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Get rid of Huttball

STAR WARS: The Old Republic > English > PvP
Get rid of Huttball

Xinika's Avatar


Xinika
05.01.2012 , 01:46 PM | #241
Quote: Originally Posted by Varicite View Post
[COLOR="MediumTurquoise"]

Some classes have an advantage in every Warzone.
Not to this extreme.
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unicornfive's Avatar


unicornfive
05.01.2012 , 01:59 PM | #243
Quote: Originally Posted by Xinika View Post
Until you learn to fix this class-biased mode. Rateds will be a complete joke if you allow this mode.

Or

Allow the option to pick your own wz.


"Because people know these modes are unbalanced yet they still allow it.

You think the best PvP teams will take a Scoundrel over a Sage or Guardian?
Teams will be stacked with X, Y and Z classes while F and U won't dare get a spot.

We will just abuse the inbalance and there will be no one else to blame but yourselves for it. "
I thought u liked huttball and sacrificing ppl to the fire gods...

Ehlin's Avatar


Ehlin
05.01.2012 , 02:19 PM | #244
I wouldn't say get rid of hutball (I like it personally), but the map needs reworking to combat certain class abilities. Classes that can pull players to them, use force speed or leap to team mates they have a huge advantage over other classes in huttball. Not to mention jugs can leap to team mates and to enemy players. So they can effectively jump two large distances.
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Leveling Sniper, Operative, and Powertech alts.

VeetorDaal's Avatar


VeetorDaal
05.01.2012 , 02:26 PM | #245
Ehm no. You crazy op? Huttball is the best thing about swtor pvp, end of discussion.. Take it away/change it and Im out..
Amaar - Lord Calypho

cycao's Avatar


cycao
05.01.2012 , 02:28 PM | #246
I agree with OP.

They need to make huttball separate when rated warzones come out. Make it a TWL type ladder system or something but keep it out of rated or just let us choose which zone we want to play.

Huttball is just to class bias.

SLRPSJ's Avatar


SLRPSJ
05.01.2012 , 03:26 PM | #247
I don't get this. As a warlock or a mage were u running a flag in wsg? No the druid was. To add to that if you wanted to grab it and give it to the carrier, you had to drop it. Every class can PASS the ball. If you want to be a "running back" of a huttball team, roll a class fit for it.

If you feel completely useless in huttball, you're doing it wrong.

Mercs - can spec for 2 knockbacks.. Amazing for defense, not to mention the ability to burst a ball handler. Or if you're a healer, hold mid down.

Op - Concealment blow up those sorcs trying to run ahead of the ball handler. Protect your catwalks! Trust me good ones can do this very effectively. Heal spec is the most mobile healer so I don't think people complain about them in huttball..

Sniper - Roots. Not affected by resolve. Need I say more? I will. A sniper is probably the best defender in the game. If you have good positioning you can rain down damage while those pesky warriors cant charge you.. Back to roots. Roots will be one of the most abused abilities in ranked mark my words. Chain roots can lock someone down that already has full resolve and essentially force them to pass or die. Most good huttball teams will have a sniper.

It seems like everyone wants to be the ball handler when only ONE person can hold the ball at a time. What good is a running back in football without his offensive linemen?

One more point to the people who want to disable friendly pulls, charges, speed boosts on a carrier. You would have to disable enemy leaps, pulls and knock backs or noone is scoring without the pass to a stealthy at the goal line strat. As it is now competent teams against each other rarely score over two points per side so this change is just unnecessary. Why do you want to turn it into a game of who has the best tank and the most heals?

Populism's Avatar


Populism
05.01.2012 , 03:28 PM | #248
Quote: Originally Posted by SLRPSJ View Post
I don't get this. As a warlock or a mage were u running a flag in wsg? No the druid was. To add to that if you wanted to grab it and give it to the carrier, you had to drop it. Every class can PASS the ball. If you want to be a "running back" of a huttball team, roll a class fit for it.

If you feel completely useless in huttball, you're doing it wrong.

Mercs - can spec for 2 knockbacks.. Amazing for defense, not to mention the ability to burst a ball handler. Or if you're a healer, hold mid down.

Op - Concealment blow up those sorcs trying to run ahead of the ball handler. Protect your catwalks! Trust me good ones can do this very effectively. Heal spec is the most mobile healer so I don't think people complain about them in huttball..

Sniper - Roots. Not affected by resolve. Need I say more? I will. A sniper is probably the best defender in the game. If you have good positioning you can rain down damage while those pesky warriors cant charge you.. Back to roots. Roots will be one of the most abused abilities in ranked mark my words. Chain roots can lock someone down that already has full resolve and essentially force them to pass or die. Most good huttball teams will have a sniper.
LEAP, PULL, SCORE then it's back to whoever spams Mouse1 the fastest to get the ball back to mid is the cold, harsh reality.

Scoobings's Avatar


Scoobings
05.01.2012 , 03:30 PM | #249
Quote: Originally Posted by Xinika View Post
Not to this extreme.
To what extreme? The only class that really gets truly shafted in Huttball is DPS OP. Literally every other AC has some kind of great utility / Advantage from the WZ Huttball.

I mean, that sucks for DPS OPs but that hardly warrants the removal of huttball, and their disadvantage really just boils down to the fact that the class is kind of lack luster in general.
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KryptikX's Avatar


KryptikX
05.01.2012 , 03:33 PM | #250
Quote: Originally Posted by Populism View Post
LEAP, PULL, SCORE then it's back to whoever spams Mouse1 the fastest to get the ball back to mid is the cold, harsh reality.
Harsh reality... you're doing it wrong.
Adapt or Die