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Sorc/Sage Friendly Pull

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

buubz's Avatar


buubz
03.07.2012 , 05:31 PM | #151
Quote: Originally Posted by Shonuff View Post
I sympathize with you and your fustration. But the problem with your rhetoric like many others who complain about some of the things in this game is that it's subjective. You say this is a problem but like many others have said, both teams have the potential to utilize this tactic.

When facing premades your gonna run into this, thats a given. Your only hope is to form a premade yourself with some Sorc/sages to take advantage of this. If your playing with a bunch of pugs of course it's gonna be fustrating. You put the best PvP'er on a pug team I promise you he won't do half as good as he would in an orgainzed team. It's you vs the rest.

Now try to look at this from a different perspective. Imagine they took this ability away or nerfed it in some way. How would anyone save you from falling in the pit, or firetrap or acid pit. or a group of player mobs ready to rip you to shreds. You can hate the sorc/sage but you can't help but love him too. Be fair about your assesment.
I'll say this AGAIN, I have NO problem with this ability as a single use ability, for the exact reasons you've posted. It's okay to use it to get someone out of a clutch situation, I think that's fine. But the fact that it can be used multiple times in rapid succession leaves room for exploitation. I suggested in my OP a pretty easy fix to this, but it's becoming fairly clear that not many people are reading that. I have sympathy for the sorc healers who use this to help a teammate that's in a bind, but have none for teams that use it to abuse chains of it for quick VERY easy huttball caps.

buubz's Avatar


buubz
03.07.2012 , 05:33 PM | #152
Quote: Originally Posted by DarkMatter View Post
Stealth is the real problem imo , it gives an unfair advantage to people in all warzones.No wonder imp teams have 4-6 sorcerers all the time.
I laughed.

iceperson's Avatar


iceperson
03.07.2012 , 05:33 PM | #153
Quote: Originally Posted by buubz View Post
I'll say this AGAIN, I have NO problem with this ability as a single use ability, for the exact reasons you've posted. It's okay to use it to get someone out of a clutch situation, I think that's fine. But the fact that it can be used multiple times in rapid succession leaves room for exploitation. I suggested in my OP a pretty easy fix to this, but it's becoming fairly clear that not many people are reading that. I have sympathy for the sorc healers who use this to help a teammate that's in a bind, but have none for teams that use it to abuse chains of it for quick VERY easy huttball caps.
It's easier to defend against than it is to setup. l2p

buubz's Avatar


buubz
03.07.2012 , 05:37 PM | #154
Quote: Originally Posted by Mavnas View Post
That's why it has a cooldown. Passing doesn't. If a team stacks itself with one class because it beats bads quickly, they can be that much sadder when they face decent opposition. The most OP Huttball team I ever saw was 1 overgeared tank and 6 healers. It was pretty stupid. Once they got the ball, the point was theirs.
Passing also has the intrinsic risk of being intercepted, rescue does not. I'm not saying there aren't other OP team comps, but the one you mention can't happen off a 4 man premade, that's just getting queue'd into a team with a LOT of healers.

Mavnas's Avatar


Mavnas
03.07.2012 , 05:40 PM | #155
Quote: Originally Posted by buubz View Post
Passing also has the intrinsic risk of being intercepted, rescue does not. I'm not saying there aren't other OP team comps, but the one you mention can't happen off a 4 man premade, that's just getting queue'd into a team with a LOT of healers.
No, that's being on voice chat with another 4man premade and making sure your queues pop at the same time and you're on the same side. I imagine the difficulty of making this happen reliably is why they didn't do that thing very often. (I also saw an imp stealth 8-man... but that sucked so badly they gave up.)

ArianSix's Avatar


ArianSix
03.07.2012 , 05:42 PM | #156
This is ridiculous and really sounds like a L2P situation. As a puller (sorc), I'm squishy and often get killed when trying to get in position to pull the ball carrier.

If a team knows what they're doing I can go an entire game without being able to do any good pulls.

Pulls are easy to prevent. Kill the puller or displace the puller from their intended position (knockback, etc).

lexiekaboom's Avatar


lexiekaboom
03.07.2012 , 06:15 PM | #157
Quote: Originally Posted by DarkMatter View Post
Stealth is the real problem imo , it gives an unfair advantage to people in all warzones.No wonder imp teams have 4-6 sorcerers all the time.
What server do you play on? I haven't been in a match with as few as 4 sorcs in weeks.

buubz's Avatar


buubz
03.07.2012 , 06:17 PM | #158
Ty forum mods for removing that horrible troll nonsense.

XenonParsec's Avatar


XenonParsec
03.07.2012 , 06:26 PM | #159
Quote: Originally Posted by buubz View Post
I don't even play a DPS class, so you've shown exactly how much you know about my playstyle. You also assume that a sorc has 0 escape mechanisms to prevent getting to where they need to be. Please, continue studying to be an e-psychic, you aren't there quite yet.
I like how you gloss over the obvious PvP solution, which is to play actual defense. I understand it may be a challenge to your play to consider other aspects of PvP besides deathmatch, regardless of class you play, but these skills are what makes good teams good. If you're so handicapped against sorc, then it's simple team play to type the following in ops chat:

"hey guys, we need defense on the bridges, their sorcs are setting up to pull"

So unless you can demonstrate that the playerbase at large is unable to a) cc sorcs/sages off bridges or b) inform their op that sorcs/sages are setting up for a pull, then I maintain your issue is actually L2P and not anything the Devs need to address.

Girltank's Avatar


Girltank
03.08.2012 , 10:23 AM | #160
Quote: Originally Posted by buubz View Post
I'd emplore you to actually watch a 4 man rescue train, that occurs within the first minute or so of play, and tell me how you'd get a pug to defend against it. Resolve also plays a big role in the potential abuse of rescue chains. In other MMOs, not naming any, deminishing returns negate chain stunning players, but still allow different types of CC to be used when (stuns for example) go on DR. This isn't the case with resolve, as 2 stuns will render the carrier immune to grapple, stuns, knockbacks etc. I personally don't agree with the resolve system, or the obscene amount of CC in this game, but again, that's not what this thread is about.
It's true coordinating some pugs will simply be impossible. I can see a lot of frustration from Huttball matches with bad team mates in these forums.

However if you have good players on your team the simple truth is that coordination won't even been necessary. Your team will simply not allow the enemy team to get into position to chain pull.

Resolve does not protect against snares. You can have a full resolve bar and still be moving so slow that you can't get two feat to the goal before you're ripped apart.