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Suggestion to change the pulling Mechanic


Enduretwentytwo

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I think it would be a welcomed change in PVP if the pulling mechanic that many classes have, would automatically max out the opposing player's CC immunity after a successful pull. This would help alleviate some of the exploits that are linked with pulling+stunning that effectively instant kill players via hazards or during large group battles in Ilum. I understand it wouldn't put a stop to the behavior, but it would allow pulled players the ability to actually defend themselves after a pull and hopefully a better chance of surviving. Edited by Enduretwentytwo
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I think it would be a welcomed change in PVP if the pulling mechanic that many classes have, would automatically max out the opposing player's CC immunity after a successful pull. This would help alleviate some of the exploits that are linked with pulling+stunning that effectively instant kill players via hazards or during large group battles in Ilum. I understand it wouldn't put a stop to the behavior, but it would allow pulled players the ability to actually defend themselves after a pull and hopefully a better chance of surviving.

 

I think every stun should give me a full resolve bar, it's fair to be successfully stunned 3 times and fall from 100% to 0 without attacking once. That isn't abuse.

 

I think knockbacks should give me a full resolve bar, it's fair to be repeatedly knocked back and sometimes snared in addition to the knockback leaving me stuck in fire or acid. That isn't abuse.

 

See what I did there.

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I think it would be a welcomed change in PVP if the pulling mechanic that many classes have, would automatically max out the opposing player's CC immunity after a successful pull. This would help alleviate some of the exploits that are linked with pulling+stunning that effectively instant kill players via hazards or during large group battles in Ilum. I understand it wouldn't put a stop to the behavior, but it would allow pulled players the ability to actually defend themselves after a pull and hopefully a better chance of surviving.

 

So, according to you:

 

2 classes out of 8 is "many classes".

 

Pulling and stunning is an exploit.

 

Oh my.

 

Edit: for the record, my class does not have a pull.

Edited by hdrain
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To be perfectly honest I'm a KC shadow and my job in hutball is to kill ball carriers via hazards and "fish" during Ilum raids. I'm not someone nagging about a system because it affects me negatively. I'm offering constructive criticism on a mechanic that can be easily exploited (I do it often enough) to ruin competitive PVP.

 

Being able to pull another player onto hazards, in the middle of an ops, or just completely out of position is already amazingly powerful. Being able to then instantly stun them, or better yet Spin kick + stun to lock them down for 6 secs is over kill.

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I think every stun should give me a full resolve bar, it's fair to be successfully stunned 3 times and fall from 100% to 0 without attacking once. That isn't abuse.

 

I think knockbacks should give me a full resolve bar, it's fair to be repeatedly knocked back and sometimes snared in addition to the knockback leaving me stuck in fire or acid. That isn't abuse.

 

See what I did there.

 

As for knockbacks + stuns into hazards they can really suck, but you also have a lot more control over the situation. In order to successfully keep from getting knockbacked into hazards, either don't go by hazards or always position yourself so that the enemy player is facing the hazard and not you.

 

Pulling on the other hand is quite different because you can pull from 30 meters away and once the pull is initiated you really can't do much to save yourself, unless your CC breaker is up.

 

As for snares, I think they are too OP as well, since they don't fill the resolve bar at all and some classes (mine included) can keep a class permanently snared.

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25% of classes should count as "many classes". For the record my class does.

 

It's not even 25%, actually. Powertechs have grapple in all specs, Assassins have to spec 21 points into the tanking tree to get their pull. So it's like 1.3 classes out of 8. Still can't figure out how that can be considered 'many'.

 

Anyway, pull mechanic is fine. When I get pulled into acid in HB (which doesn't happen often to be honest, since I try to position myself correctly), I blame myself for letting them do that. Perhaps you should do the same.

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How is it "exploiting" stunning someone over a hazard? Please explain that one to me. :confused:

 

I apologize for using the term exploit improperly since it wouldn't technically be exploiting.

 

In my mind having the ability to instantly kill another player in an arena PVP match with the click of two buttons and the opposing player having almost no way to protect themselves seems like an exploit.

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I apologize for using the term exploit improperly since it wouldn't technically be exploiting.

 

In my mind having the ability to instantly kill another player in an arena PVP match with the click of two buttons and the opposing player having almost no way to protect themselves seems like an exploit.

 

 

 

It's a tactic. There is a cooldown on the grapple and stun. It's as much of a tactic as Consulars and Inq's can bubble and dash to score.

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Anyway, pull mechanic is fine. When I get pulled into acid in HB (which doesn't happen often to be honest, since I try to position myself correctly), I blame myself for letting them do that. Perhaps you should do the same.

 

There is no positioning yourself correctly. It is line of sight. If an enemy player standing by a hazard 30 meters away can see you, he can kill you.

 

I don't understand why people keep posting "pull is fine". I'm not saying pull isn't fine. Pull is a great ability and one that my class, KC Shadow desperately needs, but it is an extremely powerful tool that can be a game changer in Hutball and 100x more powerful than any other stun in the game and yet it doesn't affect the resolve bar at all.

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There is no positioning yourself correctly. It is line of sight. If an enemy player standing by a hazard 30 meters away can see you, he can kill you.

 

I don't understand why people keep posting "pull is fine". I'm not saying pull isn't fine. Pull is a great ability and one that my class, KC Shadow desperately needs, but it is an extremely powerful tool that can be a game changer in Hutball and 100x more powerful than any other stun in the game and yet it doesn't affect the resolve bar at all.

 

As a melee, HB is not really my favourite WZ, but seriously, pull is fine. The thing is, both classes that have pull are melee, so when I see a PT/SA/VG/SD going towards the acid pit instead of running around it to attack people, I know what's coming.

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There is no positioning yourself correctly. It is line of sight. If an enemy player standing by a hazard 30 meters away can see you, he can kill you.

 

I don't understand why people keep posting "pull is fine". I'm not saying pull isn't fine. Pull is a great ability and one that my class, KC Shadow desperately needs, but it is an extremely powerful tool that can be a game changer in Hutball and 100x more powerful than any other stun in the game and yet it doesn't affect the resolve bar at all.

 

 

 

List of powerful tools for Huttball:

 

Pull

 

Dash+Bubble

 

Guard

 

Storm or leaping to opponents to gain ground.

 

Hazards

 

Teamwork

 

Heals

 

Focus Firing

 

 

 

 

Anyone want to add more to this?

Edited by Draeb
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