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Force pull/Grapple = OP. Fix it before its too late.

STAR WARS: The Old Republic > English > PvP
Force pull/Grapple = OP. Fix it before its too late.

VindictiveFX's Avatar


VindictiveFX
03.05.2012 , 01:45 PM | #1
Not since teleport foe to drones in City of Heroes/Villains have I seen such a ridiculous over powered ability in one game. No other power can so easily change the tide of a Huttball game then the pull abilities.

The only people who will defend it are the players who abuse it but anyone who has spent any time farming WZs will tell you how stupid it is that one player can yank another 30m away and keep him from scoring or drop him down from the top platform or what most do, just pull them into fire or acid for a one button unstoppable kill. Its is pretty ridiculous that a group of organized people escorting a ball carrier can be negated by one button from 30m away.


The range and instant activation time combined with only a 45 second cool down makes the Grapple/Force pull abilities the most over powered ability in pvp. I could sit here and explain all the many scenarios in which this power is insane but I dont really think i need to. I will say I doubt they will ever take the power out so I just suggest that they lower the range on it or just make it not work on players in Warzones.

I suggest 1 min CD with 10m range maybe 15 tops. As is the power is completely busted.

Veigh's Avatar


Veigh
03.05.2012 , 01:46 PM | #2
I agree.

ComeAndSee's Avatar


ComeAndSee
03.05.2012 , 01:47 PM | #3
How about those lame Force Pushes that punt you across the map?
| Shayera Zhukov | Marshal of The Republic Army | Shield Vanguard | Jedi Covenant |

"It's not cheating unless you get caught."

EternalFinality's Avatar


EternalFinality
03.05.2012 , 01:47 PM | #4
Pulls are ridiculously powerfull in Huttball. I attribute it more to the poor design of Huttball than the inherent strength of the ability though.

Bergitor's Avatar


Bergitor
03.05.2012 , 01:49 PM | #5
Quote: Originally Posted by VindictiveFX View Post
Not since teleport foe to drones in City of Heroes/Villains have I seen such a ridiculous over powered ability in one game. No other power can so easily change the tide of a Huttball game then the pull abilities.

The only people who will defend it are the players who abuse it but anyone who has spent any time farming WZs will tell you how stupid it is that one player can yank another 30m away and keep him from scoring or drop him down from the top platform or what most do, just pull them into fire or acid for a one button unstoppable kill. Its is pretty ridiculous that a group of organized people escorting a ball carrier can be negated by one button from 30m away.


The range and instant activation time combined with only a 45 second cool down makes the Grapple/Force pull abilities the most over powered ability in pvp. I could sit here and explain all the many scenarios in which this power is insane but I dont really think i need to. I will say I doubt they will ever take the power out so I just suggest that they lower the range on it or just make it not work on players in Warzones.

I suggest 1 min CD with 10m range maybe 15 tops. As is the power is completely busted.
It is a pain in the butt, but every time I try to yank some one down into the pit, the sage or sorcerer that was up there with him rescues him back up. I don't support a nerf for the ability mainly because if you do you nerf PvE. And that ability in pve is essential for melee tanking when all the damn mobs in a group are ranged.

Kimmjongheals's Avatar


Kimmjongheals
03.05.2012 , 01:49 PM | #6
I have a fresh powertech alt and I agree it is crazy powerful. I dps in mid to hold it and if the get a ball I simply go stand by fire and pull/stun in it and have no issue finishing most people off if they make it out.

Astarica's Avatar


Astarica
03.05.2012 , 01:51 PM | #7
Pulls are very overpowered in Huttball but that's mostly because defense pretty much does nothing against a good ball running team. If you can't grapple people to their doom, some teams will score every time they get the ball.

MartyrLXXVII's Avatar


MartyrLXXVII
03.05.2012 , 01:51 PM | #8
Odd... Grapple is subject to resolve so when they max that out the target can't be pulled. Yet full resolve wouldn't prevent a root.

Pulls are fine no different then any other CC. Sounds like OP is just specifically hurt he didn't get to score. Aww poor baby.

Pistols's Avatar


Pistols
03.05.2012 , 01:52 PM | #9
This thread makes me giggle.

Salary's Avatar


Salary
03.05.2012 , 01:52 PM | #10
So easy to counter.
1) Have a Jugg ball carrier
a) he will be able to intercede
b) He will be able to charge enemies
c) all of a sudden, the PT/sin is out of position
d) mara ball carriers can charge too
2) have atleast 2 people running with the ball carrier
a) the person pulled can pass the ball, there are so many instances where Ive seen someone pulled, but because his team was good and had 2 others with him on the ledge, he just passed it for an easy score.
b) also, sorcs can pull allies, but ur not complaining about them? According to your argument, they can pull allies up to safety/ledges/from pit to endzone ledge. So why shouldnt they get a pull nerf?
3) the fire is just funny, but you have to understand that the puller pulls his target to a few inches infront of him, meaning, the puller has to be in the fire too. if hes not in the middle, and/or doesnt have stun, the pulled person can easily run out only taking one tick of dmg. Even if hes stunned, and has a trinket, then he can get out with ease.
If youre a ball carrier and constantly queue with pugs that dont help you, then I can see it being frustrated, but not as OP as you may think, especially if youre running with a decent team.