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How I'd change PvP....


KinAster

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Overall PvP Changes

- Arenas have been removed from the game

- Level 60 Warzones no longer have bolster

- Reduce the amount of resolve received by all stuns by 70%

- Roots now add to the resolve bar

- Full resolve now lasts till death

- Trauma Abilities that deal -20% healing now lasts 45s. In addition, the debuff now reduces healing received instead of healing dealt.*

- 8v8 Ranked Season 1 begins

- Warzone Ques have been revamped

• Cross Faction and Server now applies to warzone Ques

• There is now a separate solo and group que for regular warzones

• Warzone Que HUD has been changed, and now shows all warzones currently being hosted on your server to show you what wz's you'd join in.

• Warzone teams can now no longer consist of more then 2 tanks and 2 healers. In addition, there can now no longer be more then 2 of the same advanced classes in an ops group. (I.E no more then two Sages, regardless of spec.)

 

Class Changes

 

Sith Sorcerer/Jedi Sage

 

- Base Class Changes

• Reduces the healing dealt across all abilities by 15%

• Increased the duration of Forcequake and Force Storm by 3s (now a 6s channel) and its damage has been increases by 2.5%

• Force Mobility has been removed from the game

 

- Madness/Balance Changes

 

• Reduced the damage of all Balance/Madness abilities by 20% including base dots.

• Death Field/Force In Balance has had its force cost reduced to 40. (Down from 50)

 

Sith Assassin/Jedi Shadow

 

- Base Class Changes

 

• Force Shroud/Resilience now has a 1 minute cool down.

• Phase Walk is now an instant cast. (Down from 0.5 sec)

• Maul/Shadow Strike has had its Force cost reduced by 10, and is now trained at level 10.

• Discharge/Force Breach are now trained at level 10.

 

- Hatred/Serenity Changes

 

• Total Damage across all abilities has been reduced by 15%.

• Total healing across all abilities has been reduced by 10%

• Death Field/Force In Balance now cost 40 Force. (Down from 50) In addition, they now spread Hatred/Serenity dots.*

 

- Deception/Infiltration Changes

 

• The damage dealt by Voltaic Slash/Clairvoyant Strike has been increased by 10%.

• Recklessness/Force Potency now correctly grant a critical hit with Discharge/Force Breach.

 

- Darkness/Kenetic Combat Changes

 

• Depredating Volts/Cascading Debris can no longer be channeled on the move.

• The base charges of Dark Ward/Kenetic Ward has been increased to 18. (21 with armor set bonus)

 

Mercenary/Commando Changes

 

- Base Class Changes

 

• Thrill of the Hunt/Forced March have been removed from the game.

• Hydraulic Override/Hold the Line now has a 1 minute cool down.

• Kolto Overload/Adrenaline Rush instantly heal you back to 50% health then slowly heal back to 75% of your health, but will not exceed 75%.

 

- Innovated Ordinance/Assault Specialist Changes

 

• Superheated Gas/Superheated Plasma is now the following: Increases the damage dealt by Combustible Gas Cylinder by 20% and its chance to trigger by 15%. In addition, burns will heal for 3% health every 2.5 seconds.

• Speed to Burn/Blazing Celerity now make Serrated Shot/Bolt critically hilt.

• The damage of Serrated Shot/Bolt has been decreased by 5%.

 

- Arsenal/Gunnery Changes

 

• Ligh 'Em Up/Gravity Surge now additionally increase defense chance by 50% when Heatseeker Missile/Demolition Round hit a target. This can not occur more then once every 30 seconds.

 

- Powertech/Vanguard Changes

 

- Base Class Changes

 

• Hydraulic Override/Hold the Line now has a 1 minute cool down.

• Rocket Launcher has an additional 2 rockets loaded. (Up from 4) however, the damage has been reduced by 10%.

• Kolto Overload/Adrenaline Rush instantly heal you back to 50% health then slowly heal back to 75% of your health, but will not exceed 75%.

 

- Shield Specialist/Shield Tech Changes

 

• Oil Slick/Riot Gas now only slows targets down by 50% (down from 70%). In addition, its cool down has been decreased to 45s (down from 1 minute.).

 

- Pyrotech/Plasmatech Changes

 

• Overall damage of the disciplines abilities has been increases by 5%.

• Heated Tools now additionally has a 25% chance to heal you for 5% of the your total health. This affect can only activate once every 20 seconds.

