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Sorc/Sage Friendly Pull

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

Girltank's Avatar


Girltank
03.08.2012 , 10:30 AM | #161
Quote: Originally Posted by buubz View Post
No, it definitely is not. Most pug teams see the flashing light of the ball carrier and swarm him. This makes it unbelievably easy for a sorc to run up the opposite side of the catwalk, rescue up the goal line, and receive a free point. This however isn't what I want changed, if you get one rescue that leads to a clever point, fantastic, you've used your ability well. However, if there are 4 sorcs/sages chaining rescues on the ball carrier and scoring within 5 seconds (with no chance of interception) of picking up the ball, that seems a bit broken to me. Also, there are many shortcomings of grapple, like hitting terrain when they're on the arc over to you and negating the effects of the grapple entirely, just as one example.
yeah bad teams will lose badly in Huttball to extremely well coordinated teams.

BountyFodder's Avatar


BountyFodder
03.08.2012 , 10:44 AM | #162
Yep this is a learn to play for sure. I have been on a team where we had 3 sages, all ready and willing to do some pulling. But every time we even thought of crossing the first fires into the other team's territory we were ripped to pieces, or knocked off, or pulled down, etc....

True we were not a premade, so did not have the full co-ordination of teamspeak and other teammates to protect the strategy, but our opponents were not a premade either. They were all simply decent players that were wise to the strategy that we were pulling.

I have also been on teams where me and one other sage, combined with a good guard have scored 6 goals in around 2.5 mins. But who's fault is it, that I got a free run of the top rafters for all 2.5 minutes? All the kids crowding around the ball carrier like 6 year olds playing soccer. One pull and they are all left behind, with nothing to do but watch. Any decent player would make an effort to get me down from there.

And yes we only scored 2 of the 6 goals with chain pulls. the other 4 were simply passing between the same 3 characters, in the same pulling positions, just left to their own devices.

dcgregorya's Avatar


dcgregorya
03.08.2012 , 11:01 AM | #163
Quote: Originally Posted by buubz View Post
I'm sure this has been beat to death, but the fact that this is usable on the ball carrier completely breaks Huttball as a warzone. It's an entirely comp dependant warzone at this point, and if you have leaps/team pulls, you instantly have an advantage, not to mention the insane ranged bias that's already present. Either disable these abilities on the ball carrier, or redesign this gimmick of a map.

EDIT: For those that don't read the rest of my posts, I'll just summarize what I believe to be the best way to prevent rescue chain abuse. If there was a debuff placed on the player that was just Rescued, that would not allow the use of rescue on that player for 10-15 seconds. This would allow for a full resolve bar to diminish and give the defending team the possibility of defending past the first pull, as the carrier would either have to pass the ball (and risk the ball getting intercepted or the receiver being pulled/CCed/killed) or try to run it as his resolve bar emptied. Any other ideas that would still leave the ability useful, but still give a tactical edge without being abusable would be greatly appreciated!
A friendly pull is a unique niche utility for PVE - one that won't make or break any existing raids. In Huttball its *CLEARLY* overpowered. So much so that either it should be given to everyone on a cooldown (similar to how everyone has a 'pass the huttball' ability) or explicitly prevented via a debuff.

The problem with sorc/sage utilities aren't that they are OP by themselves or OP in PVE, the problem is that for PVP they are game breakingly good. Even being able to do it once while then have it on cooldown isn't enough - either it should go to everyone or noone. Things like sprinting to get out of an AOE in PVE isn't game breaking but being able to sprint between capture points or sprint the ball across the goal is overpowered. I don't think handing out sprints via the legacy system is how it should be handled - just disable these abilities in warzones.

Hiro's Avatar


Hiro
03.08.2012 , 11:23 AM | #164
Quote: Originally Posted by buubz View Post
It may be core to you, because you were given it from launch day, but the class that the sorc is so obviously designed around functioned without it for years, and the ability was more of an afterthought. I personally don't have a priest to miss, but thanks for taking my wellbeing into consideration. I highly doubt all the keyboard generals that are posting their 'perfect counters' to the situation I originally posted have actually even seen what I was describing, but again, I've come to expect that from people who don't read and tend to just post their ignorance. I agree that this strategy is available to both sides, and this doesn't actually concern me at all because huttball is a FACTION NEUTRAL WARZONE. It all comes down to what group comp you get thrown into, and if that comp doesn't have a few golden classes while the opposition does, you have to pray that they're garbage players or it's almost a guarenteed loss.

To those that will inevitably tell me that I need to get better, that I'm not using everything in my toolset to the best of my ability, that there are many easy ways to counter the scenario I've posted, or any incarnation of the three, you have to realize you've never seen me play, you probably never will see me play, and your judgements are far from wellfounded.

But thanks for posting!
maybe you should read up the meaning of the word ignorance. or at least be more careful using it. specially if you say stuff like the above quote in the very same post.

there are certain tools in this game given to different classes to make combat and pvp more entertaining. obviously you are looking for a zergfest game where you pick up the ball and slowly run it over to the other base without having any tools of interest. just walk, hit, heal.... sorry but thats nowhere challanging. if you are looking for this you might check out for a less advanced game.
stuff like friendly pulls, hostile pulls, KBs, stuns, sprints... all that is there to make the game more complex and challanging. it requires setup, timing etc. taking all that away (and basicly you would have to either remove all of them or keep all of them.... otherwise your whining makes NO sense whatsoever) leaves us with a really really sad and boring game.

funny how its the same ppl who pretend the game doesnt require much player skills and ask to remove tools at the same time....... that just doesnt seem right...

