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Member
(05-01-2012, 06:50 AM)
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They made a good change in Alderaan taking away the side speeders on PTS then for some reason readded them. The reason the cap is the length it is is probably because of CC, most mezzes last 8 seconds so capping needs to be longer than that. They just need to remove the side bikes because defending 2/3 nodes in Alderaan right now is too easy and leads to 1 sided games. From my personal experience I either destroy or get destroyed in Alderaan, there's no in between.
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Challenge Everything
(05-01-2012, 07:43 AM)
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Competetive my ass. It's a mode that takes 0 skill and revolves around who has the most healer sorcs, juggs, and tankassins. Huttball's the only warzone you can legitimately lose to a team 100x worse than you based on comp alone. It's like WoW arena, but worse, where RMP would make up 75% of teams over 2400.
This is coming from a dude who only groups with tankassins and sorcs and thus wins 90% of huttballs or loses them to the 6-8 man pub premade with 3 sages, 1-2 juggs, 1-2 tankassins, and healers all around. My dps operative is absolutely 100% useless in huttball. Sure, it's fun running around and ganking the guys in the corner with 50% hp, but it doesn't do anything for your team but give the other guys a free respawn that contests your teams' advance.
Last edited by Anbokr; 05-01-2012 at 07:45 AM.
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Member
(05-01-2012, 12:15 PM)
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Member
(05-01-2012, 12:47 PM)
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Oh yes! They removed having to do the previous dailies before doing End of Torvix. Kept hating that as getting groups was a pain as there was always a ton of people waiting for the others to finish their dailies before they could join the instance.
Huttball is just dominated by Sith and Jedi, bouncing and pulling everywhere, sprinting through fire.... meh. And it's only in Huttball am I constantly cursing at the fucking CC. People don't use their CC as much and it's not that important in the other warzones. Huttball can be fun if you got two balanced teams of classes, but so many of the issues with pvp to me are because of it. Yea I would like Alderaan to be more offensive based, as it usually is determined in the first couple minutes while it's so easy to defend the points.
Last edited by BattleMonkey; 05-01-2012 at 12:49 PM.
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Member
(05-01-2012, 12:48 PM)
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Minefield phail cracked me up when I watched it earlier Apparently exit area was removed due to it bugging out bosses and such, fabricator was one of the biggest offenders I beleive, no escaping the repair bill anymore. |
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Member
(05-01-2012, 12:52 PM)
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Yeah, I really wouldn't call Huttball the best either, and my main is a Jugg which is considered to be one of the better classes for the map. It just completely favours force classes. Powertech comes close, but you have to spec for the charge.
Amusingly on my server there's a premade which runs with only force users, and they own at Huttball. However, shove them in any other warzone, and they lose more than they win. |
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Member
(05-01-2012, 01:58 PM)
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I dunno -- I feel pretty useful with my sniper in huttball, but I prefer my Powertech or Guardian. Mostly because I like shielding people. Either way, I think Huttball is my favorite because it's not as contrived as the rest of the WZ. I understand how non-force users might feel screwed though.