 

- Advanced Prototype/Tactics Changes

 

• Gut/Retractable Blade no longer deal kinetic damage. Its bleed damage has been increased by 5%.

• Thermal Detonator/Assault Plastique has had its damage reduced by 10%. In addition, its range has been decreased to 10m (down from 30m).

• Sonic Defense now lasts 10 seconds. (Up from 6.) but increases defense chance by 20%. (Down from 30%).

 

Sith Juggernaut/Jedi Guardian Changes

 

- Base Class Changes

 

• Vicious Throw/Dispatch are now trained at level 36.

• Unstoppable/Unremitting now only has a 50% chance to trigger.

• Enraged Defense/Focus Defense now only heals up to 75% health and can not exceed passed 75%.

 

- Vigilance/Vengeance Changes

 

• Brawn/Robust and Eviscerate/Burning Purpose have switched passive spots on the discipline path and only has a 50% chance to trigger.

• Shien Form is now trained at level 10, Shatter/Plasma Brand at level 26, and Impale/Overhead Slash at level 41 with in the discipline tree.

 

Sith Marauder/Jedi Sentinel Changes

 

- Base Class Changes

 

• Vicious Throw/Dispatch is now trained at 36.

• Dual Saber Throw/Twin Saber Throw is now trained at level 42 and grants two focus.

• Brooding is now a base class passive

• The Expunging Camouflage passive now cleanses dots as intended

 

- Annihilation/Watchmen Changes

 

• Deadly Saber/Overload Saber has had its damage increases by 5%

 

- Carnage/Combat Changes

 

• Force Vigor/Force Health now cause Dual Saber Throw/Twin Saber Throw to build a total of 4 Focus.

• Frenzied Saber/Saber Screen now increase Melee, Ranged, Force and Tech defense chance by 3% and stacks 4 times for 12 seconds.

 

Sniper/Gunslinger Changes

 

- Base Class Changes

 

• Covered Escape/Hightail It is now trained at level 36.

• Energy has been increases to 125. (Up from 110)

• Ballistic Dampers has been redesigned: Entering Cover grants 10 charges of Ballistic Dampers. Each stack absorbs 20% of incoming damage. (Down from 30%). This affect can only occur once every 1.5 seconds. In addition, Ballistic Dampers has a 45% chance to heal you for 5% of your total health when it absorbs damage. Charges persist through leaving cover. This affect will trigger every time you go into cover if you are out of charges.

• Damage has been decreased across all Sniper/Gunslinger abilities by 5%.

 

- Marksmanship/Sharpshooter Changes

 

• Penetrating Blast/Rounds has had its damage decreased by 10% and its cool down decreased by 3 seconds. (Down from 15.)

 

- Dirty Fighting/Virulence Changes

 

• Cull/Wounding Shots damage is increased by 2.5% and additionally deals an extra 2% tech damage if dots are applied to the target.

• Hemorrhaging Blast/Weakening Blast now lasts till the target is defeated.

 

Operative/Scoundrel Changes

 

- Base Class Changes

 

• All Healing abilities have had there healing reduced by 10%

• Exfiltrate/Scamper are now trained at level 36. In addition they cost 20 energy for the first roll, free for the second if used with in the next 10 seconds. Then this ability goes on a 15 second cool down. (Up from 10)

• Diagnostic Scan can not be used while moving.

 

- Concealment/Scrapper Changes

 

• Collateral Strike/Flying fist passive has been removed, and is now added to the Lacerate/Sucker Punch ability.

• New passive to replace Collateral Strike/Flying Fists: Infiltration Training/Underworld Connections: Increases armor penetration by 5%, armor rating by 5% and total endurance by 5%

 

- Ruffian/Lethality Changes

 

• Lethal Proliferation/Black Market Mods now spreads your dots with Shrap Bomb/Corrosive Grenade instead of Carbon Burst/Blaster Volley.

 

New Warzone

 

Yavin 4 Conquest:

 

- Two teams of 8 begin at opposite ends of map at a command post.

- 4 other command posts are up for conquering. Remain within 10m of them to slowly bring it to your factions control, the more guarding it the faster it will go. It will not go to one faction or another if enemies are within 10m.

- On death you choose what command post you respawn at, if any are controlled by your team.

- first team to conquer all command posts till time runs out wins.

