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From:
http://massively.joystiq.com/2012/12/08/swtor-will-change-endgame-pvp-balance/
In an interview with fansite TORWars released last night, Senior Designer Rob Hinkle explained that one of the ways BioWare will attempt to make endgame PvP more fun in Star Wars: The Old Republic is by making the PvP stat (Expertise) equal across all sets of PvP armor.
Like many other MMOs with a focus on PvP, SWTOR has struggled with balancing the endgame PvP progression. Hinkle said in the interview that he frequently hears from players that they love level 10 to 49 PvP but are disappointed by their performance when they first log into endgame PvP. Hinkle described how the development team aims to make endgame PvP better by changing how Expertise will work in the "relatively" near future:
"Instead of Expertise being a stat that you're chasing as you're getting better and better PvP gear, all the PvP gear no matter what tier it is will have the same Expertise level. It's just the normal stats that will be getting better as you getting higher in PvP gear."Although this change will not be fully implemented until after Update 1.6, Massively's latest Hyperspace Beacon has already scoped it out for your edification.
1.6 has been set for December 11th. So.. could this mean that EA is drifting from it's WoW model with SWTOR? Perhaps there might be hope for that game still? holy cow.
/pinch-self
Want a nice understanding of life? Try Spirit Science: "The Human History"
http://www.youtube.com/watch?v=U8NNHmV3QPw&feature=plcp
Recognize the voice? Yep sounds like Penny Arcade's Extra Credits.
Comments
While I like the notion of "pregressing one's character" MMOs in general went a bit too much over the board with that. Either content is trivialized by outgearing/outleveling it or a semblance of PvP balance is gone by equipment disparities. Balancing the game thus becomes impossible.
Let's see with what game mechanic they'll come up with.
Yep, I was amazed as well. It seems that BW is showing signs of competence and creative thinking, which has not been the case so far.
Yesterday I also noticed that hiting mobs which were tagged by another player and grey to me, turned the mobs "active" for me and killing them granted me experience. It's either a bug, or someone has been playing GW2 in EA/Bioware offices.
If they manage to get Ilum running, they just might make the game worth the sub (for me).
Ordinary stats will affect PvE. The PvP stat is going to be the same no matter which PvP set you've got. Which carrot on the stick will be offered for the PvPers that need rewards for playing? Hopefully then only the "true" PvPers (players that do PvP for the sake of PvP) will participate in PvP and not the equipment farmers.
Ahnog
Hokey religions are no replacement for a good blaster at your side.
There may be a chance for recovery. I applaud them and hopefully they execute this right.
I don't get it; why do you need the stat at all then?
Couldn't you just remove it altogether?
"If I offended you, you needed it" -Corey Taylor
Expertise was a stupid idea, just like it was in wow (resilience). We told them that in beta.
The mistake most MMOs make is with gear and stats, you end up with so much stat inflation it just gets silly and you are forever having to rebalance. Because classes end up doing much more damage, healing, or absorbing than they are supposed to.
1-49 pvp is more fun because gear has a much smaller impact, it feels much more balanced. You don't get insta-gibbed and tactics are more important.
The game probably needs the extra damage boost in PvP so the fights don't take forever. With games with pve and pvp, developers tend to build the game around pve first then tweak the classes for pvp at end game.
Even thou I don't play SWTOR I do agree with this move.
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
That's probably it....but still; wouldn't it be just as easy to have it automatically boost damage at a fixed rate when you are pvping? I mean without it being a gear stat?
Few more dissapointments (same interview and not to open another topic):
- ilum (open world PvP) is definately not coming back, there will be some kind of event for a few days and thats it
- they are satisfied with class balance. unbelievable
- new WZ is just a deathmatch. With imbalances like in SWTOR it will be a disaster
- stunlocking is ok. rofl
- outlaws den stays as it was. empty space...that you can do what you want...except theres absolutely nothing to do there lol
- not even timeline for ranked WZs, they still have no clue what they want out of it...but when you look at the state of PvP it really isnt that surprising
- no sign of better matchmaking. So fully geared premades will continue to be pitted against noob pugs
- and, of course, EA signature statement for gazzilion things "we would definately want to see that". Well we would too but vaporware doesnt sell well these days im afraid
....
Its lolPvP in SWTOR
IMO, it is just a stat that helps prevent the PvE raider from dominating PvP in raid gear. Makes players that want to PvP have to get PvP gear for the stat. But decreases the diference between high end PvP gear and intro PvP gear. Just a guess though.
How many people long for that "past, simpler, and better world," I wonder, without ever recognizing the truth that perhaps it was they who were simpler and better, and not the world about them?
R.A.Salvatore
This is good news, pvp fps problems, skill delay and pvp gear was hugh reason why i left in the 1st place. Not the only reason but if the pvp was done better i would atleast have gotten a few months out of it instead of 2 weeks.
Doubt ill return, but it is good news for any new players that enjoy pvp.
Good to see some choices that are in the right direction coming out from them. Never liked any stat that only affects one side fo the game (pve or pvp wise.). Without a re-work to make the abilities basically function differently based on being used in pvp or pve content, and also making it that you can balance the abilties/clases solely on a pvp or pve base without trully afecting the opposingg side, this is as good as we can hope for right now.
I would much rather see a system that shifts the diffience of stats between based on gear to being much closer, but that does not take out the affect that gear has on combat. In anythign you do the quality of your tools is just as important as how well you know how to use those tools. Two fighters that go at it if they are equal largely in all facts, it wil come down to how good is their equipment an who makes the first mistake.
That makes sense - thx.
Except that no "true pvper" plays the meaningless so called pvp that most themepark mmo's have. No consequences, no real reason to fight (ie no territory control, no resources to earn while deny to enemy). PvP in SWTOR is nothing but a minigame which is fine...for a sidebar, a minor distraction from what ever else you were doing.
They really should develop some real meaningful Sith Empire vs Republic pvp. Where being dumb and getting whooped costs you something. Where completely annilating your enemy benefits you and your whole faction.
That depends on the meaning of the "true pvper" being used. Here it is that a true pvper is someone that plays the game just for pvp action or for bragging rights, while non-true pvper use it merely for a side activity when pve gets boring. While in your version a true pvper is someone that pvps for real advantages in the game for their side in a open evolving struggle against the opposing fact or group of players. Both are actually correct as both are used to split two differing sides of pvp group players really. Pvp is merely the act of fighting other players regardless of the area or field, and reasons you fight the other player.
Don't think it will happen, but it would be nice to see a planet dedicated to that type of PvP.
A neutral planet with PvE mobs controlling everything. A base of operations, strongholds, manufacturing plants, areas rich in materials. All to be captured by a faction and defended with benefits as you say. Dreaming of course, but it would be nice to see real faction fighting.
How many people long for that "past, simpler, and better world," I wonder, without ever recognizing the truth that perhaps it was they who were simpler and better, and not the world about them?
R.A.Salvatore
Open world pvp died the moment they released Legacy system. And theres no hope for Illum. Game became pure pve. So what the point for any dedicated pvper to play swtor?
The idea behind expertise, for those unable to grasp the concept, is to prevent people walking into pvp in high end pve gear & bushwhacking pvp'ers, & that is why it should stay, if you don't get why then you need to do some cognitive growth.
I think this is a good decision, more "horizontal progression" rather than vertical, would be a good move for a theme-park game, if they can grow some more systems-based gameplay & sandbox elements into the game it will develop into a much more rounded & fulfilling game I think.