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Stanjoly

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  • Location
    United Kingdom
  • Interests
    Video Games, Reading, Sleeping.
  • Occupation
    Student
  1. I play a sniper. but I wasn't talking about mmo's. my intent was more general in any game/rl situation. e.g. taking a gun to a knife fight. etc.
  2. you completely contradicted yourself here. just so you know. you cannot claim that "there is no balance issue" and then go on to say that having the friendly pull gives an advantage that is/may be considered unfair. regardless of your own personal view. an ability that gives an advantage and is limited to but one class. is imbalanced.
  3. Firstly, the blatant aggressive nature of your post completely negates any value it may have contained. second, passing a ball requires a great deal more skill than using "rescue" and most importantly CAN BE DONE BY ANY CLASS. My issue is not so much that pulling and charging can be done at all, it's the fact that it is limited to only 3 out of 8 classes.
  4. however, passing the ball risks missing, getting knocked out of the circle, the guy being passed to getting killed, an enemy getting there first etc. whereas with rescue: target guy press button done. move on. very little skill involved.
  5. If I "think its a single player warzone" why am I writing a thread about the specific class combinations that provide a strategy far superior to any that a team without those classes can achieve? Secondly, your main is a Sage and alt Juggernaut. Your opinion is slightly less valid because of bias. You also seem to have missed that this idea, would in fact make ALL huttball games more balanced and more of a team game. since you're not relying on two or three people to win the game. but rather your whole team. emphasising on passing the ball rather than running through the mid with sprint and getting pulled onto the goal line. (side note: suddenly I'm reminded of the offside rule in EU Football. ) As for pvp guilds vs pugs. can we not just admit that premades are clearly more viable that pugs because of these situations where you get the "perfect" combination of classes and teamwork. this is the very reason why BW are introducing ranked and 8-man premades. lastly, i agree on the time limit point. 15 minutes is incredibly long, particularly when your team is getting stomped and the enemy decides they want to farm medals for the last bit.
  6. I'm not calling for anything to be nerfed. I'm calling for the game to be played how it was intended. "Throw the Huttball" is clearly there so you can pass to team mates. "Rescue", "force charge", etc. are just convenient ways to bypass the intended playstyle of Huttball. Also, they really need to fix the whole "team that holds the ball wins" in a tie situation. No RL sports reward 'time wasting'. why should a virtual one.
  7. The only problem with that theory, is pug pvp. I agree that would (might) work fine if you're a 8-man premade (bring on 1.2) but for pick up groups, if you don't have the ideal composition, that tactic will not work.
  8. The abilities would remain useful. However it would no longer be possible to pick up the ball, then get pulled twice and score. An alternative idea I just had would be to give the ball carrier a debuff which prevents him from using those abilities, i.e. charge, sprint or being pulled (by either team). This would have the same effect, but without causing the ball to fly around or reset. It would also mean you can no longer pull the ball carrier down into the pit. or on to fire plates/acid. Knockbacks would still work, so you can get into position to push him off the catwalk/score zone. Basically what I want to do is get the warzone based around the ability "Throw the Huttball" which is usable by the whole team rather than one or two abilities specific to only a couple of classes.
  9. It's also worth pointing out that one of the two AC's with sprint is also the only AC that has the friendly pull.
  10. edited to include Sprint because I forgot about it originally
  11. So I was playing a game of Hutt Ball today. against 7 Inquisitors and 1 Bounty Hunter. As you may imagine, it was awfully one-sided. And then the thought struck me (as it has many times). - "Why doesn't the ball drop/reset when you charge/sprint or get pulled?" Am I the only one that thinks this should happen? My reasoning is basically because only 1 AC out of 8 has the ability to Pull a friendly target, and only 3 have the ability to charge to another player. and only two get a sprint. So if you don't get any of those AC's in your "random" group, you're immediately gimped. In my honest opinion the only way to get the ball over long distances quickly should be to use the ability given to you ("Throw the Huttball") -Thank you for reading. /discuss.
  12. I assume you're talking about phase three (at the bottom of the chamber) In which you're supposed to drag the boss beneath spinning pillars (they look like upside down pyramids) After a certain amount of time the pillar will drop and take out Soa's shield provided he's underneath it. this gives you time to dps. you get three pillars and then he enrages. so you have to do the last 30% of his health in that time.
  13. Charge / Pulls should cause the ball to reset or jump to a nearby friendly/enemy# or give the carrier a "weighed down" debuff which prevents those abilities from taking effect. In my opinion the only way you should be able to cover long distances should be to pass the ball. not; pickup > charge > pull > pull > GOAL. like it is if you have a decent enough premade. Just a thought. Stan
  14. I love rogues who attack plate wearers. they get torn to shreds. the rogues job is to be a pain in the arse, and jump clothies. people just didn't seem to get that on WoW. also, apparently "arse" is not a word
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