Voidstar would be my 2nd pick, although I feel as though it's rare nowadays that anybody reaches the goalpost. I hate to bring it up but there's a reason why Arathi Basin had 5 nodes instead of 3, and on more uneven terrain -- it encouraged more dynamic play. Of course, with SWTOR limited to 8 players per zone it makes less sense. |
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Member
(05-01-2012, 02:32 PM)
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Member
(05-01-2012, 06:20 PM)
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Huttball is fun too, despite my team almost never winning. Alderaan is alright, if you at least half act like a team you can win that without much effort. I hate Novare though, jesus christ it just seems like every match I play of that the winning team happens in the first few mins and you just waste time till its over. |
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Junior Member
(05-01-2012, 11:37 PM)
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We finally are viable enough for PvE (without having to ressort to Overleveling or Purple Gear all around)
... especially for these tough boss fights (you know the ones). Please dont take it away. Games really need to create a different ruleset for PvP nowadays. Otherwise it just never stops ! |
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Member
(05-02-2012, 12:58 AM)
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The buff to expertise which favors damage dealing also just goes in their favor. |
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Member
(05-02-2012, 02:37 AM)
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RMP was one of the most complex comps to pull off in arenas that were dominated by BroCleave and Shadow Cleave rollface comps while I was still playing. Huttball is ridiculously fun to play as a premade team game. Pugging is always variable, of course, but I have even in those circumstances loved the gameplay. |
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Member
(05-02-2012, 03:41 AM)
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Though I've since switched to Madness, and you guys cant cleanse dots. :D I can live with that one bs defensive one, it's the stealth that really pisses me off. |
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Challenge Everything
(05-02-2012, 04:50 AM)
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I'm not going super in depth with the RMP comparison, I'm just throwing it out there as a dominant comp across WoW for years (sure everything has counters, it's not a 100% comparison--but RMP was fairly easy up to 2k, sure when you get in the top 3% of teams you'll run into counters, but getting up there was significantly easier as RMP compared to other comps, for years). But in Huttball, tankassins/juggs/sorcs are the cookie cutter "i destroy huttball with 2 buttons" classes that have a huge advantage over everyone else in a warzone that's really rooted in survival, luck, and obstacles the most mobile and defensive classes win. I never really feel "outplayed" in Huttball unless I lose to a team with less sorcs/tankassins than my team. TLDR: there's nothing skill based about getting pulled by a sorc, using a trinket when full resolved, popping force cloak and sprinting through fire to score. Maybe my WoW arena comparison was pretty awful as arena required 100x the attention to detail and reaction time of huttball.
Last edited by Anbokr; 05-02-2012 at 05:07 AM.
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Member
(05-02-2012, 06:19 AM)
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You implied that here:
There is when you force him to pop his trinket before he is ever close to the goal line as a means of survival, that you bring about by severing him from his heals, by locking that bitch down. Ranked Warzones should hopefully change your perception on that.
Last edited by Cystm; 05-02-2012 at 06:22 AM.
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Challenge Everything
(05-02-2012, 06:57 AM)
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I didn't imply anything, I said it's fun running around in huttball ganking low hp targets; I never said I absolutely cannot kill anyone above 50%.
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Also, about shutting down healers, sure in pug games you can try instagibbing healers, sometimes it works out, sometimes it doesn't. But against a coordinated huttball team just pounding on the healers usually amounts to nothing, as the tank ball carrier still has enough juice to score while you and another dps are distracted on his healer. Also, most healers I've seen actually follow their BC across the ramps where an operative is weakest, one knockback after your opener and you are finished. And if the operatives sole job in ranked huttball is to shut down healers, you can probably sub in any dps aside from a merc that will be much more efficient in that regard. That has been my point the entire time. An operative cannot effectively damage in an environment like huttball aside from the middle or the pit (which usually equates to ganking). If you get knocked off or picked out of stealth on those AoE infested ramps with giant mobs, you are finished. The only thing that I can see fixing this is shadowstep, but introducing that would be a major fix for operatives in huttball but gamebreaking in other areas. The operatives toolset is all based around ganking vulnerable targets or winning 1v1s. This works amazingly well in pug games (especially pug alderaan/civil war), but not so much in ranked, where you have guys actively communicating on voice chat, and where you will probably never catch a guy alone in the back. This is why I'm not a fan of huttball. It's heavily skewed towards comp (sure you can argue every form of PvP is affected by group composition, but huttball takes this to the extreme).
Last edited by Anbokr; 05-02-2012 at 07:06 AM.