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- Arenas have been removed from the game

 

lol. I for one wish only arenas were left in the game, so I could practice for ranked

 

- Reduce the amount of resolve received by all stuns by 70%

- Roots now add to the resolve bar

- Full resolve now lasts till death

- Trauma Abilities that deal -20% healing now lasts 45s. In addition, the debuff now reduces healing received instead of healing dealt.*

 

that's another lol

I think when you wrote this you thought it'd be nice if i had this rather than everyone else. You do realize that in huttball for example everyone will be at full resolve the whole freaking game. And you'd be the first to die to random marauder cause you can't knock him back or stun or slow. Gl with that.

 

Didn't read much further. You maybe have some valid points there, but most of them are just wild.

Edited by power-alex
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lol. I for one wish only arenas were left in the game, so I could practice for ranked

 

 

 

that's another lol

I think when you wrote this you thought it'd be nice if i had this rather than everyone else. You do realize that in huttball for example everyone will be at full resolve the whole freaking game. And you'd be the first to die to random marauder cause you can't knock him back or stun or slow. Gl with that.

 

Didn't read much further. You maybe have some valid points there, but most of them are just wild.

 

You can slow people even at full resolve, and if you can't beat someone who has full resolve you should stop PvPing.

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Overall PvP Changes

- Arenas have been removed from the game

Hell NO.

- Level 60 Warzones no longer have bolster

Would break the game.

- Reduce the amount of resolve received by all stuns by 70%

Meh? What would that do? Make it so you stay stunned 70% longer? Hell no!

- Roots now add to the resolve bar

Meh?

- Full resolve now lasts till death

Change it to Resolve Persists Through Death and we have a deal.

- Trauma Abilities that deal -20% healing now lasts 45s. In addition, the debuff now reduces healing received instead of healing dealt.*

Highly agreed.

- 8v8 Ranked Season 1 begins

So you want even LONGER Ranked Queues?

- Warzone Ques have been revamped

• Cross Faction and Server now applies to warzone Ques

It's impossible in the coding of the game for Cross Faction Groups. Cross Server though can be done, BW is just lazy.

• There is now a separate solo and group que for regular warzones

Group 8v8 queues would NEVER pop...

• Warzone Que HUD has been changed, and now shows all warzones currently being hosted on your server to show you what wz's you'd join in.

That would be a great!

• Warzone teams can now no longer consist of more then 2 tanks and 2 healers. In addition, there can now no longer be more then 2 of the same advanced classes in an ops group. (I.E no more then two Sages, regardless of spec.)

 

I'm pretty sure that would increase queue times by about 500%

 

Class Changes

 

Sith Sorcerer/Jedi Sage

 

- Base Class Changes

• Reduces the healing dealt across all abilities by 15%

• Increased the duration of Forcequake and Force Storm by 3s (now a 6s channel) and its damage has been increases by 2.5%

• Force Mobility has been removed from the game

So, essentially... Nerf Sorcs into the ground for PvE, and PvP at the same time.

- Madness/Balance Changes

 

• Reduced the damage of all Balance/Madness abilities by 20% including base dots.

• Death Field/Force In Balance has had its force cost reduced to 40. (Down from 50)

 

Why don't just just remove the class in general? That's essentially what you want to do!

 

Sith Assassin/Jedi Shadow

 

- Base Class Changes

 

• Force Shroud/Resilience now has a 1 minute cool down.

It already does...

• Phase Walk is now an instant cast. (Down from 0.5 sec)

That would also apply to Sorcs because they get Phase Walk in 4.0.

• Maul/Shadow Strike has had its Force cost reduced by 10, and is now trained at level 10.

You already get Maul at level 10... So, that's highly redundant.

• Discharge/Force Breach are now trained at level 10.

Nice QoL Update I guess...

 

- Hatred/Serenity Changes

 

• Total Damage across all abilities has been reduced by 15%.

• Total healing across all abilities has been reduced by 10%

• Death Field/Force In Balance now cost 40 Force. (Down from 50) In addition, they now spread Hatred/Serenity dots.*

 

So, your crusading for "Death to DoT Specs!" now...

 

- Deception/Infiltration Changes

 

• The damage dealt by Voltaic Slash/Clairvoyant Strike has been increased by 10%.

• Recklessness/Force Potency now correctly grant a critical hit with Discharge/Force Breach.

