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Sorc/Sage Friendly Pull

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

roccorossi's Avatar


roccorossi
03.08.2012 , 11:50 AM | #171
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!


Single tear for you...

I just finshed replying to somone who said grapple is OP..... See a trend here?? Many classes have an ability that is very useful in Huttball AND its preventable..

So you guys dont want Grapple, no friendly pulls, i assume force push is out... Oh force jump is OP to then... Wait Jet charge is out to thats OP,

Hey Baddie.. Make some friends get a premade and use these skills to your advantage... Dont come and whine here.. youll get no sympathy from us...

And furthermore if you think BIoware is going to remove some of the most fun interactive, fresh combat mechanics in PvP then your *** Crazy...

If I was a Dev I would be laughing at your post...
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JaddynnStarr's Avatar


JaddynnStarr
03.08.2012 , 02:12 PM | #172
Quote: Originally Posted by buubz View Post
The scenario you've put forward is only possible if they have healers present. The problem there doesn't lie with the abuse of one ability, it lies in your inability to interrupt/stun/cc healers. If you assume that it takes ~30s to get from the center to the goal line, and you're saying this juggernaut took 200k damage, that means he was taking over 6K DPS on average, potentially much higher with cooldown damage spiking. I find everything about that very hard to believe, but again, people don't think before they post ridiculous things.
wow... you ever see 2-3 healers keepin a half decently geared tank alive? I take it no since you dont seem to get my post about he damage... it is totally feasable, and just cuz YOU havent encountered it doesnt mean it dont exist... I dont see why you cant stun/cc/knockback a puller... most classes have 1 or multiple of those abilities... its not friggin hard to look up and see the sorc in his pointy hat in the rafters and say to ones self..."hmmm maybe i should pull him down or get to him and Knockback, or range CC him.... Really??? As far as a tank taking 200k damage on a ball run, a good team targets the ball carrier and or healers when the other team has it... its not uncommon at all for that type or amount of dmg to be encountered... especially with 8 people targeting you with all they got... think about it... a sorc does 1-3k dps and i know other classes can match that... so 8 people trargeting that tank is gonna produce a MINIMUM of 8-16k DPS.... now multiply that by the 10-30 seconds it takes that tank to get to the goal line... hmmmsay... thats roughly 160k to 450k dmg isnt it? even avrging it out to account for lapses in judgment or LOS interupts and you get 200-300k...

Keapoe's Avatar


Keapoe
03.08.2012 , 02:34 PM | #173
I love posters like the OP

Lets nerf or get ride of something

BECAUSE THEY FEEL IT BREAKS 1 WARZONE!!

Realize the game is bigger then Huttball and move around.

Sowwy's Avatar


Sowwy
03.08.2012 , 02:40 PM | #174
Quote: Originally Posted by buubz View Post
Even that would be productive at this point, but the fact of the matter is leaps/pulls break that map fundamentally. They remove the need to pass, and just make it a 'give ball to tank, leap, pull, pull score!'. I doubt this was intended but Bioware has shown that they have 0 clue on what constitutes balanced gameplay at this point, so I'm not surprised this hasn't been addressed.
They don't break the map, they make the map.

What kind of simplistic dynamic would hutball be if we weren't able to manipulate player location. It would be the same boring kill the flag carrier crap and man, did that get boring fast.

Here's some tips. Keep your cat walks clean! Be proactive about it. If some character runs ahead of the their ball carrier wielding 1 single bladed lightsaber, guess what;s about to happen? Yep, a pull so at that point, ignore the ball carrier and A) pull the sage back B) knock the sage off C) kill the sage. A ball carrier without support will not likely have enough time to make the goal line without dying, so therefore one should remove their support system.

Most players fail at hutball because it actually requires forethought to play well. If you cannot predict the other team's next move, then you'll lose. And that my friend, is what is breaking the game for you.

Kajimoto's Avatar


Kajimoto
03.08.2012 , 02:45 PM | #175
As I mentioned yesterday, the OP clearly needs to learn how to play. Or quit and try checkers or something more suitable to his inferior gaming talent.

I also love how he says "he's not crying." Correct me if I'm confused here, but going to a forum to complain about a loss in Huttball and requesting the game be changed to suit your lack of ability is NOT crying? Sure...

PS -- Hey OP, Bioware is implementing your changes right now due to your moving post.

Thurinlore's Avatar


Thurinlore
03.08.2012 , 02:50 PM | #176
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!
Didn't even bother reading all the replies, so don't know if this has been said.. but why don't you also complain about a tank being able to jump to allies and enemies if you are complaining about a squishy being able to pull an ally?

JediDuckling's Avatar


JediDuckling
03.08.2012 , 02:52 PM | #177
Quote: Originally Posted by Morticoccus View Post
Why not just have them drop the ball if used, same as stealth?
this is a great idea

actualy lets try and get this implamented make a post about this to get people to sign because im not joking but this would fix alot of problems and make people play huttball how its suppose to be played


again great idea

Technohic's Avatar


Technohic
03.08.2012 , 02:55 PM | #178
Wow. Long thread when all that needs to be said is keep the damned sorcerer/sage the F off your side of the arena. Is defense so hard of a concept?

Demarcc's Avatar


Demarcc
03.08.2012 , 03:45 PM | #179
I dont mind the pulls / leaps etc. They make the game more interesting. What I do mind is some classes (My own included) total lack of ANY of these abilitys.

As a Sawbones I have no pull. no push. no leap. no interced. no sprint. no knock back. Nothing.

This makes keeping pace with the game very difficult. As a healer I am supposed to heal my team and the ball carrier. Not really possible since there is no way i can keep pace with the ball carrier unless its a commando trudging along. Of course the same is true if my team passes. The difference is that a sage CAN keep pace using thier nifty sprint, they can protect a carrier with thier niffty knock back. (sure I can flash bang people once every min, i'd much rather have a knock back that will clear a catwalk on a 20s CD tho)

I dont find classes having these cool abilitys to be unbalancing, i feel that classes lacking ANY of these abilitys puts them as second rate citizens.

Dont even try to mention *stealth* As a healer i can not heal form stealth and it does not help me keep pace with the game since i move at a CRAWL in stealth.

Dezeit's Avatar


Dezeit
03.08.2012 , 04:31 PM | #180
To me the pull ability is not the issue. In hutball it is the equivalent of passing the ball to that person. i.e the ball moves to the same place as someone on your team. Your team member needs to be there, you might as well throw the ball.

Charge on the other hand is a different mechanic. It moves the ball (and the player) to a location that one of your team is not. To me that is the ability that "might" need adjustment. The range on charge just seems to be a little excessive how about halving the distance when carrying the ball.