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Sorc/Sage Friendly Pull

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

Humankeg's Avatar


Humankeg
03.08.2012 , 10:49 PM | #181
Quote: Originally Posted by Dezeit View Post
To me the pull ability is not the issue. In hutball it is the equivalent of passing the ball to that person. i.e the ball moves to the same place as someone on your team. Your team member needs to be there, you might as well throw the ball.

Charge on the other hand is a different mechanic. It moves the ball (and the player) to a location that one of your team is not. To me that is the ability that "might" need adjustment. The range on charge just seems to be a little excessive how about halving the distance when carrying the ball.
can't pass the ball while stunned. CAN pull a person that is stunned.

Can be difficult to notice someone to pass the ball too. VERY easy to notice the ball carrier and pull him to you.

Pull is op'd, and needs to be made so that empties the resolve bar or puts a debuff on the target (actually entire team) that prevents another pull from occuring for X amount of time.

Again another thread on this subject is already under way:

http://www.swtor.com/community/showthread.php?t=323888

Humankeg's Avatar


Humankeg
03.08.2012 , 10:53 PM | #182
Quote: Originally Posted by Kajimoto View Post
As I mentioned yesterday, the OP clearly needs to learn how to play. Or quit and try checkers or something more suitable to his inferior gaming talent.

I also love how he says "he's not crying." Correct me if I'm confused here, but going to a forum to complain about a loss in Huttball and requesting the game be changed to suit your lack of ability is NOT crying? Sure...

PS -- Hey OP, Bioware is implementing your changes right now due to your moving post.
Its not a L2P issue. There is no counter against pull. YOu can't CC the target, as the target can still be pulled with a full resolve bar. And a team stacked with sorcs will always be able to get at least one of them to advantagous location to pull, and there will be nothing the other team can do to stop it.

The ability itself isn't op'd, but the ability to pull someone that is on full resolve is, and the ability to chain pull is op'd.

Unless you like seeing two teams with 7+ sorcs between them at the top of every competitive Huttball team? And since when is makin a suggestion "crying"? Everyone has opinions when it comes to things.

Quote: Originally Posted by Keapoe View Post
I love posters like the OP

Lets nerf or get ride of something

BECAUSE THEY FEEL IT BREAKS 1 WARZONE!!

Realize the game is bigger then Huttball and move around.
So fixing the issue so that it doesn't break even one warzone is an issue to you... why exactly?


Quote: Originally Posted by Sowwy View Post
They don't break the map, they make the map.

What kind of simplistic dynamic would hutball be if we weren't able to manipulate player location. It would be the same boring kill the flag carrier crap and man, did that get boring fast.

.
It makes it so teams need to stack several sorcs to be competitive. The ball movement taem with 3-4 sorcs has incredible ball movement, allowing all kinds of "outs" that a team doesn't have if they dont' ahve sorcs.

Ball carrier being attacked by 4 people? Pull him.

Ball carrier stunned in fire? Pull him.

Ball carrier fully CC'd and on full resolve? Pull him.

Ball carrier two floors down? Pull him.

I don't want the ability to be removed, but it needs to:

A) Empty the resolve bar on the target so that target can be CC'd again (ie, possibly grappled BACK to where he was just pulled from)

B) Puts a debuff on the target (and potentially entire team) that prevents the use of chain pulling.

Derian's Avatar


Derian
03.08.2012 , 10:54 PM | #183
Quote: Originally Posted by Humankeg View Post
So fixing the issue so that it doesn't break even one warzone is an issue to you... why exactly?




It makes it so teams need to stack several sorcs to be competitive. The ball movement taem with 3-4 sorcs has incredible ball movement, allowing all kinds of "outs" that a team doesn't have if they dont' ahve sorcs.

Ball carrier being attacked by 4 people? Pull him.

Ball carrier stunned in fire? Pull him.

Ball carrier fully CC'd and on full resolve? Pull him.

Ball carrier two floors down? Pull him.

I don't want the ability to be removed, but it needs to:

A) Empty the resolve bar on the target so that target can be CC'd again (ie, possibly grappled BACK to where he was just pulled from)

B) Puts a debuff on the target (and potentially entire team) that prevents the use of chain pulling.
As evidence in your post you focus on the ball carrier too much. Ever consider killing those sorcs setting up for the pull before they get there?
Synion
Shards of Alderaan/Republic Justice

Jedi Sentinel-Watchman
Jedi Conqueror

Synacus's Avatar


Synacus
03.08.2012 , 10:58 PM | #184
Quote: Originally Posted by buubz View Post
Even that would be productive at this point, but the fact of the matter is leaps/pulls break that map fundamentally. They remove the need to pass, and just make it a 'give ball to tank, leap, pull, pull score!'. I doubt this was intended but Bioware has shown that they have 0 clue on what constitutes balanced gameplay at this point, so I'm not surprised this hasn't been addressed.
WAIT WAIT WAIT a min you mean that team mates are playing a team game as a team? THIS CAN NOT STAND

Humankeg's Avatar


Humankeg
03.08.2012 , 11:00 PM | #185
Quote: Originally Posted by Derian View Post
As evidence in your post you focus on the ball carrier too much. Ever consider killing those sorcs setting up for the pull before they get there?
Yea, I hear tryign to get the ball back from the opposing team is a bad thing

Sending 6 members of your team to kill the 4 sorcs up top, while their ball carrier is down below is not a smart strat. I have no issues killing a sorc 1vs1, but if we are up top in huttball, and there are multiple ones of them, chances are myself, and my 5 buddies are all getting knocked down.

