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Broadsword Online, do any of these changes for PvP. 

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#swtor #swtorpvp #starwars
please stop ignoring us pvpers. :(
also I need to talk about something else for once but this is just good timing.
will get around to it.
this things a mess, need to update stuff at some point. Going to reorder my guides soon and remove some guides from the playlist I find no longer up to date or relevant. If you guys have a specific guide request lmk.
Rage/Focus updated Pvp guide
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-E2LMnBBdekU.html
Engi/Sabo Quick PvP guide
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-I-XNjRPP7Qc.html
Min-max stats for all 332 specs PvP.
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-4jjMbx5PY5M.html
Updated UI / Preferences / Keybinding guide 7.3
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-cTVzyZCRL8Q.html
Updated AP Guide 7.3
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-wWUjeim6BXE.html
Fixing swtors matchmaking problem in under a minute.
ru-vid.comBRpSuyQRrK0
dirty fighting/virulence guide
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Z6h_zZjplTc.html
concealment guide
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Mj6ohBZ-ag0.html
io guide
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-NrnwlM5WUNo.html
arsenal guide
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Ggi1jHJ7IhE.html
Recent annihilation guide
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-EmhTZSLfHBs.html
ling guide
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Q2dhmv88-ms.html
recent madness guide
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-cg0J2fwcD-c.html
deception guide
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-HgY1VeFl71A.html
veng guide
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-EHAtCHXCLqA.html
pyro guide
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-y5yuqQhkYMs.html
Tank guide for immortal.
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-QXLPvet11rQ.html
More in-depth Lethality Guide.
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-TUj3NTq61Q.html
Quick Leth guide
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-YG0i-o0v7QQ.html
AP/Tactics quick guide
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Vn_NsSwCNE8.html
Fury/concentration quick guide
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-uCltcnCDLsk.html
Rage / Focus quick guide.
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-iFSCsfsz8WQ.html
Carnage Marauder 7.2 updated quick guide.
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-b3SGdHp6i70.html
If you're struggling to keybind, check out this video and take it slow!
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-M912ubirMLk.html
It'll help you cover the basics for keybinding and other UI stuff.
if you want to know why accuracy is so important check out this video.
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-pEocR5Q8cOk.html
If you're relatively new to PvP do check out this video.
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-b9b9vw1WEqQ.html
Not sure what melee alt you want?
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-1Z8mqh_h0jE.html
Want to play lethality? Full in-depth crash course.
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-TUj3NTq61Q.htmlk
dying in PvP? Well, it's intended, check this out.
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-C1NNksFt5EU.html
Not great at defensives? Well I have you covered there too.. for both 4v4 & 8v8!
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-6W7Y_LG2fho.html
Then finally, all cc immunity animations and icons.
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-0dEAInH7bUY.html
Check me out over at twitch.tv/actually_Cease

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25 июл 2024

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Комментарии : 18   
@CeaseFaith
@CeaseFaith 2 месяца назад
I wanted to post on the forums these thoughts, but I know typically they just get buried so I decided I would just do this instead. I played 3 matches the other day, this one was fun, the second enemy teams DPS started hiding/giving up, third game the healer who was still qing rage quit. . As per usual, it's not the healers fault nor is it really the players fault. Anyway here's the write up I had and basically what I am saying in the video if you'd rather mute and just watch the gameplay. "Veteran Flashpoint Weekly missions will reward an Elite Decurion Upgrade Cache or an additional 130 FP-1 stabilizers. Master Flashpoint Weekly missions will reward a Supreme Decurion Upgrade Cache or an additional 310 FP-1 stabilizers. Daily and Heroic Area missions will reward a Noble Decurion Distribution Chest or 25 FP-1 stabilizers. Story Operations Weekly missions will reward a Tionese Upgrade Cache or 70 OP-1 Catalysts." This is pretty cool; it definitely helps put a step forward to make gearing more straight forward. However, the ideology of Hyde & Zeek still complicates players, and I do think the whole blue & purple enhancement thing should go just to further simplify the system. Then I would say we truly have a straight-forward system and potentially a way to swap our implant (set bonus pieces) for the same thing but with different stats, giving us full control over build diversity or stat sharing unification. Anyway, updating and fixing old systems is definitely a nice place to start and of which PvP should be looked at. There's tons of