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Sorc/Sage Friendly Pull

STAR WARS: The Old Republic > English > PvP
Sorc/Sage Friendly Pull

Hiro's Avatar


Hiro
03.07.2012 , 04:48 PM | #131
Quote: Originally Posted by buubz View Post
How is a friendly pull a core ability for the class. As much as you're going to hate hearing this, the sorc/sage class is essentially a priest from WoW, and they functioned just fine without Leap of Faith. I can't see how you'd ever compare a friendly pull to something that a class revolves around entirely. Then you have the audacity to tell me to learn to play, when you can't wrap your head around the possibility of chain pulling a ball carrier. As much as I appreciate the input on the matter, you really need to consider finding a new game to play.
thanks for the headsup. didnt need you to look for another game. still for different reasons though.

yes for me it is a core ability. its obvious use for pvp was actually one of the main reasons for my class choice long before the game was released.

if YOU miss your priest without that pull, maybe YOU should be the one looking for a new... or rather an old game.

its not hard to "wrap my head" around the possiblity of chain pulling a ball carrier. its WAS EASIER to find a counter for that though.

and again: thanks to mirror classes there is nothing in this game that couldnt be used by both sides.






Quote: Originally Posted by Typheran View Post
Wait... He's a wise man because he says that only certain classes should be useful in pvp?

He's a wise man because he says that people that don't play certain classes shouldn't pvp? that's the dumest thing I've heard today.

All classes should have there niche in PVP AND PVE. Sadly Merc and agents have little to no utility in the current THEME based pvp system Bioware has jammed into the game.

I miss world PVP.
he never said only certain classes should be usefull. he said that composition should matter. and thats a fact.
every class has a use in certain situations on certain warzones. some are a little stronger, some a weaker. thats the nature of an mmo. things get shifted all the time.

if you think a 8-sorcerer team will auto win every WZ then im really sorry for you. id be happy to face that team over and over tbh.

Mavnas's Avatar


Mavnas
03.07.2012 , 04:50 PM | #132
Quote: Originally Posted by buubz View Post
I'm sure this has been beat to death, but the fact that this is usable on the ball carrier completely breaks Huttball as a warzone. It's an entirely comp dependant warzone at this point, and if you have leaps/team pulls, you instantly have an advantage, not to mention the insane ranged bias that's already present. Either disable these abilities on the ball carrier, or redesign this gimmick of a map.

EDIT: For those that don't read the rest of my posts, I'll just summarize what I believe to be the best way to prevent rescue chain abuse. If there was a debuff placed on the player that was just Rescued, that would not allow the use of rescue on that player for 10-15 seconds. This would allow for a full resolve bar to diminish and give the defending team the possibility of defending past the first pull, as the carrier would either have to pass the ball (and risk the ball getting intercepted or the receiver being pulled/CCed/killed) or try to run it as his resolve bar emptied. Any other ideas that would still leave the ability useful, but still give a tactical edge without being abusable would be greatly appreciated!
Sure, soon as we nerf being able to force leap with the ball, do that thing tanks can do to pull themselves to other players, and also passing, which is kind of like rescue, except everyone can do it. If you want to prevent a rescue chain, kill/knockback the sages/sorcs. A rescue chain is no different from a passing chain except that it requires very squishy links.

Jestunhi's Avatar


Jestunhi
03.07.2012 , 04:51 PM | #133
Quote: Originally Posted by buubz View Post
I'm sure this has been beat to death, but the fact that this is usable on the ball carrier completely breaks Huttball as a warzone. It's an entirely comp dependant warzone at this point, and if you have leaps/team pulls, you instantly have an advantage, not to mention the insane ranged bias that's already present. Either disable these abilities on the ball carrier, or redesign this gimmick of a map.

EDIT: For those that don't read the rest of my posts, I'll just summarize what I believe to be the best way to prevent rescue chain abuse. If there was a debuff placed on the player that was just Rescued, that would not allow the use of rescue on that player for 10-15 seconds. This would allow for a full resolve bar to diminish and give the defending team the possibility of defending past the first pull, as the carrier would either have to pass the ball (and risk the ball getting intercepted or the receiver being pulled/CCed/killed) or try to run it as his resolve bar emptied. Any other ideas that would still leave the ability useful, but still give a tactical edge without being abusable would be greatly appreciated!
The reason this works is because people ignore the sorc / sage and let them run past.

Without pull they would do exactly the same thing but instead of a 30m pull they do a 30m pass, possibly followed by a leap to ally if the ball carrier which just passed was a guardian / jugg.
Quote: Originally Posted by AlyxDinas View Post
Jestunhi's responses might be just about the the most asinine and pigheaded responses I've ever read on a forum.

Coldin's Avatar


Coldin
03.07.2012 , 04:54 PM | #134
Quote: Originally Posted by buubz View Post
There was SO much crying on the forums, literally 60% of the PvP forum was based around nerfing the Operative class (very little mention of Scoundrels, but I guess that was because of the mirror imbalance).
Mostly because of the way the opener worked with buffs, and due to the stealth nature of the class. Other classes were more than capable of dealing the same or more damage in similar situations, it was just that they did it plain sight. Perhaps it was lots of crying, but it was over a very short amount of time.

