Valeena Posted February 16, 2012 Share Posted February 16, 2012 (edited) Nevermind. Edited February 16, 2012 by Valeena Link to comment Share on other sites More sharing options...
justcallmetarzan Posted February 16, 2012 Share Posted February 16, 2012 ...and the only weakness, light armor is nullified by their arbsorption shield. lolololol!!!!! Link to comment Share on other sites More sharing options...
DestyOwn Posted February 16, 2012 Share Posted February 16, 2012 And then it will just be a master focus fire for 15 minutes. They implemented a pass feature you know? didnt you notice in sports like soccer/basketball.. players pass the ball when the zerg is comming on them. and the team would actually require teamwork to win not just force pull over fire - sprint over fire - intercede on the sorc. Link to comment Share on other sites More sharing options...
PlagaNerezza Posted February 16, 2012 Share Posted February 16, 2012 The problem isn't that pulls are too good per se it's that class balance in this game is atrocious in terms of huttball utility. Basically sorcs need their utility nerfed a bit and operative/gunslinger need their utility buffed. The biggest problem is force speed, not friendly pull. Friendly pull doesn't give you anything a good passer doesn't give you. Force speed, however, is absolutely ridiculous in huttball because it allows you to ignore fire, something no one else can do except a properly specced marauder - and even they don't get to run fast while ignoring fire. The problem is the bubble should not stop fire dmg. I'd think that would work for me. Link to comment Share on other sites More sharing options...
Lormif Posted February 16, 2012 Share Posted February 16, 2012 They implemented a pass feature you know? didnt you notice in sports like soccer/basketball.. players pass the ball when the zerg is comming on them. and the team would actually require teamwork to win not just force pull over fire - sprint over fire - intercede on the sorc. because pass will matter when you move so slow you know?, oh you are going to tray to form a chain, well you better hope you do that before you 1 person who gets to the ball is chain stun killed, oh you wont be able to.... Link to comment Share on other sites More sharing options...
Bluetickone Posted February 16, 2012 Share Posted February 16, 2012 Nay! Stop making suggestions with the attempt to turn the only actually halfway strategic minigame into yet another generic pew pew arena where all that counts is who has more damage/healing. There are various awesome abilities that others classes have that do have an nearly as big impact on HB. Just to name charge, grapple/hostile pull or push. It's fine as it is. notably absent from your examples: agents, operatives, bounty hunters, commandos. yes its a fun zone for jugs/guardians/marauders/sages/sorc/vanguard....but its terrible for 50 percent of the player base. Link to comment Share on other sites More sharing options...
Baalazar Posted February 16, 2012 Share Posted February 16, 2012 They implemented a pass feature you know? didnt you notice in sports like soccer/basketball.. players pass the ball when the zerg is comming on them. and the team would actually require teamwork to win not just force pull over fire - sprint over fire - intercede on the sorc. People run in soccer ball carriers in huttball can't run. Link to comment Share on other sites More sharing options...
DestyOwn Posted February 16, 2012 Share Posted February 16, 2012 because pass will matter when you move so slow you know?, oh you are going to tray to form a chain, well you better hope you do that before you 1 person who gets to the ball is chain stun killed, oh you wont be able to.... it's ok i don't except you to understand. you probably play a sorc/jugg.... Link to comment Share on other sites More sharing options...
Lormif Posted February 16, 2012 Share Posted February 16, 2012 notably absent from your examples: agents, operatives, bounty hunters, commandos. yes its a fun zone for jugs/guardians/marauders/sages/sorc/vanguard....but its terrible for 50 percent of the player base. Invis to the goal line and then get a pass score... Harpoon/grapple ball carriers from rafters/goal platform to prevent scoring.... Link to comment Share on other sites More sharing options...
Lormif Posted February 16, 2012 Share Posted February 16, 2012 it's ok i don't except you to understand. you probably play a sorc/jugg.... Understand what, you did not make any logical statement to understand... Link to comment Share on other sites More sharing options...
DestyOwn Posted February 16, 2012 Share Posted February 16, 2012 People run in soccer ball carriers in huttball can't run. they can remove the actual speed debuff from the ball carrier , so he would walk/run at the same speed he would in/out of combat. But can't be pulled/can't intercede/can't leap. the arena isnt that bag you can cross it in 4-5passes from the middle Link to comment Share on other sites More sharing options...