improvements to both QoL and player enjoyment just waiting to be done. For example, it's been an incredibly common sentiment from the PvP community that raising the group limit for warzones from 4 is a negative. Majority players don't like it, and it's only adding to the spiraling state of PvP. Lack of incentive for players to contribute. Most games since players cannot leave without being punished will just find a spot to AFK and not contribute or do the bare minimum to avoid being booted. This isn't good, and often times you have even seen streamers do this; this shouldn't be okay and isn't a healthy thing for PvP. There really should be more rewards for actively taking part in the game and engaging in combat and understanding you're meant to face resistance and often times perish multiple times because of it. The fewer players contribute, the worse this experience becomes. Mercy is something most other games have, and SWTOR only has it if too many leave. Sometimes matches aren't going to be fair, and having a way to end relatively unbalanced matches sooner would be going a long way for those who find those matches not worth trying in and result in them AFKing. It's not a perfect solution and ultimately takes work to get right, but it'd go a long way for the mental health of players with defeatist mentality. Balancing MM is not something that'll typically be a common occurrence when players aren't putting forth effort. Balancing Matchmaking. As a whole, limiting things back down to 4M for Warzones will go a long way. This is currently what kills most players drive to play the game, as playing against 4 dedicated players was already oppressive and relatively unfun if players decided they did not want to contribute, leaving you in a landslide of a disadvantage. Then looking into smaller groups or non-grouped matches, limiting tanks further to only 1 per team as a hard cap unless there's 2 groups and they're both running tanks should be heavily enforced. The limit for healers being only 2-while it is a reasonable cap. In most situations, it'll be far more fun to face 3 healers than it would be to deal with more than 2 tanks, which is quite the occurrence nowadays. The healer limit should be more relaxed and allow for 3 healers way more frequently than they do, but prioritize matching 2 healers over 2 healers. There also should be at least a little weighted balancing towards ranged classes, not all being stacked on one side versus all melee. Anyway, this will never be perfect, but current restrictions and group size availability only make it less enjoyable. lastly, bolster. It basically does nothing for max level, and I do think that's for the best. But I do think the bare minimum of giving players stats of at least the basic blue augment if they're missing them would not only make new player PvP feel better but make PvP better as a whole. Gear matters quite a lot, and in general, players who are inexperienced often do not get their gear right, let alone afford to augment their gear that they're constantly replacing. To avoid issues like what we had before that got augments disabled, just simply adding in a check if the player has augments or not is all that's needed, then giving x amount of stats for each missing augment. Augments these days add up to 5,000-6,000 stat points; that's multiple pieces of gear! Thanks for taking the time to read a rather quick write-up. I share the sentiments of most of the PvP community and find it relatively easy to access knowledge here by scraping the PvP forums. Whether it's worth it for you guys to give us any sort of acknowledgement or changes... Suppose we'll just have to continue to wait and see, or just continue to let PvP decay.
@vayndecember
@vayndecember 2 месяца назад
Remove 8m group q. Make it 4m max again. This was most stupid decision to make....
@kw0lf.tw1
@kw0lf.tw1 2 месяца назад
People give up when they are badly outmatched. When they can barely drop out of their spawn and they are dead. Or their whole team gets wiped at a node again and again. At that point, the other team is just farming kills.
@Montrose7106
@Montrose7106 2 месяца назад
I have some stuff to respond to, I think buffing healers is a mixed bag. Merc and Sorc healers are relatively decent right now, the only healer that needs to be buffed imo is Operative/Scoundrel. Limiting to 1 tank per team is again mixed, I think it would just be better to reduce guard from 50% down to 25% alongside nerfing tanks DMG and survivability. Overall I think the core issue when it came to class balancing and I think you stated this before once, is that the meta specs became even more meta while the struggling specs got even worse. A good example is my favorite spec that everyone knows; Merc. In 6.0 the spec was in a solid place but now in 7.0 its the easiest class to tunnel into. The spec lost all its kiting power. Playing it today with the root on missile blast and having rocket out its night and day how much better my kiting power is, but I loose all my survivability in terms of defensives with my ED and trauma stabilizers. Compare this to a Rage jug who really to get their main mobility only looses their saber reflect. This isn't even bringing up poor Marksman with how terrible it is. Off of class balancing, I think like you said the biggest issue though when it comes to PVP is the premades. They ruin any fun for the vast majority of solo players and there isn't much they can do. Most Premades Q with a pocket tank and healer and they tunnel the other team anytime someone tries to kill them.