Not going to get into an Operative/Scoundrel discussion, but there's a reason you see so few of them today, and yet see so many Sorcs and Sages. And it's not solely because "Lightning is cool."

vimm's Avatar


vimm
03.07.2012 , 04:59 PM | #135
Quote: Originally Posted by Hapox View Post
I love those post.
Remove Friendly pull
Remove grapple
Remove charge
Remove stun/root
Remove Tracer missile
Remove Stealth

Evryting is balance on this game.Not 100% but evrything can conter evrything.
Don't let sorc move ahead if you dont want them to Friendly pull.

If you remove all this from Huttball.
People will just Move ahead to get pass.
and You will be back here on forum for a Nerf on Pass ability.
Even if all class could be 100% the same.you will find a ways to call for Nerf.

~Hapox~
Hapox is a sorcerer, if anyone was wondering.
geeR
Phantom of the Operative

buubz's Avatar


buubz
03.07.2012 , 05:00 PM | #136
Quote: Originally Posted by Coldin View Post
Mostly because of the way the opener worked with buffs, and due to the stealth nature of the class. Other classes were more than capable of dealing the same or more damage in similar situations, it was just that they did it plain sight. Perhaps it was lots of crying, but it was over a very short amount of time.

Not going to get into an Operative/Scoundrel discussion, but there's a reason you see so few of them today, and yet see so many Sorcs and Sages. And it's not solely because "Lightning is cool."
I agree with you fully, just people were more vocal with the Op/Scoundrel opener. The root of the problem was buff stacking, which they dealt with, ontop of nerfing the opener. It's obvious they went overboard and that's why there are so few ops today.

Coldin's Avatar


Coldin
03.07.2012 , 05:08 PM | #137
Quote: Originally Posted by buubz View Post
I agree with you fully, just people were more vocal with the Op/Scoundrel opener. The root of the problem was buff stacking, which they dealt with, ontop of nerfing the opener. It's obvious they went overboard and that's why there are so few ops today.
Yep. They probably could roll back all the changes they did to Scoundrel/Operatives, and likely few people would notice unless told about it. I personally have not seen a 5k crit on my Scoundrel since surge got nerfed, which I find pretty amusing for what was supposed to be a burst DPS class.

buubz's Avatar


buubz
03.07.2012 , 05:08 PM | #138
Quote: Originally Posted by Hiro View Post
thanks for the headsup. didnt need you to look for another game. still for different reasons though.

yes for me it is a core ability. its obvious use for pvp was actually one of the main reasons for my class choice long before the game was released.

if YOU miss your priest without that pull, maybe YOU should be the one looking for a new... or rather an old game.

its not hard to "wrap my head" around the possiblity of chain pulling a ball carrier. its WAS EASIER to find a counter for that though.

and again: thanks to mirror classes there is nothing in this game that couldnt be used by both sides.
It may be core to you, because you were given it from launch day, but the class that the sorc is so obviously designed around functioned without it for years, and the ability was more of an afterthought. I personally don't have a priest to miss, but thanks for taking my wellbeing into consideration. I highly doubt all the keyboard generals that are posting their 'perfect counters' to the situation I originally posted have actually even seen what I was describing, but again, I've come to expect that from people who don't read and tend to just post their ignorance. I agree that this strategy is available to both sides, and this doesn't actually concern me at all because huttball is a FACTION NEUTRAL WARZONE. It all comes down to what group comp you get thrown into, and if that comp doesn't have a few golden classes while the opposition does, you have to pray that they're garbage players or it's almost a guarenteed loss.

To those that will inevitably tell me that I need to get better, that I'm not using everything in my toolset to the best of my ability, that there are many easy ways to counter the scenario I've posted, or any incarnation of the three, you have to realize you've never seen me play, you probably never will see me play, and your judgements are far from wellfounded.

But thanks for posting!

buubz's Avatar


buubz
03.07.2012 , 05:11 PM | #139
Quote: Originally Posted by Coldin View Post
Yep. They probably could roll back all the changes they did to Scoundrel/Operatives, and likely few people would notice unless told about it. I personally have not seen a 5k crit on my Scoundrel since surge got nerfed, which I find pretty amusing for what was supposed to be a burst DPS class.
And yet there are still people who play sweep/smash spec and can crit upwards of 6K on 5 target. But as soon as a stealth class crits for 5K with an opener, once per fight (MAX twice), it's broken and the tear floodgates open until it's 'fixed'. Just get rid of the whole 'rogue' archtype while you're at it.

JaddynnStarr's Avatar


JaddynnStarr
03.07.2012 , 05:12 PM | #140
Quote: Originally Posted by Mavnas View Post
Sure, soon as we nerf being able to force leap with the ball, do that thing tanks can do to pull themselves to other players, and also passing, which is kind of like rescue, except everyone can do it. If you want to prevent a rescue chain, kill/knockback the sages/sorcs. A rescue chain is no different from a passing chain except that it requires very squishy links.
boy aint that the understatement of the year... most sorcs/sages get beat on quite regularly as i can atest to...
not many sorcs/sages can stand toe to toe with any other class and either lose bad or lose just barely... unless they are specced heals then it takes 2 people to kill him/her... sorc/sage class is soooooo squishy that often times untill the recent patch, they were the sole target of most medal grinders because they were so easy to kill... yea sure you can chain pull leap or whatever, but its easily countered with a well placed stun or knockback to that sorc that sends it flying down into the pit or into an un advantageous area to pull...

In the same manner that OP is upset about the pull leap strat, I wonder how he feels when he watches a jugger/maurauderwalk the ball from spawn to goal and take virtually no damage...? Ive seen some juggs just walk thru 200k dmg and have 3/4 to full health bars at the end... anyone want to cry about that too?