Phinion's Avatar


Phinion
03.08.2012 , 11:29 AM | #165
Fine remove it so you can not pull the ball carrier to you to score. Guess we should also remove the pulls that the enemy makes to keep that person from scoring also. Works both ways.

Hiro's Avatar


Hiro
03.08.2012 , 11:30 AM | #166
Quote: Originally Posted by dcgregorya View Post
A friendly pull is a unique niche utility for PVE - one that won't make or break any existing raids. In Huttball its *CLEARLY* overpowered. So much so that either it should be given to everyone on a cooldown (similar to how everyone has a 'pass the huttball' ability) or explicitly prevented via a debuff.

The problem with sorc/sage utilities aren't that they are OP by themselves or OP in PVE, the problem is that for PVP they are game breakingly good. Even being able to do it once while then have it on cooldown isn't enough - either it should go to everyone or noone. Things like sprinting to get out of an AOE in PVE isn't game breaking but being able to sprint between capture points or sprint the ball across the goal is overpowered. I don't think handing out sprints via the legacy system is how it should be handled - just disable these abilities in warzones.
how is a friendly pull more overpowered then a hostile pull? or then a hostile leap? or a friendly leap? at the end its all the same.... still ppl only whine about the sorcerers pull... not all the rest. like said before: if you whine you have to remove all of those tools. which leaves us with a very very very boring game. in fact why not remove all classes and all skills. give everyone 1 hp and 1 attack skill that hits for 1. sounds really exciting... yey....

Humankeg's Avatar


Humankeg
03.08.2012 , 11:37 AM | #167
Quote: Originally Posted by Hiro View Post
how is a friendly pull more overpowered then a hostile pull? or then a hostile leap? or a friendly leap? at the end its all the same.... still ppl only whine about the sorcerers pull... not all the rest. like said before: if you whine you have to remove all of those tools. which leaves us with a very very very boring game. in fact why not remove all classes and all skills. give everyone 1 hp and 1 attack skill that hits for 1. sounds really exciting... yey....
The ability itself itsn't the problem. The ability to chain pull, or to be able to pull a player that is full resolve is the problem.

Sorc pulls, we grapple back. Sorc pulls, we grapple back again. Sorc pulls the target at full resolve, we grap... oh wait. Have to sit and watch them score.

If there was a pull cool down debuff or if it emptied the resolve bar of the target, that would help. If you can pull, we can pull back. THAT is fair.

I already ahve a thread started on this topic outlining my ideas:

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

veyl's Avatar


veyl
03.08.2012 , 11:38 AM | #168
Quote: Originally Posted by buubz View Post
So you're suggesting that we simultaneously kill 4 sages with 15K+ health each, without them popping 1 GCD. The entire chain lasts ~5 seconds and once the first rescue has been launched, it's almost impossible to catch the carrier. Sure, knocking the sorcs who are chaining off is potentially a solution, but it's hard to see the opposing teams composition before the match even starts, so there's no way to tell if they're setting up without leaving someone behind at the catwalk on literally every single match. This may not be a problem to do with a premade, but in pugs it's hard to convince someone that they need to stay out of the action to watch for a potentially gamebreaking play. So many peoples posts end with obvious anger that I'd even bring this up. Why, so, serious?
lol, really? You're telling me within the first minute of a round, you can't tell how many sorcs a team has and which of them actually go to pull their teammates? I've -never- been in a game where more than 2 sorcs will pull their teammates together as a team. Ever. Figuring out who to sit back and slaughter is quite easy and if you cant relay that to your team and have them understand what you're saying, then take the loss. (Or stop pugging.)

There is nothing gamebreaking about sorc pull. Huttball advantage? sure. If your team is filled with a bunch of idiots (Much like yourself with the amount of your qq filled posts), I can understand pull being an advantage......................... BUT THEN AGAIN. So would Juggernaut/knight leap -reset- leap again. Or Marauders/sentinels immunity through fire. Or Assassins/shadows immunity sprint.

Each player using a skill/ability to the TEAMS ADVANTAGE =/= Gamebreaking. Especially when both sides of the fence have them. There's nothing serious about my posts but I do have one recommendation for you.

STOP. PUGGING. BY. YOURSELF.

(and the obvious: L2P) Also. After reading the majority of this thread it seems a lot of the QQ folks seem to believe the CD on pull is less than 30 seconds. Amazing.

Gnugthreeonefive's Avatar


Gnugthreeonefive
03.08.2012 , 11:39 AM | #169
Quote: Originally Posted by Brittaany_Banks View Post
Huttball is just a piece of crap warzone to begin with. The devs will realize this once we get to pick which warzones we want to do.
I disagree completely. Huttball is brilliant. It has deeper gameplay that the other WZs, and is thus more interesting.

The only problem is that the classes are less well balanced due to their utility, or lack thereof.

Hiro's Avatar


Hiro
03.08.2012 , 11:46 AM | #170
Quote: Originally Posted by Humankeg View Post
The ability itself itsn't the problem. The ability to chain pull, or to be able to pull a player that is full resolve is the problem.

Sorc pulls, we grapple back. Sorc pulls, we grapple back again. Sorc pulls the target at full resolve, we grap... oh wait. Have to sit and watch them score.

If there was a pull cool down debuff or if it emptied the resolve bar of the target, that would help. If you can pull, we can pull back. THAT is fair.

I already ahve a thread started on this topic outlining my ideas:

http://www.swtor.com/community/showthread.php?t=323888
thats actually the first reasonable argument "against friendly pull" i can remember in this entire thread. thanks for that.

and i agree with you. emptying the resolve bar or rather stop grapple from filling the bar (didnt actually know that was the case) seems like an option to be discussed.