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Planned Warzone Changes Part 2

STAR WARS: The Old Republic > English > PvP
Planned Warzone Changes Part 2
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EricMusco's Avatar


EricMusco
06.05.2018 , 01:11 PM | #1 Click here to go to the next staff post in this thread. Next  
Hey folks,

Welcome to part 2 of our planned Warzone changes for GU 5.9.2. If you haven’t already done so, we recommend you go take a look at part 1 and our upcoming matchmaking changes. The following changes focus on Huttball and Arenas, so let’s dive in:

Huttball (and Queshball) – We have some concerns about the dominance of Classes with movement abilities in Huttball. The proposed changes will help encourage more teamplay in the Warzone. We also want to create more situations for counterplay and competition in Huttball while ensuring all players are rewarded for their efforts.
  • Carrying the Huttball now applies Hinder to the character. Hinder prevents the use of high mobility actions such as Force Charge, Force Speed, Scamper, and more.
  • Due to the Hinder changes above players holding the Huttball will now move at 80% movement speed (up from 67%)
  • Players can no longer catch the Huttball while stunned. This creates more opportunities for counter-play, such as intercepting passes intended for a target you stun.
  • Adding attacker points for catching a pass from a friendly target:
    • Currently the thrower of the Huttball receives 500 points, but not the receiver. We will increase the receiver to gain 250 points.
    • We would also like a touchdown pass to award both players equally (currently the thrower gets 500 more points). Here is what the new breakdown would look like:
      • Thrower: 2750 Attacker Points total
        • 500 Attacker Points from completing pass successfully
        • 2250 Attacker Points for throwing a scoring pass
      • Receiver: 2750 Attacker Points total
        • 250 Attacker Points from receiving a friendly pass
        • 2500 Attacker Points for possessing the ball for a score

We know these changes will be pretty substantial in affecting how you play Huttball. Before we make these adjustments, we want to know your thoughts. We are getting your feedback early to see what changes we should, or should not make.

Arenas – There are quite a few places where players can exploit to prevent themselves from dying. We plan to address them and implement ways to penalize those players. Additionally, we wanted to take another look at how the acid mechanics work at the end of Arena matches to see if we can improve that experience for stalemates. Here are our thoughts:
  • Characters who hack their way into places they shouldn’t be, such as outside the arena or in the ground, will die.
  • Currently, acid causes characters to take 10% of their max health in damage every second, prevents stealth and all healing.
  • Acid will now work as follows:
    • Characters will take 1% of their max health in damage every second and reduce all healing done/received by 2% per stack.
    • Characters affected by acid will begin with one stack and gain one stack per second.
    • Acid will still inhibit stealth.

This will mean the very end of an Arena match will now get progressively more dangerous. This gives more time for players to fight each other and counterplay, before their inevitable acid death. This should also address cases where stealth characters in particular can just CC and run away to win a match.

Let us know your thoughts!

-eric
Eric Musco | Community Manager
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yellow_'s Avatar


yellow_
06.05.2018 , 01:18 PM | #2
Quote: Originally Posted by EricMusco View Post
[*]Acid will now work as follows:
  • Characters will take 1% of their max health in damage every second and reduce all healing done/received by 2% per stack.
  • Characters affected by acid will begin with one stack and gain one stack per second.
  • Acid will still inhibit stealth.
[/LIST]
This will mean the very end of an Arena match will now get progressively more dangerous. This gives more time for players to fight each other and counterplay, before their inevitable acid death. This should also address cases where stealth characters in particular can just CC and run away to win a match.

Let us know your thoughts!

-eric
oh my god you guys actually did it

t h a n k y o u
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y
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these changes coming out are the best pvp patch notes since adding ranked

masterceil's Avatar


masterceil
06.05.2018 , 01:22 PM | #3
Dig the incentive to pass the ball, and making it take more than a push+root to win in acid.

RIP Scamper in Huttball, though : (
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kissingaiur's Avatar


kissingaiur
06.05.2018 , 01:23 PM | #4
Characters who hack their way into places they shouldnít be, such as outside the arena or in the ground, will die.
Currently, acid causes characters to take 10% of their max health in damage every second, prevents stealth and all healing.
Acid will now work as follows:
Characters will take 1% of their max health in damage every second and reduce all healing done/received by 2% per stack.
Characters affected by acid will begin with one stack and gain one stack per second.
Acid will still inhibit stealth.


^^^^^^^^^^


YESSSSSSSSSSSSSSSSSSSSSSSSSSSSS!
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MackPol's Avatar


MackPol
06.05.2018 , 01:29 PM | #5
Wow, very interesting eager to see how the changes will impact the game. Itís all definately is giving us hope for better experience in war zones. Huttball will be interesting and vastly different.

Thanks for the info.

