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instant dmg counter in 3.0


Csillagkari

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We should see more instant dmg counter in 3.0 in order to make ranked games more about fun, and specially more about game playing, not to queuing for 10-70 minutes then waiting 2 minutes front of the arena to have 2 sec actual game play.

I don't ask for nerf of instant dmage skills till I believe that devs doing a great job by making balance in pure numbers like dps outcome, but a match is absolutely not the same like testing dps in a dummy or in papper. But even in papper it don't needs a great brainstorming, to figure out, that focused instant damages are imposible to outheal, not even with 2 healer. And its a kind of fact, that when a match turns to 3v4 after the first 2 sec its actually done.

 

I don't wanna call for nerf, I see that the dps/hps calculations by the swtor team are quite exact, I simply would ask more fun, what means better TTK aka longer fights till our matches, what depends on great teamplay and skillful acts and many tactical decision, not on the fact, that who's will instantly kill the first target from the two teams.

 

instant 1-2 sec kills = numbers in our paperdoll

lingered arena matches = playerskill, teamplay

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I actually play all classes. But I prefer Sage/Sorce, Shadow, Scoundrel and Commando. Sage is my favorite and he is the only one who can counter an insta kill with Force Barrier. So it's not a self class lobby.

 

Nowdays I play solo queue.

 

Voice coms like ts, mumble... counts, but totaly out of this issue. There is no such a short code what you can say true voice com, while the gank happen.

 

Yes, some matches could go till acid bath, but mostly just in case if both teams have very good healers and they are lacking in dps and lets be honest, this are not the matches what has 2 shadow/assasin and mara or sniper who immediately focus and disable the healer, or what ever class who is not a tank... no matter if he protected, no matter if he use all his cc breaker, deff skill.. he will go down in 2 sec.

 

My worst and most frustrated matches : I sit down to my comp to play some swtor pvp, waiting 30 minutes for a match, then 2 minutes at the entrance of the arena, then the match end in 10 sec and if we won, we even should be happy and proud lol

 

My best matches: somehow the target focus goes wrong for both sides, the healers can jump in action till all 8 members are alive, guarding, new positions,... the game starts to look like a teamplay based pvp match , then it goes on and on and sudenly some members fell out of there rotation.... you can feel that the premade plan don't works any more, everyone starts to impovisate. And THAT is the point when pvp begins in my eye : ) That is the point when playerskill and teamplay counts! And all this can happen very rarely and all this can be destoryed by that 2 sec insta kill.

 

" focus target in range" click, click "done, gg" - gg my a s s

Edited by Csillagkari
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Have you participated in group ranked at all? They have consistently had to go to tie breakers every since 8v8 ranked was put in with 1.3. In uncoordinated groups, people will always die quicker than when you have full voice comms usage.

 

He's talking about Arenas not Ranked Groups. The arenas are 90% PUG vs premade and it's no fun for the PUG team. Why the premade does not sign up for ranked? Guess they just like to play against PUGs. That's why BW suppose to separate PUGs from Premades .

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He's talking about Arenas not Ranked Groups. The arenas are 90% PUG vs premade and it's no fun for the PUG team. Why the premade does not sign up for ranked? Guess they just like to play against PUGs. That's why BW suppose to separate PUGs from Premades .

 

Ranked groups are also arenas. Group ranked is what balance should be built around. If you're talking about reg arenas there is no way in hell any balance changes should be made around uncoordinated teams of unpredictable composition/skill.

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When I mentioned, that "all 8 members are alive and the healers can jum in to action" I ment, both teams and both of there healers : ) So I have this issue till 4v4. At 8v8 the protection of the objective, tactical lure of the zerg, tactivaly generated focus on your self are actually all priority actions, so in 8v8 this issue is acceptable.
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When I mentioned, that "all 8 members are alive and the healers can jum in to action" I ment, both teams and both of there healers : ) So I have this issue till 4v4. At 8v8 the protection of the objective, tactical lure of the zerg, tactivaly generated focus on your self are actually all priority actions, so in 8v8 this issue is acceptable.

 

What everyone here is trying to explain to you is that if DPS classes are given more counters for insta-damage burst kills, it will make killing anyone in 8v8 regs (with good teams) and ranked arenas impossible assuming good play. So doing what you ask is not really possible without screwing up the game.

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He's talking about Arenas not Ranked Groups. The arenas are 90% PUG vs premade and it's no fun for the PUG team. Why the premade does not sign up for ranked? Guess they just like to play against PUGs. That's why BW suppose to separate PUGs from Premades .

 

Maybe they aren't good. Maybe they wanted to play warzones and regs was their only option. Maybe they're just messing around, having some beers and laughing at keyboard turners. There are a lot of reasons to do regs and not ranked.

 

FYI, the system does prioritize premade vs. premade when possible. Or at least it did as of the last time we got information on it.

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We should see more instant dmg counter in 3.0 in order to make ranked games more about fun, and specially more about game playing, not to queuing for 10-70 minutes then waiting 2 minutes front of the arena to have 2 sec actual game play.

I don't ask for nerf of instant dmage skills till I believe that devs doing a great job by making balance in pure numbers like dps outcome, but a match is absolutely not the same like testing dps in a dummy or in papper. But even in papper it don't needs a great brainstorming, to figure out, that focused instant damages are imposible to outheal, not even with 2 healer. And its a kind of fact, that when a match turns to 3v4 after the first 2 sec its actually done.

 

I don't wanna call for nerf, I see that the dps/hps calculations by the swtor team are quite exact, I simply would ask more fun, what means better TTK aka longer fights till our matches, what depends on great teamplay and skillful acts and many tactical decision, not on the fact, that who's will instantly kill the first target from the two teams.

 

instant 1-2 sec kills = numbers in our paperdoll

lingered arena matches = playerskill, teamplay

There already is a counter....

instant damage is primarily for melee, the counter is range/positioning, and kiting. In the group context add peeling to those.. Certain classes also have damage immunity. If you are dying that fast, you, your team, or both have issues..

 

What else do you need?

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