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Knockbacks and Stuns not working


wolverstreets

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I try to time these badboys correctly.

 

If someone is a second away from scoring, and my knockback/stun is off it's cooldown, and I get the chance to use it, only to have it do nothing -its frustrating as hell.

 

Or even worse, when they get knocked in a weird direction that didn't even make sense. It's happened before where a player is coming at me down the ramp towards the goal in huttball, and they're in front of me, I use my knockback before they pass me, and it knocks them toward the goal instead of in the pit.

 

This needs to be addressed. It's the difference between scoring and not scoring in huttball and if you're going to give players these utilities it's your job to make sure they operate correctly.

 

Some sorc is speeding across the field at a million miles an hour. The knockback/stun is my only defense. Some warrior is flying like a bird over the other players - the knockback/stun is my only means to thwart them.

 

You dont hear juggernauts saying their "fly across the playing field" move isn't working.

 

What gives?

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First of all - turn ON the resolve bar display in the options - then you will know if your knockback will work or not.

 

If enemy is close to your line - it usually means there are some players from your team behind that guy - spamming CC skills (filling the resolve bar immediatelly).

 

 

As for the other thing, it's either a bug or a lag problem (by lag i mean - you think you see him where he is but actually he is a bit closer so he will be pushed into different direction).

 

Or two skills could coincide, just yesterday I used my shoot first that puts enemy to the ground while someone used his knockback on my target, the result? Our target was thrown out of bound of the accessible area of the map very fast. Was very fun to see, but evidently a bug :)

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I'd put my money on the enemies resolve as well...

 

If I got a dime for every time I see an enemy use a cc on me while my resolve bar is full I.... well, I'd have a big bag of dimes I suppose, but you get the idea.

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Also keep in mind Juggernauts and Jedi Knights can train a skill where they cant be knocked back for 4 seconds after they force surge (leap) onto someone. There is also an exploit (I wont go into detail) they can use to extend this time to about 28 seconds of no knockback and by then their resolve bar is nice and white.
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Iknow what you mean, i play with resolvebars turned on always but often when they are about to score The lemmenings will have peltet them with every CC in the book so there is nothing you Can do, and about funny directions i had a guy Go straight up in the air last night also Bear the goal line so that sucked.
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Just learned what resolve was.

 

How is that fair? Immune to CC? The sorc are already faster than hell and the warriors can FLY! No other non force using class can move the ball like that.

 

Let's weigh the scales now:

 

Force users can move the ball with ease in comparison to non force users (using the run and force jump move)

 

Knockbacks and stuns offset those advantageous moves. This is assuming you can catch up to them to even use it. But resolve makes it so the move has no effect? Wth. That's not balanced at all.

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Just learned what resolve was.

 

How is that fair? Immune to CC?

 

devs gave too many stuns/knockbacks to classes so they had to implement some anti-cc mechanism otherwise you could put a player in a permanent stun which might sound cool to you but certainly isn't to the stunned player :-)

Edited by FoxNemhauser
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Just learned what resolve was.

 

How is that fair? Immune to CC? The sorc are already faster than hell and the warriors can FLY! No other non force using class can move the ball like that.

 

Let's weigh the scales now:

 

Force users can move the ball with ease in comparison to non force users (using the run and force jump move)

 

Knockbacks and stuns offset those advantageous moves. This is assuming you can catch up to them to even use it. But resolve makes it so the move has no effect? Wth. That's not balanced at all.

 

Resolve is in the game so that people can't get CC'd over and over and over until the end of time. If you use CCs wisely you can still hit people with them just fine, but if you or everyone on your team spams a guy with CCs, they will eventually stop working for a short duration.

 

Imagine what a pain huttball would be, if the carrier was vulnerable to every single CC all the time. It would be impossible to score.

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So long as resolve exists force users have the luxury of being the only classes fit to carry the ball then considering the moves inherent to their classes.