@CeaseFaith
@CeaseFaith 2 месяца назад
@Montrose7106 nerfing guard makes tank almost irrelevant. In higher tier matches, the guard can easily be gone through. With that change, it'd almost always be gone through. The whole idea of support is to save players from basically bad play. Enforcing a no tab meta would be awful and, in general, would never save anyone from someone like me. That is not fun. The current way guard work isn't damage reduction. That feature only existed in pve if it still does. As for pvp, it's a split of 50%, while the tank can mitigate that 50%, it's not always possible. This is why, anytime, it's not a burst match tanks are often the first to fall over because they take majority of the damage since hitting into guard isn't really stopping their damage but rather increasing the rate the tank will die. It takes proper kiting, finesse, and dcd management to handle that from both the tank and rest of the team to consistently live. When it comes to burst it matters more about being able to constantly split your pressure and hit off guard in efforts to put them behind, lowering their damage greatly at the same time due to the amount of gcds spent guard swapping. Both have their own style, and playing around guard isn't quite the most difficult part, its more so the damage they bring. While in higher tier matches, it's not as bad, it's like an impossible wall for casuals while still maintaining high pressure through damage. Pt has a good loss of damage due to its profile requiring stacking. Sin loses its main burst passive in favor of durability, making its single target far less effective, while dep volts shows it's age as the second to last channeled ability left on melee. Meanwhile, juggernaut only suffers in terms of mitigating as most of their stuff is all in the damage bucket. Too much so, in my opinion. It was the video I recommend at the end where I talk about healers, iirc. Adding in an aoe heal or a beneficial setbonus for healers is a minor buff, giving them more options. Which is mainly what they need. Alternatively, trauma is an option to go to help rebalance tanks and give more power to trauma talents on dps. Either way, they do it. Each healer needs something different. Their output should not just barely match one dps. That's just pitiful. This is why I recommended DR for operative so it does not fall over as it's aoe is already good. An aoe option for sorc, so it finally has a decent set bonus option that only helps every 30s and requires semi stacking and finesse to use. (Resurge/reviv gains unnatural pres heal if used while applied - it was bugged ingame at one point and was going to be a dxun set) then something like old kolto missile or energy shield explosion like old meteor brawler giving heals to those who are nearby. Giving mercs an option to heal their allies even better in a clump. None of this would let them survive pyro, slam spam, and most other well performing aoes. But it would allow two of them to survive one of these guys if there's no other damage really going out. With the exception of slam spamming, that stuff is too strong. The only real survival a tank can do is the lack of pressure on one's team. They're all quite killable, now more than ever. Damage going down for not guarding is something I've wanted for ages as most pugs never use their guard. Multiple tanks are often the issue that arises when games feel like they're unplayable or unable to kill anything. When it comes to playing tank correctly, it involves taunting, supporting, guarding, cc. ccing high priority, and controlling those who are the most threat while still being possible to control. For example, a pt tank isn't stopping a lightning sorc too well. Having pug matches go down to just one tank allows that tanks' incredible impact (they are the most impactful, it's not even a debate) to be much more tame. It's an 8v8, and after all and far, too much control is given to them. However, just nerfing them makes arena suffer more (the most competitive mode left) and brings us closer to brain dead gameplay of never hitting tab, never caring about strategy and in general never needing to critically think because it'd essentially devolve into a damage simulator. Trust me on this, myself and many others would dominate the game even harder if this was going to happen. It would be a nightmare as dps would be the most important thing of the team. We already have devastating groups that abuse matchmaking with mostly only dps groups I'm talking 3 to 6 dps players and nothing else in said group. It often sends them against pugs since there's no support there. I truly would hate to see toxic groups like that gain power and relevance in meta play. While there's more I can say, this is already a lot to read. Nobody will really agree, but my take is that the core fundamentals still exist for a reason, and it's part of its charm versus games like wow. The moment you change them, the game isn't the same. Including the fact that we have issues now is not stemming from the core mechanics either. But rather, failure to prune equally, let alone, increase healing much since 5.0. Damage went from 11k ish to over 36k in 7.0. Healing has gone up barely 6 to 10k.. it's not crazy to want heals easier to play and another option for output with the amount of explosive aoe possible nowadays. Those are simply the facts of the reality we live in, and to be honest for a moment, the whole idea of changing guard or removing tank in a way most people beg for or despise tanks, simply don't know how to play around them & do not understand how negatively impacting it would be if it was followed through with. A good example is my rage game where I take far above 10m and the game plan for the enemy was only tunnel me for the most part. A tank would have prevented and turned the tides there but barely change the outcome if the enemy had one.
