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PVP hopes for next expansion


Darkfalstaff

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I expect Rage tree to get a huge buff, along with the knight/warrior class getting another top of the line defensive CD. Probably a "tremor" like talent that places a 3k internal damage dot on anyone affected by sweep that ticks for 4 seconds, with a 2s root attached.

 

This should help the bad pug smashmonkeys coordinate their ever so difficult leap/smash rotation a bit more and top the charts in kills, damage and lulz with no thinking required.

Edited by Chemic_al
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If you solo queue you are immediately dropped into a match against 3 premades at one time. The game then won't let you quit until the premades have had their fun for the duration of the warzone. If you disconnect or find some way to leave, or try to hide in your spawn area, you then get a deserter debuff that locks you out of PVP for one hour, upon which you are forced to solo queue again.

 

Marauders get a new ability: wtfpwn. This is a passive ability that is triggered when force leap is on cooldown, it causes a lightsaber to materialize underneath an enemy that the Marauder is targeting that is within 30 yards, regardless of line of sight. The lightsaber then shoots upwards and disembowels the opponent, killing them instantly.

 

Mercs, Sorc/Sage DPS and Operatives are all nerfed tremendously, reducing their damage output by 60% to "bring them in line" with the Mara's expectations. Their HP however is buffed, and they get to heal themselves to full every 30 seconds, but lose defense and the Mara's crit damage multiplier increases so they can see just how big of a smash they can hit these classes with. Of course, the classes are all rooted and their damage attacks disabled entirely when the heal goes off. This feature is thought to be highly anticipated by the smashderp community. Bioware has been listening.

 

Simply brilliant

Edited by clubdeeko
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Class balance and ability balance across classes.

 

This.

 

1. Operatives stun dart needs a Cool down adding.

2. Knights/Warriors Leap/Charge distance needs reducing.

3. Knights/Warriors Smash needs a reduction in damage.

4. Knights/Warriors knockback ability distance needs nerfing.

5. Consular's Project ability slows the target down. The same effect needs adding to Shock or removing from Project.

6. Active effects, such as fire, need to stop uncloaking Assassins when they use Force Cloak.

7. Assassin's Force Pull ability needs to be brought in line with the range of harpoon. (10-30m vs. 30m range).

8. Fix the bugs. A 12 month old game should not be suffering from such glaring bugs.

9. When queuing for a Warzone, there needs to be a cut off point on when you join a battle. It's unfair that you can join 30 seconds before the end of a match with no hope of winning or gaining a reasonable amount of valour.

 

PvP in general in this game needs a total re-think. It is, quite frankly, garbage. You need to be able to capture territory for your faction ala Planetside 2 and you should get Valor points for doing so. This way you're not forced through the excruciatingly painful "warzones".

Edited by Ulfrik_Wulfgar
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In the expansion, marauders will be granted the following cooldowns.

 

1. Reduce all damage taken by 99%.

2. Reduce all damage taken by 20% and does damage to anyone attacking the marauder.

3. Reduce force and tech damage received by 25%.

4. Turn invisible, reduce all damage taken by 50%.

 

In addition they get a short cooldown ability which does an absurd amount of AoE damage with minimal set up and 2 leaps to make using it as idiot proof as possible. These leaps also make the AoE ability auto-crit.

 

.... Sorry, what did you say?

Edited by NurseDonut
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New sets of PvP equipments.

 

They have no stats (Endurance, Willpower, Power, etc.), just simple expertise rating. PvP fight should be more simple: you queue to PvP fight and the client will compare the expertise ratings. The team with the higher expertise win. Imperial teams expertise are multiplied.

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