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Fixing folly polly.


Godlymuppet

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I'm a bit fed up of all the nerf calls for our roll. The thing is it is a bit overpowered as subject to abuse (mainly at the start of games). So sooner or later it is going to get nerfed, so I suggest we start comming up with genuine ideas for its re-implementation, before the devs use one of the ideas from the haters.

 

Here is what I suggest.

Twelve second cooldown, no energy cost, rolls (teleports) twenty metres, not effected by snares. Gives us mobility similar to charge, can't be spammed, still unique for things like hutball.

 

What ideas do you guys have?

Edited by Godlymuppet
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Easy, get rid of the roll in exchange for 8k auto critting thrermal grenades OR double wielding shotguns and a pet monkey.

 

Honestly though, give the dps trees some love in the defense department, or love in the snare department.

 

Your recommendations are pretty good though.

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it's only OP vs incompetent players so it's not really a concern.. sure you can be the first by a couple of seconds to get somewhere but you'll be out of energy and they'll just slap you silly when they get there.

 

as for wz's maps such as huttball if you let someone just keep on rolling away to the goal line then that's on you.. there's several ways to counter this.. people just need to get used to it.

 

and that whole running to grab the ball then pass back really is'nt all that good of a strategy if you're facing a good team anyway.

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Easy, get rid of the roll in exchange for 8k auto critting thrermal grenades OR double wielding shotguns and a pet monkey.

 

Honestly though, give the dps trees some love in the defense department, or love in the snare department.

 

Your recommendations are pretty good though.

 

If there was ever a move that needed to be auto crit, it's shoot first. You can't spam it and its kind of iconic due to its Han reference. Could even give the roll a chance to let you use shoot first in combat in one of the trees.

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heres how you fix the roll:

 

leave it alone.

 

 

done.

 

Couldn't agree more.

 

However, due to the way warzones are atm, it is overpowered at the start of games as the op said. Easiest solution is to implement a system on alderaan where you can't start capping a node for hte first 10 secs of the game, similiar to hypergate. Then do the same thing with the hutball at the start of the match, and change it to a 1 or 1.5 second channel to pick it up. Problem solved.

Edited by Valsy
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