Banderal's Avatar


Banderal
06.05.2018 , 01:31 PM | #6
Quote: Originally Posted by EricMusco View Post
  • Carrying the Huttball now applies Hinder to the character. Hinder prevents the use of high mobility actions such as Force Charge, Force Speed, Scamper, and more.
  • Due to the Hinder changes above players holding the Huttball will now move at 80% movement speed (up from 67%)
Hmm. I like this maybe. How's that for commitment. As it stands, it's often lucky to get even 2 people on a team that actually play huttball. Which means that the movement abilities (or a tank/healer combo) are about the only way to score. On the other hand, I don't like the operative roll usage... so I guess I can't ask for that to be gone, but still have my phantom stride work (sometimes).

So, combined with more incentive to actually have people run ahead for a pass (see below also pls), I guess I like this.

Quote: Originally Posted by EricMusco View Post
  • Players can no longer catch the Huttball while stunned. This creates more opportunities for counter-play, such as intercepting passes intended for a target you stun.
I don't like this at all. With SO MANY stuns in the game, it seems like this will make it too easy for the other team to stop a pass chain. We can currently already use knockbacks to intercept, leaps and ports to intercept, and just plain being in a better position relative to the pass-circle. Making it too easy will further discourage passes, and I thought we wanted the opposite?
Quote: Originally Posted by EricMusco View Post
  • Adding attacker points for catching a pass from a friendly target:
This I LOVE. Might I suggest you actually make it equal to or even greater than the person that passes? Also, I think touchdown passes should award some sort of attacker points to everyone who touched the ball between the start of possession and the score. If I pick up the ball from spawn, pass to JOE on the bridge, and then JOE passes to JILL on the other side of the fire, and then JILL runs in for a score, I think JOE, JILL and myself should all get some sort of "touchdown" award.

Maybe that's hard to do. But it runs along the line of my thinking that huttball should award more for "assists" than it currently does. I think there are more, like a person who heals anyone while they have the ball, and then the team scores, that healer should get "touchdown" attacker points. Same for someone who tanks for the ball carriers. Others I understand would be much harder to detect... I think the person that roots/stuns a defender that was about to push the ball carrier into the fire should get some "assist" points too. No, I have no idea how the game would know that THAT particular stun was useful.

I don't particularly like arenas, and so don't have much of an opinion about how acid should work.
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Rion_Starkiller's Avatar


Rion_Starkiller
06.05.2018 , 01:41 PM | #7
Quote: Originally Posted by EricMusco View Post

Huttball (and Queshball) Ė We have some concerns about the dominance of Classes with movement abilities in Huttball. The proposed changes will help encourage more teamplay in the Warzone. We also want to create more situations for counterplay and competition in Huttball while ensuring all players are rewarded for their efforts.[LIST][*]Carrying the Huttball now applies Hinder to the character. Hinder prevents the use of high mobility actions such as Force Charge, Force Speed, Scamper, and more.[*]Due to the Hinder changes above players holding the Huttball will now move at 80% movement speed (up from 67%)[*]Players can no longer catch the Huttball while stunned. This creates more opportunities for counter-play, such as intercepting passes intended for a target you stun.
Not sure how I feel about this. These changes seem to make carrying the ball a real chore.
As for "Hinder," does it prevent Transcendence/Predation? Hold the Line/ Hydraulic Overrides? Sorc/ Sage pulls?
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Thanks Rion Starbrah.

kissingaiur's Avatar


kissingaiur
06.05.2018 , 01:48 PM | #8
Quote: Originally Posted by Rion_Starkiller View Post
Not sure how I feel about this. These changes seem to make carrying the ball a real chore.
As for "Hinder," does it prevent Transcendence/Predation? Hold the Line/ Hydraulic Overrides? Sorc/ Sage pulls?
"Hinder" should work just like electronet hinder. So im assuming if you cannot use something while neted it would be the same as holding the ball's hinder effect, I could be wrong about this but it would make sense. Hinder is already programmed as a debuff in the game.

So you will not be able to use pred (but you can be preded) and Overrides wont work. Sorc pulls should still work.
Hothothothothothotho
"I need you all to know that Iíve transcended ranked pvp by reading about it on the forums"
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GUN_GAME's Avatar


GUN_GAME
06.05.2018 , 01:49 PM | #9
Changes for acid looks lit, thank you =)
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Metthew's Avatar


Metthew
06.05.2018 , 01:51 PM | #10
Quick back-of-the-hand calculation:

Add one stack per second.
Eat %1 damage per stack per second.
Assume both players start at 100%, one deals 5% damage and rolls away, de-syncs etc. to reduce incoming damage.
No offheals -> x seconds to live where 1+2+...+x = 95
=> x*(x+1)/2 = 95
=> x = 13.29..., have to round up => 14s to kill this person assuming he doesn't damage back.

A concealment oper can mitigate around 6-7s of your damage while damaging you in turn, so 1v1 he should do alright. +1v1 with de-syncs and mobility aciding multiple people could still be possible?

I guess we have to see how it will work, but a milder penalty might be more appropriate, like .5% HP loss per second.