I doubt anyone here wants to force you to do those things. However, in PvP, for it to be interesting, someone has to die.
I've often had 1v1 battles with a good friend of mine where neither of us could best the other. To be honest, I'd rather have my captain die than stay in that perpetual stalemate - but, like it or not - balance is what gives you that constant tied-game status.
In reality, Escorts should always win, because they're dedicated warships (yes, the same can be said of some cruisers, and those cruisers should win more often also).
I get that its upsetting to loose on your preferred playstyle, but...
Personally, I think you've become too focused on just one thing. The vaping of an opponent in such a way as to prevent them from doing anything. Basically you're making the other players into training dummies that just sit there and take it simply because your builds kill them off before they can even react. What you call skill is really just loading up on the buffs, then waiting for the right moment to strike. Maybe there IS skill to that, but then what skill is there to surviving such an attack if it goes off correctly and you get the crits to happen? You use skill but your opponnent cannot, how is that at all PvP?
Finally, for all you complain of DHCs, DHCs used on competent opponents still do not kill someone in 2 seconds or less. So there is a reaction time, its actually a hit-response situation, not a I hit you and you just take it.
I think the change will improve the quality of PvP, in that it will be more fun for more players.
Originally Posted by sorceror01
....you are a bad starship captain and you should feel bad.
Originally Posted by tachyonharmonic
However, I think with regard to the Romulan Republic player characters/npcs, it all comes down to a finite point:
These are not the Romulans from the shows.
Last edited by skyranger1414; 09-11-2013 at 02:19 AM.
What percentage of deaths are from a doubletap or even a tripletap? What percentage of zippy deaths are from either? What percentage of zippy deaths are actually because of the target themselves? Their builds? Their knowledge of the game? Their skill, actions taken, reactions made?
It's why some are questioning the particular method of the change and what it means for PvP...imho.
Players can hit up PvE in whatever failboat they want and have a blast...that's the design intent. Are they looking to do the same for PvP?
If they want that kind of thing, they should create a separate mode of PvP that offers that sort of thing...imho.