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Can Huttball finally be fixed?

STAR WARS: The Old Republic > English > PvP
Can Huttball finally be fixed?

shazariahl's Avatar


shazariahl
Old 03.28.2012 , 11:41 PM | #11
Quote: Originally Posted by Brytag View Post
i play a sentinel and i personally would like to see all friendly pulls and leaps taken away if u have the ball. sure these things can be countered but atm i think huttball favors certain class comps over others. WZs should be more for skill than class comp.

regardless, leaps and friendly pulls are counterable. just knock off the sorc and dont stand on ledges. i just think games would be more interesting without pulls/leaps etc. then again, they could drag on and on. who knows
But when you play good teams it's almost impossible to score on them anyways. I've had so many 1-0 or 0-0 games lately, not because both teams are too stupid to use pull/leap, but because they actually know what they're doing and it becomes very difficult to move the ball against teams that play proper defense.

If you take away all the movement assists, then the ONLY viable strategy becomes group up, run the ball as a team, and try to tank/heal/dps them down as you slowly make your way across the field. Even passing the ball becomes almost pointless since you have no way of further assisting the ball carrier. Basically you would turn Huttball into team deathmatch with a ball.

We already have team deathmatch with Voidstar. I'm not sure why we'd need such a thing in Huttball too.

shazariahl's Avatar


shazariahl
Old 03.28.2012 , 11:44 PM | #12
Quote: Originally Posted by Ortof View Post
Played in a HUTBALL earlier where there were 12 SI's... L2P my butt. Don't believe me, go to the suggestion forum, I have some SS's set up.

No need to nerf the ability though. Just make it so that if a person leaps with the ball, they drop it. Same goes for getting grappled, get grappled, ball respawns.
Wait, you think grappling people should cause them to drop the ball? I look forward to many 0-0 games then.

paul_preib's Avatar


paul_preib
Old 03.28.2012 , 11:52 PM | #13
I you argue against leap/pull then you have to take push/grapple into the equation defensively as well, as they are a yin/yang situation.


Pair with that another issue-- whatever team manages to snag the first lead could then load up the catwalks and just turtle-up. Leap helps open things up by making the defending team pay for backloading everyone onto the defensive side.


You'd also then have the next most effective strategy opened to debate as something in need of a fix. Some examples

1.Tank/healer combos-- instead of 'who has the most leapers/pullers it just becomes who has the best geared tank with the most heals to stack on him.


2.Stealth-- Stealther sneaks over to the other side, ballcarrier pit-dives and passes up to him for a quick goal. Right now 8 v 7 the rest of the way and other more effective strategies make this moot, in a low-scoring affair that could be the one goal that allows the team to turtle up


3.Fast counter-- pass-up, leap to, take pass back. Or Pass-up, pull tank, pass back. This requires an extra second or two of time, but would still be effective and the same "force-users are at an advantage" debate would be argued again. Perhaps then people would start asking for a 'can't be pulled or leap' debuff to last for a couple of seconds after having the ball.



I have both a force-user and non-force user at 50 thus far and am quite happy with both, who each have their niches and don't feel particularly gimped when one the non leaper/puller.

denpic's Avatar


denpic
Old 03.29.2012 , 12:07 AM | #14
Huttball is fine as is

L2P

Qq will ruin this wz and all the fun stuff will be nerfed to
Uselessness

Polebreaker's Avatar


Polebreaker
Old 03.29.2012 , 12:11 AM | #15
^^

/thread.

Astarica's Avatar


Astarica
Old 03.29.2012 , 12:28 AM | #16
Passing has a huge risk against a good team. From an anecdotal point of view, I hear "Frogworm pass intercepted oh the disgrace!" more often than "Rotworms just ripped the ball handler apart!"

Jumping to an enemy or ally, or being pulled, doesn't randomly cause you to drop the ball. If they did, they wouldn't be the preferred method to move the ball.

I assume Huttball originally is supposed to be like this:

Running - low risk and slow
Passing - high risk and fast

And that's a reasonable balance, except various form of leap (friendly or otherwise) is fast and safe. I'm not completely against the idea of leaps/pulls, but there should be a chance of a 'fumble' the same way trying to pass for long yardage has a high chance of an interception if the guy is covered.

vimm's Avatar


vimm
Old 03.29.2012 , 01:02 AM | #18
People with leaps say no!
geeR
Phantom of the Operative

AetherMcLoud's Avatar


AetherMcLoud
Old 03.29.2012 , 01:08 AM | #19
Quote: Originally Posted by cLicked View Post
There is no counter for the the leaping/pulling.
There ARE SEVERAL COUNTERS:

Killing
Knockback
Pulling
We don't stop playing because we grow old; we grow old because we stop playing.

Enexemander's Avatar


Enexemander
Old 03.29.2012 , 01:08 AM | #20
You know this is silly because a sorcerer can just pull anyone else, and then the ball carrier throws to that person.

A warrior can just leap to someone, push them, and then get passed to.

It makes things a bit goofier but it doesn't really change the mechanics. Well, at that point it would heavily favor premades to the point that pugs would auto-lose but there you go.