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2-22-2012 @ 7:30PM
"And to further elaborate on that specific point; as a 50 Sith Juggernaut I can always cap out on the Damage Prevention Badge (3/3) almost always get a defender badge (turret defense in Alderaan or killing the ball carrier in Huttball) plus the Commando badge (for participating in 10+ kills)"Untrue. Juggernauts are akin to Guardians, a Sentinel is the same as the Marauder. Sents/Maras do not have damage prevention nor healing abilities, ergo they have no means of qualifying for those Badges. Getting 3/3 in your respective archtype is easy for any class/spec. A healer can go 3/3 healing, a DPS can go 3/3 damage, a tank can go 3/3 damage prevention. However, healers and tanks can also easily go 1/3 or 2/3 in damage while pure DPS cannot do the same. There are also "burst" Badges. One for a large single hit, one for a large single heal, and another for a long string of damage protection; these have the same issues as the base Badges. "Explain to me exactly how this system discourages participation and doesn't make a team want to win."Because "4) You gain more commendations for winning a warzone than losing a warzone" is not balanced at all. If one goes Medal farming in a warzone, it is beyond easy to gain enough Medals in order to earn more Commendations and be on the losing team than someone that didn't Medal farm and is on the winning team. Getting Medals is far more valuable than actually winning. You potential to gain Medals when assaulting a point in Alderaan is much lower than your potential to gain Medals when defending a point in Alderaan. This is because fewer people coordinate attacks on nodes, particularly the far nodes, and assaulting node points doesn't provide the same contribution towards gaining Medals as defending as point does. Assaulting a point comes with a higher chance of death, death significantly cuts back on your ability to gain Medals, especially when there are Medals that require you to be alive for a prolonged length of time. This is why even Michael said that people are often "yelled at to get off defense and go fight." His assertion that having all these people defending a point is a good thing is incorrect, it's a bad thing, but those people are Medal farming because they want Commendations. They gain far less benefit from attacking points while doing this, and winning on losing has an insignificant impact on their total Commendation gain. "If you heal your teammates you get Medals, you get nothing in WoW."Not true, they changed this a long time ago that healing allows for contribution points towards gaining Honor for HKs. The others in your list are only partially true. Tanks don't have tools to prevent damage from players in PvP in WoW as they do in SWTOR. This is a base design difference that Blizzard would have to completely re-design far more than just tanks to compensate for. To say that tank's aren't rewarded for contributing their role in PvP, though, isn't true. Tanks in WoW, as a general rule, have more control tools and are able to take more damage than other specs/classes. Their "role" in PvP is to soak damage and control other players, and they are rewarded for doing that with Honor. Defending also has perks, you gain 50% more honor while defending a node. Thus there is a reward for defending. The problem with that has more so to do with the established player tactics in BGs and the difference in BG design. For example, AB has 5 control points compared to Alderaan's 3. While it seems fairly minor, this is actually a primary reason why the similar perks fail in one situation but not in the other. In both AB and Alderaan, there's generally only going to be a single "contested" node at any given time. You usually won't see 4 people attack mid and 4 people attack right/left. Nor would you see 5 people attack LM while 5 attack BS. Usually, the attacking team focuses on a single node. In SWTOR, that's fine. If mid is contested, there's on left/right to think about, and there will always be a few strays testing your defenses. In AB, the same happens, but there's more points. If one team controls Stables, LM, and BS while the other controls Mine and Farm, most of the attacking is probably going to be in the LM/BS area. With players already focusing on the battles threatening 4 nodes, it's easy to forget about the fifth node that's stationed away from the action. This is usually how every single AB plays out and those left defending Mine get screwed purely because no one attacks it.The same would happen in SWTOR, too. If you were stuck defending a node that no one attacked, you would get far less Medals than someone that was defending or attacking an active node. Yet, because there's only 3 nodes, none of them ever go without any action. If AB was just Stables, BS, and Farm, it would play out exactly like Alderaan and defenders would get just as much as a reward. That is the major difference between WoW and SWTOR BG PvP; map size. WoW BGs are vast, they're epic battlegrounds that are meant to show the grand scope of the war. SWTOR BGs are tiny in comparison. Alderaan is probably half the size of WSG. If WoW just shrunk the map size of their BGs, it would go a long way in increasing the pacing of the battles.AB to EotS is a great example. EotS has 4 nodes to AB's 5, not a major difference, but you never see a point in EotS where none of the nodes see any action. EosT is a smaller map than AB. People don't have an innate want to defend a point. They want action. You can give any rewards for defending that you want, it won't matter. Look at Voidstar. How often do you see teams where everyone focuses on a single door. All the attackers, all the defenders, they all just rush a single side. Why? The other side is just as close, there's no difference, but there's no action there. It'd be more prudent to attack/defend the empty side, but people will totally ignore it specifically because there's no fighting going on.
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