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Sorc pull, why does this exist?


Flarenza

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Why is the sorc pull ability in the game? It is probably the most overpowered ability in the game when it come to huttball, right up there with the number of Juggernaught charges. It's cooldown is so short and has no real counter since pulls add heavily to resolve, while this does nothing to it. When rated wz comes out, why would you want anything other than sorcs on your team since it makes it impossible to focus down a ball carrier since it makes every sorc a ball carrier.
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Why is the sorc pull ability in the game? It is probably the most overpowered ability in the game when it come to huttball, right up there with the number of Juggernaught charges. It's cooldown is so short and has no real counter since pulls add heavily to resolve, while this does nothing to it. When rated wz comes out, why would you want anything other than sorcs on your team since it makes it impossible to focus down a ball carrier since it makes every sorc a ball carrier.

 

Yeah this is almost as serious as the smugglers laughing when they crit

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Why is the sorc pull ability in the game? It is probably the most overpowered ability in the game when it come to huttball, right up there with the number of Juggernaught charges. It's cooldown is so short and has no real counter since pulls add heavily to resolve, while this does nothing to it. When rated wz comes out, why would you want anything other than sorcs on your team since it makes it impossible to focus down a ball carrier since it makes every sorc a ball carrier.

 

I would LOVE it if Sorcs were ball carriers every huttball.

 

Please make this happen.

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First you say it is up there with jugg charges, yet you ask why it is in the game. Then why are jugg "intercede" and leap in the game then, lol.

 

Obviously it was intended.

 

Sorcerers are GREAT utility players in huttball, slow, rescue, stun, CC, and knockback. However, if you have a team consisting of sorcerers, or a majority of sorcerers, that team is total crap. A good team will NEVER allow your sorcerers to go to the endzone. You force speed charge to the endzone for rescue? LOL PULL YOU BACK.

 

Rescue is awesome, don't get me wrong. But asking for it's removal? When sorcerer already took a big nerf in 1.2 that makes them an even more of a utility-only support class in premades, that would probably make sorcerers one of the least desirable class in 1.2.

 

Rescue doesn't have a "short" CD compared to all other similar abilities. Charge, intercede, force pull, grapple, all forms of stuns and CCs, all have shorter CDs than rescue.

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Yeah, and the the ball carrier just walks it in. Which is the problem, can't focus anything down because the other will screw you over.

 

^ This ^

 

focus the sorc.. the jugg scores..

 

Focus the jugg.. the sorc heals + Pulls for a score.

 

Knock the sorc off.. the jugg leaps to you and scores.

 

Stun the sorc.. the jugg intercede him and scores.

 

It's a great combo.. if you are a jugg or sorc. For everyone else it's just imbalanced.

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First you say it is up there with jugg charges, yet you ask why it is in the game. Then why are jugg "intercede" and leap in the game then, lol.

 

Obviously it was intended.

 

Sorcerers are GREAT utility players in huttball, slow, rescue, stun, CC, and knockback. However, if you have a team consisting of sorcerers, or a majority of sorcerers, that team is total crap. A good team will NEVER allow your sorcerers to go to the endzone. You force speed charge to the endzone for rescue? LOL PULL YOU BACK.

 

Rescue is awesome, don't get me wrong. But asking for it's removal? When sorcerer already took a big nerf in 1.2 that makes them an even more of a utility-only support class in premades, that would probably make sorcerers one of the least desirable class in 1.2.

 

Rescue doesn't have a "short" CD compared to all other similar abilities. Charge, intercede, force pull, grapple, all forms of stuns and CCs, all have shorter CDs than rescue.

 

Dont understand how pull is deemed OP when juggs/guardians can intercede to ANY friendly target every 20 seconds and jump to ANY enemy target every 12 seconds. Sorc pull is on a min cooldown.

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I made a Sorc alt to try it out and it's pretty much overrated. The only time you can reliably have a Sorc in their end zone is if you could camp the enemy at their spawn point and you're obviously not going to lose the game like that. If the Sorc goes the upper path he pretty much has a giant X on top of his head for every ranged class in the game to kill him. If you take the bottom path you get killed by virtually every melee class in the game. Pulling from the high ramp also doesn't give you that great of a position to work with (it's still pretty far from scoring unless you somehow got to the middle top ramp, which means the other side is putting up no resistance whatsoever.

 

Now the lower ramp past first fire pit is a great spot to pull someone, though you're likely to get hunted down by melees in this spot for the exact same reason.

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Why is the sorc pull ability in the game? It is probably the most overpowered ability in the game when it come to huttball, right up there with the number of Juggernaught charges. It's cooldown is so short and has no real counter since pulls add heavily to resolve, while this does nothing to it. When rated wz comes out, why would you want anything other than sorcs on your team since it makes it impossible to focus down a ball carrier since it makes every sorc a ball carrier.

 

I've had my *** saved during EV when my friend pulled me from the Lava Gharj jumped me into.

 

And other occasions.

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^ This ^

 

focus the sorc.. the jugg scores..

 

Focus the jugg.. the sorc heals + Pulls for a score.

 

Knock the sorc off.. the jugg leaps to you and scores.

 

Stun the sorc.. the jugg intercede him and scores.

 

It's a great combo.. if you are a jugg or sorc. For everyone else it's just imbalanced.

 

You are describing a scenario in which there is 1 defender, and 2 people trying to score. If it's 2 on 1 then the people with 2 should win.

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You are describing a scenario in which there is 1 defender, and 2 people trying to score. If it's 2 on 1 then the people with 2 should win.

 

Except that since the sorc is almost always a healer, the can stand even against a 4v2 with high end gear.

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Except that since the sorc is almost always a healer, the can stand even against a 4v2 with high end gear.

 

The Jugg isn't going to be guarding the Sorc while running the ball unless he's feeling particularly suicidal. The Sorc will just get jumped and die horribly in this case.

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^ This ^

 

focus the sorc.. the jugg scores..

 

Focus the jugg.. the sorc heals + Pulls for a score.

 

Knock the sorc off.. the jugg leaps to you and scores.

 

Stun the sorc.. the jugg intercede him and scores.

 

It's a great combo.. if you are a jugg or sorc. For everyone else it's just imbalanced.

 

You have got other team mates btw, you can focus more than 1 person lol

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Yes, lets balance the game by going off one ability in one Warzone.

 

More to the point: You won't have to worry about sorc/sage healers in WZ's when 1.2 comes and the pvp crippling nerf hits. (no more 1.4 second cast on their big, savior heal). They won't be que'ing.

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It's also not easy playing the class who's survivability is negated by about every class, and has little utility.

 

what DO you play? operative?

 

By the way, the single most OP ability in huttball (which is really the only setting you're complaining about pull) is grapple/force pull.

 

It not only COUNTERS pull (well the same can be say the other way around), it is like a free kill button with stun.

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