Drakaris Posted January 16, 2012 Share Posted January 16, 2012 Havaing a Sage/Sorc pull a teammate that has the huttball should NOT be allowed. This is what passing is for. With a pull you bypass: 1). The chance that you have a bad pass 2). That your Pass gets intercepted. 3). Quicker movement between 2 points than passing a ball Pulling the huttball is way too easy to accomplish. Remove the ability to pull the player with the huttball This is why you can pass the ball. For some strange reason you completely "forgot to mention" the guardian/jug leap+friendly leap. And they have absolutely the same effect as pulling to a friendly target. Not to mention other classes gap closers. Interesting. You playing guardian/jug by any chance? I can deal with force speed, leap, and all that jazz. Because there is risk involved in using these abilities. There's a chance for error. And you still have to pass the ball. There is absolutely no risk involved in guardian/force leap. What's the difference? Jump on a friendly target? Or being pulled by that target? No difference whatsoever. Link to comment Share on other sites More sharing options...
Rizzit Posted January 16, 2012 Share Posted January 16, 2012 so easy to counter it, awareness is all you need. Link to comment Share on other sites More sharing options...
Skaarrj Posted January 16, 2012 Author Share Posted January 16, 2012 For some strange reason you completely "forgot to mention" the guardian/jug leap+friendly leap. And they have absolutely the same effect as pulling to a friendly target. Not to mention other classes gap closers. Interesting. You playing guardian/jug by any chance? There is absolutely no risk involved in guardian/force leap. What's the difference? Jump on a friendly target? Or being pulled by that target? No difference whatsoever. Dont position yourself on the edge so that you can get leapt on. And also when you get leapt on, you can knock them back immediately to the lower levels. Risk. Link to comment Share on other sites More sharing options...
Skaarrj Posted January 16, 2012 Author Share Posted January 16, 2012 and actually, you can put yourself on the very very edge of a platform, so when they DO leap at you, they just fall right back down on the bottom. Funny really. Link to comment Share on other sites More sharing options...
neocoma Posted January 16, 2012 Share Posted January 16, 2012 people shouldnt be allowed to attack each other or cc each other, too. The game is called huttBALL so play the ball and stop killing each other. Link to comment Share on other sites More sharing options...
pinchbottom Posted January 16, 2012 Share Posted January 16, 2012 Dont position yourself on the edge so that you can get leapt on. And also when you get leapt on, you can knock them back immediately to the lower levels. Risk. No, he's talking about intercede. The jug/gaurd ability that leaps to a friendly target in the exact same manner as force pull. Link to comment Share on other sites More sharing options...
TUXs Posted January 16, 2012 Share Posted January 16, 2012 Just get to the point where I don't have to ever play huttball again and I'll be happy. It's a terribly unbalanced game for certain classes. Link to comment Share on other sites More sharing options...
Skaarrj Posted January 16, 2012 Author Share Posted January 16, 2012 No, he's talking about intercede. The jug/gaurd ability that leaps to a friendly target in the exact same manner as force pull. Yeah. I dislike that too. But half-the time I probably thought it was the Sage/Sorc pulling when it was the jug actually leaping to him. Link to comment Share on other sites More sharing options...
bobuffet Posted January 16, 2012 Share Posted January 16, 2012 I just think that the ball carrier shouldn't be able to do any leaps or intercedes. If another player wants to pull them to their location that is fine but the ball carrier shouldn't be able to do anything like this. If you stealth the ball gets reset and the same thing should happen when you trigger a leap or intercede. Not that I really care cause I dont rage over some 10m pvp match but huttball is bad cause its same faction and its very easy to exploit. Here is an example, we were facing a pre-made and we ended up with someone from their guild on our team. Lets just say that this person conveniently stood in the right places to allow their jugg to leap out of the area below all the scaffolds and basically just score with no chance of stopping them. Its not like you can knock your own team mate away for all the people who want to say how did you let that happen. Link to comment Share on other sites More sharing options...
Talixo Posted January 16, 2012 Share Posted January 16, 2012 Leap after the player and knock him off of the platform back into the pack of blood-thirsty opponents or slow him down, or stun him in the fire. The pulling mechanics wasn't given to a single faction, both sides are able to use it, stop complaining and benefit from it. The next thing people will start whining about leaping: I pass the ball but then the enemies leap/charge to the new ball carrier, it shouldn't be like that, leaping is faster than walking/running! Don't be ridiculous. This. P.S. Wow flag carriers can charge, sprint, and be pulled/life-gripped. Link to comment Share on other sites More sharing options...
pinchbottom Posted January 16, 2012 Share Posted January 16, 2012 Yeah. I dislike that too. But half-the time I probably thought it was the Sage/Sorc pulling when it was the jug actually leaping to him. It's ok, I've been confused before too. Hey at least there's a new ability to QQ about on the PvP forums though right? and btw, I know you don't read my posts but you didn't answer my queston, what class/spec do you play? Link to comment Share on other sites More sharing options...
