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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.
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