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Member
(05-02-2012, 05:02 PM)
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Kind of an anti end of the world article and interview about SWTOR currently and how they are putting more resources into pvp and endgame content now.....
http://www.rockpapershotgun.com/2012...wtor-doubters/ Endgame should have always been important, it's obvious though they didn't put much thought into pvp at first. Hopefully this doesn't turn into them focusing just on expanding the endgame grind and not put focus on the game in general and expanding story stuff. |
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Member
(05-02-2012, 05:09 PM)
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I'm quite content with the leveling process/story process, I just think they need something like's Rift's Instant Action (or something equivalent to it), just having new dailies all the time is quite a chore. |
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Challenge Everything
(05-02-2012, 06:30 PM)
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I don't know how madness' dots work but one of the most annoying things for my marauder is that our bleeds require a white damage hit to connect before they are applied, thus anything that reduces our accuracy or increases the defense of our foes completely destroys mara damage for awhile. Think that's supposed to be the achilles heel of marauders and snipers. My marauder absolutely destroys healers but can't touch tanks. My operative fairs well against tanks but isn't the best at stomping a healer (unless he doesn't have barrier, and I have my relic up).
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Member
(05-02-2012, 07:12 PM)
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Challenge Everything
(05-02-2012, 07:42 PM)
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yeh i just shred tanks in 3 secz ez, 5k dmg 5k dmg 5k dmg, ezzzz. Na. Maras shred sorc healers and other dps (especially mercenaries), but are pretty useless when banging on a tank (leave that to classes with tech/force damage). You know, when 90% of your abilities are white damage, they get countered by defense and nearly every tank CD. Not going to get into the 1000x "lololol maras op nerf plz" debate, but maras are pretty much hard countered by snipers, tanks, and often lose 1v1 to good concealment operatives (not going to call this a hard counter, though my operative eats marauders alive).
Your sentinel 50 yet gatti ;)?
Last edited by Anbokr; 05-02-2012 at 07:45 PM.
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Member
(05-02-2012, 08:11 PM)
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Honestly I think I really suck with sentinal. Its just not my style. I think i rolled it bc i was so pissed about getting facerolled 24/7 by them but they just don't fit how i play wz. I really enjoy them pve though. Its the exact opposite with Pyro pveing with Pyro sucks IMO but pvping feels so good. |
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Member
(05-02-2012, 08:32 PM)
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Member
(05-02-2012, 09:34 PM)
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Last edited by BattleMonkey; 05-02-2012 at 09:39 PM.
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Challenge Everything
(05-02-2012, 11:36 PM)
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Actually gotta * this. Annihilation marauders and carnage marauders (to a lesser extent) can't do much to tanks (annihilation is 100% white damage, carnage is 80%). Rage marauders on the other hand destroy tanks (especially guard), but rage is a pretty gimmicky no fun spec and 95% of marauders are still annihilation. |
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Member
(05-03-2012, 12:07 AM)
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Thing is -- why would you gear as a tank for PvP? The only people who do it are those who specifically design themselves to be hutball runners -- so, almost nobody. Taugrim did an article about why def/block/abs are no good for PvP and it's pretty much been passed all around the block.
Sure as a tank you have CD's that may or may not mitigate but generally speaking your CD's mitigate more than white damage -- that's what they are designed to do. Point is, nobody is mitigating significant amounts of White damage in Warzones right now. Maybe the metagame will change and people will start gearing for it but as it is right now nobody is running around harder for snipers/maras to kill than anybody else. |
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Member
(05-03-2012, 01:41 AM)
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Guard is awesome, but yea most people wouldn't bother with it if we had dual specs allowed. Tanks are pretty shit in pvp outside of guarding, our damage negation is pretty pointless and ignored by countless things.
Last edited by BattleMonkey; 05-03-2012 at 01:44 AM.
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Member
(05-03-2012, 02:21 AM)
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Originally Posted by Anbokr;37502765[B:
Last edited by Isaccard; 05-03-2012 at 02:27 AM.
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Challenge Everything
(05-03-2012, 03:40 AM)
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Sure a tank running around like a headless chicken without a healer to guard is going to die to anyone, but on Keller's Void at least, the majority of tanks have multiple pocket healers (especially on pub), and they play smart--tunneling them as a marauder is not effective at all. Tanks are very very strong with an organized group in SWTOR, you'll see at least 2-3 on every team come ranked. |
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Member
(05-03-2012, 05:34 AM)
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On my guardian I'll often run Vigilance with guard stance and completely ignore the tank tree because you can get better passive mitigation by doing that and you don't give up damage. |