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Theagg

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  1. Well, the problem here is, of course, that in tying progress to an 'incentive to win' and awarding it on that basis, is that there will always be a losing team. And, if for whatever reasons your pop puts you in a weaker team more often than not, that equals little to no progress. That alone will kill enthusiam in a greater way tan ever before.
  2. Well, the problem here is, of course, that in tying progress to an 'incentive to win' and awarding it on that basis, is that there will always be a losing team. And, if for whatever reasons your pop puts you in a weaker team more often than not, that equals little to no progress. That alone will kill enthusiam in a greater way tan ever before.
  3. Yes, I've not played the game for quite some time (a year plus) and have just started again and found out the hard way about these changes. I loathe arenas, so, not aware of these new changes with my first dip back into warzones today in a long long time, quit the moment one came up. Instant deserter lockout. That was a shock. Plus now we have to win to gain rewards ?! So currently at three losses in a row, with very long wait times between pops (Darth Malgus, around midnight) that were not there last time I played, this does not seem like a smart change to the system at all. No daily will get completed as a result at this rate. Seriously Bioware, if you are intent on implementing deserter lockouts, then give players some choice over the type of warzone they will receive in pops (option to exlude arenas for example)
  4. Pretty much this, as I have done similar in many a Queshball, sat up top and waited on the pass from ground level...uninterrupted
  5. This to a degree, there's an illusion that when up against a good team, that it's all about the roll. From my experience here on Darth Malgus, Snave and co being a decent team ( )do indeed roll but they pass an awful lot too and their good use of heals along the way keep them going where other Scops struggle. And my own experience as a Scoundrel shows that it's sometimes easy (usually when the opposing team are either ignoring you or are clueless on how to stop me. I mean, there are several times when I can take the ball from mid unchallenged and get all the way to the goal with not a single strike against me, simply because the opposing team is thoroughly disorganised or busy deathmatching in the pit ?!) At other times I'm thoroughly destroyed (largely because of little back up from my team, or no one in position ahead for me to pass off to.) And everything in between.
  6. Sadly for some it has. This along with the usual myths and misinformation about Scoundrels and Operatives roles in Huttball being perpetuated. Such as. A Scoperative who gets the ball will always score. Not true Scoperatives can always solo the ball from pick up to goal. Not true Scoperatives with the ball are unstoppable. Not true..... and so on... Along with the odd mix of self claimed Scops telling us how OP the class is, (because they themselves claim to routinely more or less pull off all of the above with no help from others) so it needs nerfing...hmmmm I'm tempted to say that the majority of people perpetuating these myths are not being very observant.
  7. Sure, as long as you're happy with them putting all other movement buffs for other classes on a similar 1 minute or more cooldown (Force Charge, Force Speed etc) and removing similar immunity triggering abilities from other classes
  8. This, the number of good teams I see who win the game by passing is high, and often well timed and well placed passing in a team who plays it this way results in them being pretty much unstoppable by the other less coordinated side. Where has this silly idea that passing is bad and ineffectual come from ?
  9. Nine times out of ten ? Really ? Not in my Hutball experiences that's for sure. Numerous good opposing teams have many times stopped me from rolling my way to victory on my Scoundrel. Likewise numerous poor teams, perhaps made up of people who hate Hutball because they believe the myth that a roller with the ball is unstoppable, so have instead decided to death match in the pit out of 'frustration', have basically let me take the ball from mid and completely ignored me all the way to the goal line. Plus, referencing Snave, a lot of the time he doesn't roll himself all the way from spawn to goal, he passes to strategically placed tea mates up ahead. Cheese pass from Queshball ground level to top platform goal line being a favourite. (Or the pass off the first ramp to top ramp in regular Hutball, again to waiting team member with a movement buff.) That he often passes to an Operative team mate waiting up there who then rolls the short distance to the goal line is incidental, as anyone up there waiting for that pass with a movement buff stands a good chance of of speeding to the line. done it plenty of times using 'Hold the Line' on my Vanguard, whilst waiting up at that sweet spot. I'm guessing this is one of the reasons he suggested raising that top platform 5m to stop these particular passes, which with a good team and an opposing team busy death matching, or not paying attention because 'reasons', is one of the easiest ways to pull off goals in Queshball. But yes, the notion that if we get ball, 9 times out of ten we ourselves will score with our roll and be totally unstoppable is a myth.
  10. Rename Huttball to Hotball and have the ball deal damage over time for those holding it will go someway to stopping this. As a scoundrel I've done this move so knowing the ball is literally 'too hot to handle' would force pass offs. Also, raising the height of the top Queshball platforms (another Snave suggestion) would stop those quick pass offs from the bottom up to the enemy goal line. (A move that would be equivalent to passing the ball from somewhere in mid straight to the goal line in regular Huttball). It's a fun move to pull off, premades make use of it an awful lot, but for Queshball it is kind of cheesy.
  11. Now just take that 2% penalty to healing every second from arenas and apply it to ball carriers in Huttball....tank/heal combo OP problem largely solved.
  12. Ahh yes, it's more of a 'slow' with respect to those who lose the abilities to move more quickly with the ball at the moment then. (Scamper, Force Speed etc) What the general speed boost from 67% to 80% will do though is favour those tank/heal combo's even more. The tank could already quite happily walk the ball to the line at 67% normal without ever needing to pass (or just that final pass from the pit). Now the tanks get to walk more quickly, whilst still being almost indestructible...
  13. As others have commented, these changes just make tanks more likely to be the go to scorer. An indestructible tank/healer walking the ball, even slowly, with Hindrance, to the line with no need to pass becomes the default. A healing debuff for carrying the ball that ramps up over time is far more likely to encourage passing, even for tanks, rather than a simple slow (which won't really bother those slow moving damage sponges)
  14. The thing for me is that I want to play Rep. sure, I have an Imp character and by and large, pvp there is about even when it comes to loss/win ratios. Rep though is my preferred faction but its becoming increasingly depressing trying to solo pvp on this side. My guild is more or less dead it seems, so it's not like there is a 'group with friends' option. Solo it has to be and its just a less pleasat experience overall, to the point where the game itself is now less appealing. I don't really see any solution to this factional imbalance. People prefer being fascists it seems
  15. Yup, Malgus last week was fun. I think I experienced a new low for Rep side pvp, 4 evenings in a row with not a single win. Something has changed since the merger, that's for sure
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