@Montrose7106
@Montrose7106 2 месяца назад
@@CeaseFaith I think tanks problems is that is has too many defensives to go through currently along with mainly Jug skank DMG being ridiculously high for a tank. Tanks become just unkillable when paired with a pocket healer, I've done it before on hypergate where I survived multiple snipers and sorcs focusing me as VG tank just because I was guarding and had essentially a pocket sorc healer. The "Anti tank" specs or at least the classes designed to combat heavy armor classes are in a really terrible spot right now. -Arsenal and mainly merc in general cannot kite or shut down a tank. Their DMG mainly running burning bright can do decent chunks but it becomes pointless when all it takes is a jug leaping on you and you cannot essentially effectively get away. -Marksman is just straight up fluff with no killing power, sure the kiting is a bit better with the root on leg shot and penetrating blasts but it cannot kill a tank (Or really any other spec for that matter). -Carnage is mixed, I haven't had much 1v1 with tanks recently while playing as carnage. But from my Experiance the spec is in a decent spot right now overall. But I imagine it can probably do decent. That leaves imo only one actual spec that can combat tanks, Engineer sniper. The broken ranged meta spec currently. I like engi but I just hate how its really only played nowadays for ionic nuke tactical. If we wanna talk DPS specs that are broken, - AP is stupidly absurd with its opening burst; no other class can output that much DMG in that short amount of time compared to AP. Not to mention they gave the spec the 100% crit chance on power yield that was a tactical back in 6.0 as a mainline right now. -Engi has already been stated with its ridiculous DMG. -Madness has insane self healing from its passives and life steal. -Rage is just a slightly less powerful AP but with better defensives. Generally though the core issue goes back to premades. Most premades are going to Q with a dedicated healer and tank (often jug skank tank). Alongside their members playing the meta specs that are currently broken. So not only do you have to deal with the meta classes you have to deal with 6 players running the meta classes. Its completely unfair and gives no chance at all to the vast majority of casual PVP'ers who are solo Q's. I question what the Dev's were thinking allowing this to be a thing back when they made the change to group size back in 7.2. In short the really only way players can beat these meta specs is to play the meta. It promotes an unhealthy team balancing when half or more of your team is say juggernauts. It takes away from class diversity. Not to mention people saying they skill gap of players is low, which yes it has declined massively but the people that are legit trying cannot learn if they are being tunneled by a 6 man comp on the other team. It just discourages players and often times just promotes the gameplay of "run circles around the death ball and cap the points to win". Lot to say but I think its what a lot of players are feeling right now.
@CeaseFaith
@CeaseFaith 2 месяца назад
@Montrose7106 Tanks defensives are meant to be used for the team to help mitigate damage from guarding. Aka, playing the role correctly. When played selfishly, yes, it's overbearing, and the average player fails at dealing with it. Arsenal, marksman and carnage were never anti tank nor designed to take them down they simply have armor penetrative passives or actives to help them take everyone down easier - specifically speaking off tank roles who have heavy armor. Sure, none of them are doing as well as they should, but it's not hard to tell why. Primed ignition is a must in pve as it agitating energies, and the specs are balanced around that. They're both uptime tacticals barely applicable to pvp. Carnage has the issues of marauder, which is over pruning. Damage is there, and survival is not. AP should have never gotten a reset on energy burst by pressing power yield. It's hands down the main factor, making it unrivaled in burst. It should be more focused on being a defensive rather than a reset button when that said ability is already an auto critical and doesn't get used up if it misses. Engi is out of control because they've seemingly forgot the class has an ability, like laze target, giving them a free auto critical. Adding 50 percent more damage to that breaks every class in the game. Not exclusive to sniper, sniper just happens to have it. Keep in mind it's not even just the 170k hit but also the sabotage damage hitting at the same time for 40k plus, on average, giving you nearly a 200k hit on average. It is absurdly busted. Madness just shouldn't have a death brand. It's one of the main factors making it a trivial class tied with the healing it