 

It's kind of sh**ty when you think about it. BHs and IAs can't move the ball like they can. Our only defense is preventing force users from using their god moves and even that can be hindered.

 

Huttball needs to be fixed. If you're carrying the ball your *** needs to be weighed down like every other player carrying it.

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I just know vigilance spec Guardians are the cause of most of the failure to fire "issues" They get 4 second immunity to CC and 20% damage reduction after they force leap with talents.

 

My spec into vigilance just for that talent and I love watching sorc who try to stun,knockback immediately after I leap to them. I like to imagine they go "*** DUDE **** this buggy game" when nothing happens.

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What makes is worse is that the force users also have knockbacks and snares. In relation to huttball, they have a huge advantage.

 

but you need to understand that in huttball people take on various roles

 

some are ball carriers, some are protectors of the balll carriers, some are controling the middle of the map and some are just wreaking havoc in the opposition

 

 

find your role and do it proper :-)

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If I see a Shadow or Assassin ball carrier use their force sprint, I just hit them with a leg shot. Has 35m range, and gives them no resolve.

 

If you've got no one covering the ball spawn, or providing defense of any kind, you kind of deserve to get burned by a ball carrier using their sprint ability. If you do, then there are ways of stopping them.

 

I've got far more problems with the ability some classes have to leap up levels and across gaps, than I do with sprint.

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but you need to understand that in huttball people take on various roles

 

some are ball carriers, some are protectors of the balll carriers, some are controling the middle of the map and some are just wreaking havoc in the opposition

 

 

find your role and do it proper :-)

 

Assume this: A team of BHs and IAs versus a team of SW and SIs.

 

And in rated WZs. If you're playing huttball - why not have a team of jumpers and sprinters instead of the BHs and IAs? You see what I mean?

 

You have these classes who can move the ball or do other things. Whereas non force users and kind of stuck with just the other things category.

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Assume this: A team of BHs and IAs versus a team of SW and SIs.

 

And in rated WZs. If you're playing huttball - why not have a team of jumpers and sprinters instead of the BHs and IAs? You see what I mean?

 

You have these classes who can move the ball or do other things. Whereas non force users and kind of stuck with just the other things category.

 

That's an issue of ridiculous team class balance, not game mechanics. And BHs have utility mechanics in huttball, too.

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Assume this: A team of BHs and IAs versus a team of SW and SIs.

 

And in rated WZs. If you're playing huttball - why not have a team of jumpers and sprinters instead of the BHs and IAs? You see what I mean?

 

You have these classes who can move the ball or do other things. Whereas non force users and kind of stuck with just the other things category.

 

Snipers and gunslingers are awesome in Huttball.

When in cover enemies cant jump towards them, making them the only class that can defend the scoring area FROM the scoring area.

2 organized and decent geared snipers/gunslingers will shutdown/kill any sorcerer within seconds which in your team composition would completely erase any and all healing of your Warrior/Inquisitor team. And there is no escaping it. Their range lets them stand a pretty distance away from the combat, where the attackers escorting the ballcarrier cant get to them.

 

Sure, they wont score much, but in defense they most certainly have their worth.

 

Surely the other classes fill their roles equally well.

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Sorc speed is only good for 2 seconds.. though I swear I've seen some speed for a lot longer than that. Do agree there is a crap ton of CC in the game though..

 

No u haven't, ever. The counter is root which does not affect resolve. Learn to play issue I'm afraid. Sages don't have stealth either am I whining about that? No. Play to your class strengths, there is a role for everyone in huttball. This sort off qq is generally l2p issues. It's a team game - not my class can't do what force classes can't do. All classes have skills that are unique and useful. A 2 second force speed is not game breaking..

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No u haven't, ever. The counter is root which does not affect resolve. Learn to play issue I'm afraid. Sages don't have stealth either am I whining about that? No. Play to your class strengths, there is a role for everyone in huttball. This sort off qq is generally l2p issues. It's a team game - not my class can't do what force classes can't do. All classes have skills that are unique and useful. A 2 second force speed is not game breaking..

