Quote EricMusco Quote: Originally Posted by Carrying the Huttball now applies Hinder to the character. Hinder prevents the use of high mobility actions such as Force Charge, Force Speed, Scamper, and more.

Due to the Hinder changes above players holding the Huttball will now move at 80% movement speed (up from 67%)



So, combined with more incentive to actually have people run ahead for a pass (see below also pls), I guess I like this.



EricMusco Quote: Originally Posted by Players can no longer catch the Huttball while stunned. This creates more opportunities for counter-play, such as intercepting passes intended for a target you stun.

EricMusco Quote: Originally Posted by Adding attacker points for catching a pass from a friendly target: LOVE. Might I suggest you actually make it equal to or even greater than the person that passes? Also, I think touchdown passes should award some sort of attacker points to everyone who touched the ball between the start of possession and the score. If I pick up the ball from spawn, pass to JOE on the bridge, and then JOE passes to JILL on the other side of the fire, and then JILL runs in for a score, I think JOE, JILL and myself should all get some sort of "touchdown" award.



Maybe that's hard to do. But it runs along the line of my thinking that huttball should award more for "assists" than it currently does. I think there are more, like a person who heals anyone while they have the ball, and then the team scores, that healer should get "touchdown" attacker points. Same for someone who tanks for the ball carriers. Others I understand would be much harder to detect... I think the person that roots/stuns a defender that was about to push the ball carrier into the fire should get some "assist" points too. No, I have no idea how the game would know that THAT particular stun was useful.



I don't particularly like arenas, and so don't have much of an opinion about how acid should work. Hmm. I like this maybe. How's that for commitment. As it stands, it's often lucky to get even 2 people on a team that actually play huttball. Which means that the movement abilities (or a tank/healer combo) are about the only way to score. On the other hand, I don't like the operative roll usage... so I guess I can't ask for that to be gone, but still have my phantom stride work (sometimes).So, combined with more incentive to actually have people run ahead for a pass (see below also pls), I guess I like this.I don't like this at all. With SO MANY stuns in the game, it seems like this will make it too easy for the other team to stop a pass chain. We can currently already use knockbacks to intercept, leaps and ports to intercept, and just plain being in a better position relative to the pass-circle. Making it too easy will further discourage passes, and I thought we wanted the opposite?This I. Might I suggest you actually make it equal to or even greater than the person that passes? Also, I think touchdown passes should award some sort of attacker points to everyone who touched the ball between the start of possession and the score. If I pick up the ball from spawn, pass to JOE on the bridge, and then JOE passes to JILL on the other side of the fire, and then JILL runs in for a score, I think JOE, JILL and myself should all get some sort of "touchdown" award.Maybe that's hard to do. But it runs along the line of my thinking that huttball should award more for "assists" than it currently does. I think there are more, like a person who heals anyone while they have the ball, and then the team scores, that healer should get "touchdown" attacker points. Same for someone who tanks for the ball carriers. Others I understand would be much harder to detect... I think the person that roots/stuns a defender that was about to push the ball carrier into the fire should get some "assist" points too. No, I have no idea how the game would know that THAT particular stun was useful.I don't particularly like arenas, and so don't have much of an opinion about how acid should work.

Slippery When'wet, FistFullOfCandy - SF