Why is it such a problem to you that pulling a target empties the resolve bar? That would actually allow another dimension in game that forces sorcs to do more strategic pulls rather than what is going on now.

Cancerianmoth's Avatar


Cancerianmoth
03.08.2012 , 11:01 PM | #186
Really? Why don't you stun the sorcerer/sage instead of the ball carrier with full resolve? Or knock them back? Kill them? Problem solved.

Humankeg's Avatar


Humankeg
03.08.2012 , 11:05 PM | #187
Quote: Originally Posted by Cancerianmoth View Post
Really? Why don't you stun the sorcerer/sage instead of the ball carrier with full resolve? Or knock them back? Kill them? Problem solved.
A) Stuns only last for about 4 seconds.

B) After 4 seconds, the 4 sorcs will be able to pull again.

C) Luck is needed (and the sorcs have to be REALLY bad) to knock all four down off a ledge.

D) 4 sorcs will EASILY be able to survive against a group of 6 attacking them up on the racking. Knock backs from all 4 will take care of that no problem. Might lose one or two, but the other two will be able to get where they are needed.

Why is it such an issue to you that Pull empties the resolve bar, or doesn't work on targets with full resolve? Why can't pull work like other CC's?

Calista_ZK's Avatar


Calista_ZK
03.08.2012 , 11:07 PM | #188
Quote: Originally Posted by Humankeg View Post
Yea, I hear tryign to get the ball back from the opposing team is a bad thing

Sending 6 members of your team to kill the 4 sorcs up top, while their ball carrier is down below is not a smart strat. I have no issues killing a sorc 1vs1, but if we are up top in huttball, and there are multiple ones of them, chances are myself, and my 5 buddies are all getting knocked down.

Why is it such a problem to you that pulling a target empties the resolve bar? That would actually allow another dimension in game that forces sorcs to do more strategic pulls rather than what is going on now.
I f you are ALL getting knocked down... then there is a much., much more serious problem going on here. Either don't stand where you get knocked down, pull the sorc, push the sorc, etc.

IF they have multiple sorcs, its a valid strategy and yes, you do have to send people out before the sorcs are positioned.

Derian's Avatar


Derian
03.08.2012 , 11:09 PM | #189
Quote: Originally Posted by Humankeg View Post
Yea, I hear tryign to get the ball back from the opposing team is a bad thing

Sending 6 members of your team to kill the 4 sorcs up top, while their ball carrier is down below is not a smart strat. I have no issues killing a sorc 1vs1, but if we are up top in huttball, and there are multiple ones of them, chances are myself, and my 5 buddies are all getting knocked down.

Why is it such a problem to you that pulling a target empties the resolve bar? That would actually allow another dimension in game that forces sorcs to do more strategic pulls rather than what is going on now.
Why isn't it a smart strategy? They are employing things that you admittedly can not overcome. When you pay defense in most sports, you never let the offense behind you. You dont have to kill them, you have to make them respect your presence, however. I win huttball all the time, it sounds like you don't. Perhaps you should take my advice into consideration.

Position yourself so you don't get knocked down, use force leap, pulls etc. I don't care about your suggestions, I'm a Sentinel, and I have been the entire time in Launch. I'm a melee class, and I have absolutely no problem with sorc/sages and shadows/sins in HB. It is a failure of your team to let these people get behind your defense.

Ball Carriers need support. Leave him while you take care of the people in front of him. You can pass/get pulled/leap MUCH faster than a ball carrier can run/walk. If all you do is jump on the ball carrier, guards and heals will keep him alive. How do you think Raiding tanks live?
Synion
Shards of Alderaan/Republic Justice

Jedi Sentinel-Watchman
Jedi Conqueror

Humankeg's Avatar


Humankeg
03.08.2012 , 11:13 PM | #190
Quote: Originally Posted by Calista_ZK View Post
I f you are ALL getting knocked down... then there is a much., much more serious problem going on here. Either don't stand where you get knocked down, pull the sorc, push the sorc, etc.

IF they have multiple sorcs, its a valid strategy and yes, you do have to send people out before the sorcs are positioned.
Yes, that is a reasonable request. Playing against 4 top notch sorcs, all of them in the same area up in the racking in Huttball. "better find a place where they can't knock me down".

Lol, dude are you even reading what you are typing?