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2-20-2012 @ 7:20PM
Do they have flag-based content that isn't a race to see who has the fatest connection when the flag is dropped? Because that would be something WoW could implement into WSG/Twin Peaks when someone drops the flag. Actually earning the flag return or pick-back-up instead of being lucky or unlucky.
2-20-2012 @ 7:30PM
Huttball is the closest, and the joy there is that once you get the ball, you have a bright beam of light that's visible from the entire play area - you are IMMEDIATELY stunned/cc'ed, you pop your stun-breaker talent, you are then stunned AGAIN, and if you're lucky enough to get out of that one, it's darn near impossible to target a friendly player to throw the ball to - which is ostensibly the most important skill in the game. I have rarely seen a player manage to travel more than twenty yards or so carrying the ball and live.
2-20-2012 @ 7:33PM
I shouldn't have made that comment so negative - I enjoy WoW PvP quite a bit. However, this is my biggest gripe in PvP. Everything else in the Capture the Flag maps works so well, except for this one little thing that can randomly reverse all of one team's hard work
2-20-2012 @ 7:44PM
I once managed to carry the ball all the way to the other end of the warzone, until I realised that I was hemmed in by walls and had to go through the mass of players in the middle to actually reach the other end properly.And then I was stunlocked and promptly murdered...
2-21-2012 @ 5:23AM
Umm, i played an operative, the WORST class to carry the ball. no mobility and terrible survival. And i regularly carried the ball all the way from the centre to the line.And to answer Helston's question. In huttball, if you die with the ball and enemy are nearby, then it gets transferred to them. So, depending on the position and situation, sometimes its better to throw the ball to no one, resetting it, than to let them take it. If you are pretty sure you are about to die, that is, and dont have any targets to throw to.Also, its very possible to intercept passes. Its not instant, the ball has travel time, and shows with a ring where it will land. So if you can predict a pass, you can run up and stun the intended target and 'catch' the ball yourself. Or, i'm not 100% sure, but i think if you get a closer position theres a chance you will intercept it also.Hutball is a good BG. What spoils it is the horribly overpowered synergy some classes have with the layout. Ranged classes that stick to the upper bridges/levels are very hard to kill.I would have liked to see the air vents not be so random. its extremely frustrating to lose any chance of catching up to a ball carrier if they get lucky and get launched the right way, but you get thrown back into the middle multiple times.I would also change the 'Resolve' (Diminishing Returns) system. I think it has a good basis, but is flawed in other respects. Too often you can trinket a stun or mez and then immediately get caught in another full length CC. Also, snares, roots and knockbacks generate far too little Resolve, if any. I would like to see the resolve bar be an indication of the duration of the next CC on you. For example, if you get stunned, you get half resolve bar, and any CC after that has half duration or effect. So you could trinket the stun, and then be stunned again for half the duration. Also, they should add snares, roots and knockbacks to Resolve in this fashion. First knockback is full distance, second is half (or whatever value works out to be reasonable). This would be GLOBAL DR. So, you take a knockback, and then you get stunned, the stun is only half duration.
2-21-2012 @ 3:54PM
I love the concept of the Resolve system but I'm not so keen on the implementation just yet. Needs tweaking to make it quicker to max out.Other than the prevalence of CC BGs and WZs actually feel pretty similar to me aside from Huttball (which I love but which requires a higher level of coordination than the other WZs or any of the BGs). One good thing about WZs, though - no frost mages.
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