Well, it does grant a near auto-crit, but that's because Recklesness/Force Potency grants 60% Force Crit, not 100%.

 

- Darkness/Kinetic Combat Changes

 

• Depredating Volts/Cascading Debris can no longer be channeled on the move.

****. No.

• The base charges of Dark Ward/Kinetic Ward has been increased to 18. (21 with armor set bonus)

Already added in 4.0 with a talent.

 

 

Mercenary/Commando Changes

 

- Base Class Changes

 

• Thrill of the Hunt/Forced March have been removed from the game.

****. No.

• Hydraulic Override/Hold the Line now has a 1 minute cool down.

Jesus Christ you hate mobility! again ****. No.

• Kolto Overload/Adrenaline Rush instantly heal you back to 50% health then slowly heal back to 75% of your health, but will not exceed 75%.

Talk about OP AF!

 

- Innovated Ordinance/Assault Specialist Changes

 

• Superheated Gas/Superheated Plasma is now the following: Increases the damage dealt by Combustible Gas Cylinder by 20% and its chance to trigger by 15%. In addition, burns will heal for 3% health every 2.5 seconds.

How would burning another target heal you?!?

• Speed to Burn/Blazing Celerity now make Serrated Shot/Bolt critically hilt.

Talk about useless... You NEVER should use StB on Serrated Shot! That's really bad form if you do.

• The damage of Serrated Shot/Bolt has been decreased by 5%.

Why? it's not OP...

 

- Arsenal/Gunnery Changes

 

• Ligh 'Em Up/Gravity Surge now additionally increase defense chance by 50% when Heatseeker Missile/Demolition Round hit a target. This can not occur more then once every 30 seconds.

 

Ehh... that's not terribly useful... it's a 50/50 shot at defending a Ranged or Melee attack...

 

 

- Powertech/Vanguard Changes

 

- Base Class Changes

 

• Hydraulic Override/Hold the Line now has a 1 minute cool down.

Same as merc.

• Rocket Launcher has an additional 2 rockets loaded. (Up from 4) however, the damage has been reduced by 10%.

So you want AP/Tactics to have 10 Shoulder Rockets? Talk about broken AF...

• Kolto Overload/Adrenaline Rush instantly heal you back to 50% health then slowly heal back to 75% of your health, but will not exceed 75%.

Same as merc.

 

- Shield Specialist/Shield Tech Changes

 

• Oil Slick/Riot Gas now only slows targets down by 50% (down from 70%). In addition, its cool down has been decreased to 45s (down from 1 minute.).

 

Not terrible.

 

- Pyrotech/Plasmatech Changes

 

• Overall damage of the disciplines abilities has been increases by 5%.

• Heated Tools now additionally has a 25% chance to heal you for 5% of the your total health. This affect can only activate once every 20 seconds.

First one is ok, Heated Tools change is damn near useless.

 

- Advanced Prototype/Tactics Changes

 

• Gut/Retractable Blade no longer deal kinetic damage. Its bleed damage has been increased by 5%.

Meh.

• Thermal Detonator/Assault Plastique has had its damage reduced by 10%. In addition, its range has been decreased to 10m (down from 30m).

Nerf to PvE and PvP.

• Sonic Defense now lasts 10 seconds. (Up from 6.) but increases defense chance by 20%. (Down from 30%).

 

Meh. That makes it damn near useless.

 

 

Sith Juggernaut/Jedi Guardian Changes

 

- Base Class Changes

 

• Vicious Throw/Dispatch are now trained at level 36.

For the love of god make this happen.

• Unstoppable/Unremitting now only has a 50% chance to trigger.

****. No. RNG Sucks ***.

• Enraged Defense/Focus Defense now only heals up to 75% health and can not exceed passed 75%.

Well, that would make it useless...

 

- Vigilance/Vengeance Changes

 

• Brawn/Robust and Eviscerate/Burning Purpose have switched passive spots on the discipline path and only has a 50% chance to trigger.

So, make it useless!

• Shien Form is now trained at level 10, Shatter/Plasma Brand at level 26, and Impale/Overhead Slash at level 41 with in the discipline tree.

 

Just make Shien baseline and give us a new skill...

 

 

Sith Marauder/Jedi Sentinel Changes

 

- Base Class Changes

 

• Vicious Throw/Dispatch is now trained at 36.