receives from it, which, if you did not know, heals each time it's reapplied. Players running the death field are much easier to deal with, and in general, the damage reduction offered could see a 1 percent loss per stack to be more in line with other DR availabilities to other classes. Over Nerf , madness fades back into oblivion. Rage doesn't have better defensives, and it's not even a debate. Pyro has the best kit defensively ingame. the only thing coming close is lethality specifically. When it comes to AP, it is merely only comparable. Going through defensives as a dps, I would rather hit a Juggernaut 9/10 times unless I'm a white damage primary dealer, in which case I'd prefer AP.. so there's definitely a bit of bias here, and it's not from me. I love carnage it's been my main forever, I simply just don't play it cause it makes me sad, but none of my played hours compare to the hours I have on carnage. As for premades, the limit should have never been raised. Its impact on pvp has nearly killed it as a whole. There's only one group I know that abuses mm and plays specifically cheesy meta, so I wouldn't just bandaid it to all. Regardless, it's unhealthy for the player base. The change was likely allowed for mass conquest farming as a guild, which it is likely abused to get fast conquest when queues die on other servers. It's sad that this is even thought of. Conquest is more competitive than pvp these days, and people resort to fake 8s to do it. Class diversity has been an issue for as long as I can remember. I don't see that changing, but I could see at least a meta shift and limit being added back. Some might think it doesn't matter, but I've been there and done that with every dps spec, and I'm bored. Change anything, and my interest is back. For those who were hopelessly addicted to gambling solo ranked odds, it was never about competition for most. Competition can still be found in 8v8s, including handicaping yourself to further increase the challenge as I have done so myself. The only issue is that the playability after a while becomes abysmal because of premade sizes. I cannot tell you how many times I have personally gone against 6 to 8 with a rp guild 4 to 5 man on my team only to be singled out the entire game and punished for playing the game at all. Sadly, this is mobile, so formatting is hard.
@Heirrogance
@Heirrogance 2 месяца назад
Not you nuking that sorc while mentioning balance 🤣 but great video. A shame to see tor come to this tbh
@charlesbrown1570
@charlesbrown1570 2 месяца назад
Good video
@ght405
@ght405 2 месяца назад
where them ranked warzones at
@naevi5504
@naevi5504 2 месяца назад
They should've thought more about removing ranked and letting the players swap to normal pvp
@MarrisaL-bs2ch
@MarrisaL-bs2ch 2 месяца назад
Broadsword doesnt give a shit about pvpers for a long time. Otherwise, we would have real pvp updates instead of insulting rewards like Medpacks for seasons. Remember that guy who worked on "class revamp"? His last contibution was the Stealth scan for PT where you can destealth and debuff accuracy. Well, since then, nothing related to pvp comes up.
@flashgamer1275
@flashgamer1275 2 месяца назад
they deleted ranked pvp bro they dont care
@ofensatul
@ofensatul 2 месяца назад
nobody cares about 4v4 ranked arenas just stop talking about it.
@flashgamer1275
@flashgamer1275 2 месяца назад
@@ofensatul oh, ok. go regs warzones!!!
@toddoshardcoremedia6589
@toddoshardcoremedia6589 2 месяца назад
Yeah, give Pvp'ers more of a reason not to play the crap of how bad Pvp, has gotten'. Also, giving players 3 hour penalty for leaving a crappy warzone, like Huttball/ crapball. That, lots people dont't want to play. Is really going to piss off more people. Into Not Pvping at all. Not smart, but, pretty stupid. I'm Not going to waste my life's time in a crappy warzone. i have better things in life to do. Pvp, Really imbalanced, with an Assassin being able to to stun a person 3 times in row almost. Snipers with Engineering. That, can take over a Warzone but their snairs. Sorcs that also can take over Warzone's with their snares and slowing abilities. Voidstar, the dumb ass devs have never ever fixed the bug. Where, if a person is taking damage at the door. They, can still plant a bomb. Healers and Tanks also are not being able to do what they do either. I've been able to do it. I've been playing this off and on since beta. I used to be a shill for Biofail/Bioware. Broadsword, is also EA. So, don't try and give bs. Saying it's a different company. When it isn't. It's owned and maintained by EA. The same Community idiots running the game now. Are still there. Swtor, could've done a lot of things better. I used to defend those idiots. But, They are just fucking liars.
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