Karenai Posted January 16, 2012 Share Posted January 16, 2012 What does rescue have to do with passing? The ball does not change the owner. He still has all your dots on him, he is still stunlocked, like he was a moment ago in the fire pit, where you tried to stunlock him. Rescue is the stunlock counter, deal with it or give up your stuns. Link to comment Share on other sites More sharing options...
Astiria Posted January 16, 2012 Share Posted January 16, 2012 Vanguards and BHs can pull them back, other classes can jump to the carrier aso ... make use of the mechanics in play, not scream unfair because you dont like one single ability. Link to comment Share on other sites More sharing options...
Drakaris Posted January 16, 2012 Share Posted January 16, 2012 (edited) Dont position yourself on the edge so that you can get leapt on. And also when you get leapt on, you can knock them back immediately to the lower levels. Risk. Before making yourself look completely stupid, i will try to enlighten you: http://www.torhead.com/ability/fIrRWa6/guardian-leap So... basically the same as the sage/sorc pull. So... let's try that again. What is the difference between Player 1 pulling Player 2 or Player 1 jumping on Player 2? and actually, you can put yourself on the very very edge of a platform, so when they DO leap at you, they just fall right back down on the bottom. Funny really. In case you don't know - this can happen to friendly jump/pull too. And once again your comment is only directed towards the enemy jump. Any comments on the friendly one? Or guardian/jug leap is fine, but sage/sorc pull is not? Risk. Enjoy the "risk": http://de.twitch.tv/monkeygenius/b/301287963 Edited January 16, 2012 by Drakaris Link to comment Share on other sites More sharing options...
Grimyd Posted January 16, 2012 Share Posted January 16, 2012 There are no rules, and cheating is encouraged. /thread Link to comment Share on other sites More sharing options...
Transcend Posted January 16, 2012 Share Posted January 16, 2012 I think it's fine. OP is of course entitled to thier opinion too. Link to comment Share on other sites More sharing options...
SeloDaoC Posted January 16, 2012 Share Posted January 16, 2012 The ballcarrier should be able to be pulled by friendlies, only enemies. Neither should they be able to sprint, or force leap The ball is supposed to be a big dissadvatange, and the ball should be passed. All those skills nullifies the debuff as a ballcarrier, and those classes that doesnt have those skills are major gimps in huttball Link to comment Share on other sites More sharing options...
Barakus Posted January 16, 2012 Share Posted January 16, 2012 I agree with the OP. So tired of seeing a Juggernaut/Sorc combo leaping and pulling to the Endzone within 30 seconds without my team being able to do much about it. Link to comment Share on other sites More sharing options...
Jabbb Posted January 16, 2012 Share Posted January 16, 2012 My opinion disagree if you like force pull: no Grapple: Yes Sprint: no Force leap: yes knockback: yes Link to comment Share on other sites More sharing options...
Drakaris Posted January 16, 2012 Share Posted January 16, 2012 My opinion disagree if you like force pull: no Grapple: Yes Sprint: no Force leap: yes knockback: yes Translation - "I'm a guardian who hates sages". Link to comment Share on other sites More sharing options...
Areoss Posted January 16, 2012 Share Posted January 16, 2012 The thing is... If you want to take a friendly grip off, you have to turn off the offensive grip too. I personally think it's great the way it is. It allows for those with co-ordination to outsmart those who just run and smack things. I personally grab the ball as a Jug and leap to a friend. Then a friend grabs me and pulls me over the first firepit. I charge an enemy if there is near by or if we are really co-ordinated over voice chat, I jump off the platform and they grab me in mid air. (location varied). Tactics like this even have had people whisper me after the match asking how I did it or accused me of cheating and flying. When it's genuine tactics with friends. Link to comment Share on other sites More sharing options...
Raggok Posted January 16, 2012 Share Posted January 16, 2012 No. It's really not. Actually, yes it is. You want pulling someone with the huttball removed. But you are actually fine with someone leaping to a friendly (or enemy) while having the ball. Explain to me the difference in a Sage pulling a Guardian up to him or a Guardian leaping to the Sage? If you can't tell that Huttball is DESIGNED around making use of these types of abilities, I don't really know what to say to you. Both sides have access to the same exact strategies. Huttball is made for premades using teamwork and communication. It's one of the best competitive maps that emphasises positioning and ability usage that I've seen. It is EXTREMELY harsh against PuGs however. Link to comment Share on other sites More sharing options...
bobuffet Posted January 16, 2012 Share Posted January 16, 2012 This. P.S. Wow flag carriers can charge, sprint, and be pulled/life-gripped. PS WOW flag carriers dont automatically get a point if they get back to the flag room faster. Link to comment Share on other sites More sharing options...
maradigamer Posted January 16, 2012 Share Posted January 16, 2012 Things like that make Huttball more fun. Your side has the same potential to work together as the people who are beating you with it. Even pug players can outline a quick strategy that will take advantage of it. Link to comment Share on other sites More sharing options...
Cebby Posted January 16, 2012 Share Posted January 16, 2012 It is wat it is, and neither team has an advatage. is there anything the community wont complain about? passing is OP, nerf passing. Link to comment Share on other sites More sharing options...
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