• Dual Saber Throw/Twin Saber Throw is now trained at level 42 and grants two focus.

• Brooding is now a base class passive

• The Expunging Camouflage passive now cleanses dots as intended

Expunging Camo never was made to cleanse DoT's. everything else is fantastic.

 

- Annihilation/Watchmen Changes

 

• Deadly Saber/Overload Saber has had its damage increases by 5%

That's It? How about the dozens of other changes that need to happen?!?

 

- Carnage/Combat Changes

 

• Force Vigor/Force Health now cause Dual Saber Throw/Twin Saber Throw to build a total of 4 Focus.

• Frenzied Saber/Saber Screen now increase Melee, Ranged, Force and Tech defense chance by 3% and stacks 4 times for 12 seconds.

 

Erm, that makes it pretty useless because Force and Tech don't have a defense chance... Just make it stack 2 times and give 4% Damage Reduction per stack.

 

What about Fury/Concentration?

 

 

Sniper/Gunslinger Changes

 

- Base Class Changes

 

• Covered Escape/Hightail It is now trained at level 36.

Not too bad.

• Energy has been increases to 125. (Up from 110)

Useless if you know how to play.

• Ballistic Dampers has been redesigned: Entering Cover grants 10 charges of Ballistic Dampers. Each stack absorbs 20% of incoming damage. (Down from 30%). This affect can only occur once every 1.5 seconds. In addition, Ballistic Dampers has a 45% chance to heal you for 5% of your total health when it absorbs damage. Charges persist through leaving cover. This affect will trigger every time you go into cover if you are out of charges.

That would be perfect!

• Damage has been decreased across all Sniper/Gunslinger abilities by 5%.

 

- Marksmanship/Sharpshooter Changes

 

• Penetrating Blast/Rounds has had its damage decreased by 10% and its cool down decreased by 3 seconds. (Down from 15.)

It doesn't need the CD reduction or damage decrease. It's CD syncs perfectly with MM's rotation as is.

 

- Dirty Fighting/Virulence Changes

 

• Cull/Wounding Shots damage is increased by 2.5% and additionally deals an extra 2% tech damage if dots are applied to the target.

• Hemorrhaging Blast/Weakening Blast now lasts till the target is defeated.

 

Not bad, but HB/WB would be broken as all getout if that was the case.

 

Operative/Scoundrel Changes

 

- Base Class Changes

 

• All Healing abilities have had there healing reduced by 10%

No. Because that's an Operative's main defense.

• Exfiltrate/Scamper are now trained at level 36. In addition they cost 20 energy for the first roll, free for the second if used with in the next 10 seconds. Then this ability goes on a 15 second cool down. (Up from 10)

****. No. I do NOT want to expend energy on my Gap Closer. And 10s CD is perfectly fine for 2 8 meter rolls...

• Diagnostic Scan can not be used while moving.

It's Diagnostic Scan... It heals for less than 3k...

 

- Concealment/Scrapper Changes

 

• Collateral Strike/Flying fist passive has been removed, and is now added to the Lacerate/Sucker Punch ability.

• New passive to replace Collateral Strike/Flying Fists: Infiltration Training/Underworld Connections: Increases armor penetration by 5%, armor rating by 5% and total endurance by 5%

Not terrible...

 

- Ruffian/Lethality Changes

 

• Lethal Proliferation/Black Market Mods now spreads your dots with Shrap Bomb/Corrosive Grenade instead of Carbon Burst/Blaster Volley.

 

Yes.

 

 

New Warzone

 

Yavin 4 Conquest:

 

- Two teams of 8 begin at opposite ends of map at a command post.

- 4 other command posts are up for conquering. Remain within 10m of them to slowly bring it to your factions control, the more guarding it the faster it will go. It will not go to one faction or another if enemies are within 10m.

- On death you choose what command post you respawn at, if any are controlled by your team.

- first team to conquer all command posts till time runs out wins.

 

Cannot Comment.

 

 

Bold Responses.

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I've gained some perspective. After playing Skyforge pvp, SWTOR feels like a perfectly balanced pvp utopia. I don't think I'll ever complain about pvp in this game again.

 

LOL I know the grass is always greener on the other side.

 

As to the OP; I saw this thread earlier and thought it was awful but it was near the bottom and figured it best to let it sink into the abyss. Damned you all for posting in it and bumping it up! Damned me for perpetuating that with this post!

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