Lormif Posted February 16, 2012 Share Posted February 16, 2012 they can remove the actual speed debuff from the ball carrier , so he would walk/run at the same speed he would in/out of combat. But can't be pulled/can't intercede/can't leap. the arena isnt that bag you can cross it in 4-5passes from the middle And then BH pull will be super overpowered with no counter... Link to comment Share on other sites More sharing options...
DestyOwn Posted February 16, 2012 Share Posted February 16, 2012 Understand what, you did not make any logical statement to understand... That Huttball is completely biased towards force users. Well not just Huttball, but every WZ. But Huttball is worse of them all. Link to comment Share on other sites More sharing options...
DestyOwn Posted February 16, 2012 Share Posted February 16, 2012 (edited) And then BH pull will be super overpowered with no counter... I said Pull Effects. The Powertech's Grapple is a Pull Effect. Edited February 16, 2012 by DestyOwn Link to comment Share on other sites More sharing options...
Aharx Posted February 16, 2012 Share Posted February 16, 2012 I play a Juggernaut. Does that mean that my ability to Jump to an ally should be disabled too because players cannot adapt to gameplay mechanics? Link to comment Share on other sites More sharing options...
Lormif Posted February 16, 2012 Share Posted February 16, 2012 I said Pull Effects. The Pyrotech's Grapple is a Pull Effect. you said pull. Since pull in this thread has been rescue, and the bh ability has been almost entirely named by harpoon/grapple, it would require a logical leap to make that connection.. In addition it is not just dominiated by force users, but anyone who stealths has a bigger advantage. So also need to remove that, so once you pass half way you cant stealth. And then we are back to the stun fest that I mentioned earlier. In other words less skill, more luck. Link to comment Share on other sites More sharing options...
DestyOwn Posted February 16, 2012 Share Posted February 16, 2012 you said pull. Since pull in this thread has been rescue, and the bh ability has been almost entirely named by harpoon/grapple, it would require a logical leap to make that connection.. In addition it is not just dominiated by force users, but anyone who stealths has a bigger advantage. So also need to remove that, so once you pass half way you cant stealth. And then we are back to the stun fest that I mentioned earlier. In other words less skill, more luck. Oh yea i see Operatives owning the huttball field all day. Assasins are force users. Link to comment Share on other sites More sharing options...
Lormif Posted February 16, 2012 Share Posted February 16, 2012 Oh yea i see Operatives owning the huttball field all day. Assasins are force users. but operatives are not, and they have stealth, and I see them catching the ball from stealth all the time. Link to comment Share on other sites More sharing options...
dwtsweeb Posted February 16, 2012 Share Posted February 16, 2012 The only time pull is useful is when your teammate doesn't know how to pass the ball, as ball passing and the sorc pull both have the same range and LOS requirement. Link to comment Share on other sites More sharing options...
DestyOwn Posted February 16, 2012 Share Posted February 16, 2012 but operatives are not, and they have stealth, and I see them catching the ball from stealth all the time. For the 2 seconds they are alive with the ball. Link to comment Share on other sites More sharing options...
DestyOwn Posted February 16, 2012 Share Posted February 16, 2012 The only time pull is useful is when your teammate doesn't know how to pass the ball, as ball passing and the sorc pull both have the same range and LOS requirement. Pull cannot be intercepted, how is that better to pass? and to pass you need LOS Link to comment Share on other sites More sharing options...
Lormif Posted February 16, 2012 Share Posted February 16, 2012 (edited) For the 2 seconds they are alive with the ball. nice deflect, if everyone is with the ball carrier and the op is on the ledge by himself, insta score... Edited February 16, 2012 by Lormif Link to comment Share on other sites More sharing options...
Lormif Posted February 16, 2012 Share Posted February 16, 2012 Pull cannot be intercepted, how is that better to pass? and to pass you need LOS And to pull you need LOS Link to comment Share on other sites More sharing options...
DestyOwn Posted February 16, 2012 Share Posted February 16, 2012 nice deflect, if everyone is with the ball carrier and the is on the ledge by himself, insta score... i have yet to see an operative score a goal, but when i do, i will think about your once in a lifetime argument trying to defend pulls/leap is balanced in an huttball match Link to comment Share on other sites More sharing options...
Calista_ZK Posted February 16, 2012 Share Posted February 16, 2012 They are gonna get rid of tank jumping and sorc pulling. They wouldnt of added pass if they wanted all these acrobatic moves to be involved. when they ask for a team play style game they want pass to player to player, not pull player to you or jump to a teammate. lol Good teams use their skills to win. They don't waste time complaining about teams that communicate and work with what they have Maybe that's why these normal player skills ARE allowed...... Link to comment Share on other sites More sharing options...
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