 

I agree with OPs basic thoughts. Why should knockback affect resolve when snare, roots and interrupts do not? Not like knockback are any sort of "hardCC" like stun. Either all softCCs should be affected or only the hardCC. As of now the resolve system is an utterfail and completely overpowers certain classes over others. As some classes have plenty of reliable softCCs, while other classes, under the current regime, have none.

Edited by Niconogood
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I agree with OPs basic thoughts. Why should knockback affect resolve when snare, roots and interrupts do not? Not like knockback are any sort of "hardCC" like stun. Either all softCCs should be affected or only the hardCC. As of not the resolve system is an utterfail and completely overpowers certain classes over others.

 

I agree with this. I have been thinking for a long time, that these roots and interrupts have no affect on resolve, but those other ones you mentioned do. Seems odd, and pretty unfair to me. people love rooting you in WZ, so when this happens, a good percentage of the time, your toon is dead before you can come out of it.

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Juggs have temporary stun immunity like a few seconds after a leap, so yeah don't try to CC them. Snipers have immunity to stuns, but they can't move whilst doing it. Tactics vanguards can boost movement speed and provide an 8 second root and KB immunity (And physics, whatever that means...).

 

Otherwise, your stuns should work on a non-full-resolve target.

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I agree with OPs basic thoughts. Why should knockback affect resolve when snare, roots and interrupts do not? Not like knockback are any sort of "hardCC" like stun. Either all softCCs should be affected or only the hardCC. As of now the resolve system is an utterfail and completely overpowers certain classes over others. As some classes have plenty of reliable softCCs, while other classes, under the current regime, have none.

 

Knockbacks render yourself essentially stunned while your posistion is forcefully changed. Roots only make it so you can't move, but they don't force you to move or anything

 

personally, I like the resolve system more than any crap WoW ever did. That thing where a purple circle appears over my head and I run 50 yards away from the caster... That's more annoying than a stun to be honest, you're rendered useless while you run away from the fight at random...

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Just learned what resolve was.

 

How is that fair? Immune to CC? The sorc are already faster than hell and the warriors can FLY! No other non force using class can move the ball like that.

 

Let's weigh the scales now:

 

Force users can move the ball with ease in comparison to non force users (using the run and force jump move)

 

Knockbacks and stuns offset those advantageous moves. This is assuming you can catch up to them to even use it. But resolve makes it so the move has no effect? Wth. That's not balanced at all.

 

Your new here.

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ust learned what resolve was.

 

How is that fair? Immune to CC? The sorc are already faster than hell and the warriors can FLY! No other non force using class can move the ball like that.

 

Let's weigh the scales now:

 

Force users can move the ball with ease in comparison to non force users (using the run and force jump move)

 

Knockbacks and stuns offset those advantageous moves. This is assuming you can catch up to them to even use it. But resolve makes it so the move has no effect? Wth. That's not balanced at all.

 

 

How is it not fair? Yes, immune to CC after you barrage them with tons of it! Yes, and you can knock them back! Vanguards can leap, and they don't have the force. Nobody has a sprint like that.

 

Yes, they do. Well if they're melee (Whom have gap closers), then they should be following you, and you shouldn't have any trouble catching them. Yup. How is it not balanced? You can have sorcs and other force users on your team, you know...

 

Anyways, you got to know why gap closers can work on full resolve targets but gap makers cant:

 

Ranged and melee do the same damage (Unfortunately). Their are ranged tanky people, so it's not for survivability. See, warriors can break range, but casters and ranged can MAKE range, so it cancels out. If a leap didn't work on a full resolve target, then the melee would be one step down. A gap maker would be no better than a gap closer. IF melee did more damage/ were ALWAYS more tanky / had SOMETHING casters didnt to offset the melee's requirement of a 4m range, than you MIGHT be able to argue gap closers not affecting full resolve targets.

 

As of now, it IS balanced.

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