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Chalta

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    Alberta, Canada
  1. It's active for a full minute after engaging in combat. It is also procced by healing players who are in combat. If you're playing properly, there is no reason it would ever fade away.
  2. I would suggest that the game design of Huttball doesn't promote organization and optimal play. But that's off-topic. During a match, I do my own assessment of value to the team, and if someone is very valuable, they get MVP. In all other scenarios, I MVP healing and protection. Very rarely does anyone have anything but 0 in the protection column. Usually, Kills and Damage get most medals and overall MVPs. Not only is it frustrating, but there's little appreciation of good healing - even in the games' own PVP reward calculations and mechanics.
  3. Wow. Humble much? Trust me. As a healer who is often MVP of the match, healing is incredibly painful at times, especially in PVP. Much of it is the UI experience, a lot of it is in-game score tracking and rewards, and for me, some of it is class balance, and some of it is warzone design. Some warzone game types really punish a healer quite significantly if the team doesn't gel immediately. I quit Huttball upon joining unless I'm in a pre-made group. The damage can't be healed through on the carrier, and it's constant respawning every 2 minutes against a decent team. Not to mention being tossed and pulled around like a ragdoll.
  4. I've wanted this since the first mass beta weekend on 11/11/11.
  5. This. This! One hundred times this. Also the fact that "T" cannot be bound to set/switch focus target. Well it can be bound, but don't expect it to work.
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