
Troezar Posted December 10, 2012 Share Posted December 10, 2012 There's a much better solution to this that I've suggested previously. Reduce the damage that successive attackers do to a target. E.g. three smashers attack near you, first does 100% damage the second does 66% and the third 33%. TTK is reduced but single target damage is unchanged and prevents the unintended stacking of attacks and crazy spikes in damage. Obviously the values can be changed/fine tuned. I would like to see changes phased in, small changes until the best balance is found. Healers can still be burned down, even one attacker can do that. It will make for more tactical play and less focus on more and more damage. Link to comment Share on other sites More sharing options...
Jadescythe Posted December 10, 2012 Share Posted December 10, 2012 There's a much better solution to this that I've suggested previously. Reduce the damage that successive attackers do to a target. E.g. three smashers attack near you, first does 100% damage the second does 66% and the third 33%. TTK is reduced but single target damage is unchanged and prevents the unintended stacking of attacks and crazy spikes in damage. Obviously the values can be changed/fine tuned. I would like to see changes phased in, small changes until the best balance is found. Healers can still be burned down, even one attacker can do that. It will make for more tactical play and less focus on more and more damage. 2 healers could keep one person being focused by an entire team alive indefinitely in this scenario. Link to comment Share on other sites More sharing options...
Smashbrother Posted December 10, 2012 Share Posted December 10, 2012 There's a much better solution to this that I've suggested previously. Reduce the damage that successive attackers do to a target. E.g. three smashers attack near you, first does 100% damage the second does 66% and the third 33%. TTK is reduced but single target damage is unchanged and prevents the unintended stacking of attacks and crazy spikes in damage. Obviously the values can be changed/fine tuned. I would like to see changes phased in, small changes until the best balance is found. Healers can still be burned down, even one attacker can do that. It will make for more tactical play and less focus on more and more damage. Terrible idea. You're basically asking for a nerf to coordination and teamwork. Link to comment Share on other sites More sharing options...
UGLYMRJ Posted December 10, 2012 Share Posted December 10, 2012 There's a much better solution to this that I've suggested previously. Reduce the damage that successive attackers do to a target. E.g. three smashers attack near you, first does 100% damage the second does 66% and the third 33%. TTK is reduced but single target damage is unchanged and prevents the unintended stacking of attacks and crazy spikes in damage. . Possibly the worst idea I've seen on forums yet... you've never been in a rated game with proper team work, guard, healing, taunting, peeling, etc have you? With two well coordinated teams, the match normally gets drawn out near the entire duration and almost no one dies. Reducing TTK is a horrible idea. It may sound good because you're dying quickly in regular WZ's but in actuality TTK is in a pretty good place on both sides of the spectrum. Good team work can drop players quickly or keep players alive for an entire match. Like the poster said above... you're asking to nerf team work and that's just wrong... so wrong. Link to comment Share on other sites More sharing options...
NoTomorrow Posted December 10, 2012 Share Posted December 10, 2012 Possibly the worst idea I've seen on forums yet... you've never been in a rated game with proper team work, guard, healing, taunting, peeling, etc have you? With two well coordinated teams, the match normally gets drawn out near the entire duration and almost no one dies. Reducing TTK is a horrible idea. It may sound good because you're dying quickly in regular WZ's but in actuality TTK is in a pretty good place on both sides of the spectrum. Good team work can drop players quickly or keep players alive for an entire match. Like the poster said above... you're asking to nerf team work and that's just wrong... so wrong. Nice argumentstion. Link to comment Share on other sites More sharing options...
TUXs Posted December 10, 2012 Share Posted December 10, 2012 I believe it's the over abundance of CC's that makes PvP feel too fast. Yes, it's been sped up some from launch, but the CC fest is why I feel the TTK feels so low. Link to comment Share on other sites More sharing options...
neocoma Posted December 10, 2012 Share Posted December 10, 2012 Not sure which version you played, but 6 seconds was the average lifespan against in an 8 v 8. Not very epic. pre NGE. Duels lasted over 15 mins. I had a duel which lasted 20 mins against a TKA mate ...I won, 5 secs later the server went down for restarts. That was epic. Oh and Jedi lasted forever. Literally forever, but they deserved being op because becoming a Jedi was pure grind. Link to comment Share on other sites More sharing options...
Lejune Posted December 10, 2012 Share Posted December 10, 2012 pre NGE. Duels lasted over 15 mins. I had a duel which lasted 20 mins against a TKA mate ...I won, 5 secs later the server went down for restarts. That was epic. Oh and Jedi lasted forever. Literally forever, but they deserved being op because becoming a Jedi was pure grind. OMG...I remember the days of fighting all over Theed lol...literally running circles around the city....fight....too many show up then run some more...fight rinse repeat..... Link to comment Share on other sites More sharing options...
SOULCASTER Posted December 10, 2012 Share Posted December 10, 2012 (edited) Seriously. PvP is not intended to be relaxing. Those 7k smash hits are by critical chance provided by the player's gear and skills that they have earned in one way or another. They are not consistent damage, and range from 1.5k to whatever their critical chance + critical multiplier + strength + power, etc. will allow. No different than the DPS Sorc instantly taking 8k of my HP on Voidstar last night. Really, the only people still complaining about force sweep/smash damage are the same people expecting to "relax" and 2-button faceroll in PvP with little to no effort. Those 7k smashes auto-crit. You're right, there is a chance % tied to doing them...it however, is at 100%. Also sorc, on its best day, against a recruit geared consular, who has armor-stack debuffs on him, while wearing hacked gear couldn't even hit you for 8k. Edited December 10, 2012 by SOULCASTER Link to comment Share on other sites More sharing options...
TheTitan_KoS Posted December 11, 2012 Share Posted December 11, 2012 I The question is: Would you be upset if BW brought all healing and damage down by 25% in WZ's in an attempt to make combat slower and more "epic"? Isnt it easier if you are suggesting such general changes to simply up the hp of all classes ( like a bolster buff for lets say dbl hp in war zones) should have the same effect and they wont need to revamp the whole medal system that is based on current numbers ( they need to revamp it anyway but thats a diff topic) As for smash/sweap the main problem is that its free when its charged up it costs no rage/focus so even after it ppl can use good skills. There is a key word in the singularity/shockwave skill "reduces focus" it should have been "increases" if the cost for the skill went up with the dmg it would force ppl to use it less often or to use weaker skills between the smahses/sweaps And yes TTK in warzones needs some serious work from BW hopefully with proper changes and not with general buffs/debuffs Link to comment Share on other sites More sharing options...
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