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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.

BacklashEH's Avatar


BacklashEH
03.05.2012 , 02:22 PM | #41
There should be a lockout ability on rescue for the ball carrier in huttball, where once it's used the target can't be affected again for say 30 seconds. I've been in groups with several sages where a teamate picked up the ball, and was rescued three times in a row and pretty much brought to the goal line.

It can be countered with a vanguard sure, but not every group has a vanguard.

In everything else rescue is fine, and one of the coolest abilities in the game.

If you have a good tank ball carrier and a healer or two dedicated to them, sometimes the only way to prevent them from scoring are the pull backs. So I disagree with those being changed.

EternalFinality's Avatar


EternalFinality
03.05.2012 , 02:31 PM | #42
Quote: Originally Posted by Jestunhi View Post
FYI you can use the environment to block grapples. Posts, fences, anything that gets between you and the PT before the pull animation starts (and in some cases you will have LoS even when you have something in the way to block grapple like sandbags).


So positioning certainly effects the outcome of a grapple.
It doesn't change the outcome, it just delays them from getting a lock on you. There's few places you can completely block it - pretty much only on the middle descending ramp (the hardest ramp to get to) can you LOS it.

Sporticus's Avatar


Sporticus
03.05.2012 , 02:31 PM | #43
Quote: Originally Posted by KronikInsomniak View Post
They should just make the ability not work on ball carriers. Keep everything else the same.
Perfectly fine idea as long as they also disable all leaps, friendly pulls, and speed boosts on the ball carrier as well.

Force speed is the single most abused skill in Huttball.

How can one pull really disrupt an escorted ball carrier if that carrier knows how to pass the ball?
N'oden Inja, Dominus Nocturnus Vanguard

Shadowtown

MartyrLXXVII's Avatar


MartyrLXXVII
03.05.2012 , 02:36 PM | #44
Quote: Originally Posted by Sporticus View Post
Perfectly fine idea as long as they also disable all leaps, friendly pulls, and speed boosts on the ball carrier as well.

Force speed is the single most abused skill in Huttball.

How can one pull really disrupt an escorted ball carrier if that carrier knows how to pass the ball?
Because it can't, people are just whining because they missed the game winning score once.

easydry's Avatar


easydry
03.05.2012 , 02:45 PM | #45
i play a pt alt, and after just getting knocked into the pit, by a group of maurading enemy players, if the ball carrier is clever enough and i was knocked of the right hand side, you know what he will do?

stand on the left hand side of the platform!!!!! completly negating my grapple

and if he isnt the cleverest and i pull him down, but he knows how to throw the ball, you know what he will do?

pass it back up, before i can burn him down


and if i pull him down, burn him down and take the ball off him, then he shouldnt be playing in the 1st place


ive seen all 3 mate, its called L2P


as for pulling into fire/acid, many times ive ran ahead of the ball carrier to get past the fire pit to make an option for a pass


and you know what a good player will do who sees the danger?


stun me as i pass over the fire

so there is not a lot of difference


its a definate L2P issue, be clever, learn the maps, adapt my friend

ShadowOfVey's Avatar


ShadowOfVey
03.05.2012 , 02:48 PM | #46
The more I play huttball the less desirable I find it to actually use force pull directly on the ball carrier. The main exception is when they're missing a fair amount of health, I will then pull them into the fire if possible.

For one, he has the attention of his whole team, if I just yank the ball carrier there's a high chance one of the 4+ sorcs on his team is going to yank him back.

Second, cooldowns that resist such abilities are available and experienced ball carriers have a pretty good idea when others are going to want to knock back/pull them. As an assassin if I'm carrying the ball I try my best to have force shroud available to pop right before I cross the final fire vent. It is extremely common for me to see a bunch of failed CCs go off on me while doing this (including failed grapples) and other players do similar things.

Third there's resolve of course, which certainly comes into play on ball carriers more than others since they are often focused on.


I often find it more useful to force pull people assisting the ball carrier, people in position for passes etc. These people are more likely to actually be vulnerable. They are much less likely to be put back into position by friendly sorcs and depending on their class, may have no way to get back into a meaningful position.

MartyrLXXVII's Avatar


MartyrLXXVII
03.05.2012 , 02:52 PM | #47
Much sense in the last two posts... Where are our crises of nerf I wonder, silent they are.

easydry's Avatar


easydry
03.05.2012 , 02:55 PM | #48
Quote: Originally Posted by ShadowOfVey View Post


I often find it more useful to force pull people assisting the ball carrier, people in position for passes etc. These people are more likely to actually be vulnerable. They are much less likely to be put back into position by friendly sorcs and depending on their class, may have no way to get back into a meaningful position.


this^^

Acyu's Avatar


Acyu
03.05.2012 , 02:59 PM | #49
For once I agree with Eternalfinality, and the OP for that matter.

Grapple, force pull, and rescue should be shortened in range.

30m is way too far in huttball, and the CD should be at least 1 minute (like rescue).

The fact that you can pull someone into fire then stun them, pretty much almost guaranteeing a kill since stun breaker is double the CD of pulls (making it more likely to pull someone without stun breaker up).

That is really the only application of the pull abilities I have a problem with. Pulling people off platforms I have no problem with because that is what pass is for.

Grapple, force pull, and rescue also takes no skill, no aiming, and barely any positional preparations.

It is WAY easier and far more effective than knockbacks, where you have to be in melee range and aim your knockbacks.

Also, the most prevalent source of knockbacks, sorcerers/sages (since there are more of them) have a delay, making it possible to position yourself to counter the knockback effect.


In the end, I don't think the range is going to be changed because of its PvE applications for PT and Assassin tanks, but it is incredibly overpowered in huttball.


They CAN, however, change huttball to decrease the amount of damage fire pits do, or just enlarge the map so pulls and rescue do not have that dramatic of an effect.

Nerifes's Avatar


Nerifes
03.05.2012 , 03:00 PM | #50
Just make it like the Snipers can't use Eviscerate on Players.

Jedi/Sith classes can no longer use Force Charge (the retarded jump to any player), Force Push/Pull on a Player character.