Who likes grifball?

If you have played griffball you’re welcome here. We like to discuss giffball and things like it.

Grifball has become a big farming fest at this point; most times I get smashed into a pulp by the time I take a single step.

Most importantly, I can never swing my weapon at the right moment to kill someone. It’s really difficult to judge the kill zone, and I often swing too early or too late.

I really don’t like Grifball at all. It’s too rage-inducing for my tastes.

> 2535429593088083;2:
> Grifball has become a big farming fest at this point; most times I get smashed into a pulp by the time I take a single step.
>
> Most importantly, I can never swing my weapon at the right moment to kill someone. It’s really difficult to judge the kill zone, and I often swing too early or too late.
>
> I really don’t like Grifball at all. It’s too rage-inducing for my tastes.

Same kind of thing for me.

Trying to time the hammer swing was a nightmare for me in Reach.

I also don’t like it because of the ridiculous amounts of deaths it’s possible to get if you have a bad game.

I’m okay at it.

I understand that it’s not for everybody. Thank you for courtesy and valid criticism.

> 2533274870717152;3:
> > 2535429593088083;2:
> > Grifball has become a big farming fest at this point; most times I get smashed into a pulp by the time I take a single step.
> >
> > Most importantly, I can never swing my weapon at the right moment to kill someone. It’s really difficult to judge the kill zone, and I often swing too early or too late.
> >
> > I really don’t like Grifball at all. It’s too rage-inducing for my tastes.
>
> Same kind of thing for me.
>
> Trying to time the hammer swing was a nightmare for me in Reach.
>
> I also don’t like it because of the ridiculous amounts of deaths it’s possible to get if you have a bad game.

I was a beast at Grifball in Reach. I was also a beast before they changed Grifball in Halo 5. Now, I avoid Grifball.

I’ve played it occasionally in different titles since its’ initial appearance in Halo 3 and honestly I’ve never really cared for it because most of the games I’ve participated in simply turned into a situation of farming for kills; especially, when the mode is social and included JiP. However, I do appreciate the intriguing Rock-Paper-Scissors aspect that’s associated to the mode’s weapons (Hammer, Ball, Sword) and the fairly simplistic strategies in working with your team to score goals (I kind of miss Halo 4’s bomb passing). I’ve always thought that having a safe spawn area would be ideal for this type of mode; perhaps, a 1-sided barrier wall that’s just behind the goal on the left and right where there’s just enough space to spawn in and not worry about an opposing player waiting behind you for a quick kill.

I’ve always been a fan of Grifball. But I miss the classic elements of it, specifically the ball being a bomb. The whole point of Grifball was that no matter who wins, Grif loses. The spirit of the game has been lost now that the ball is just a ball.

> 2775209234672000;7:
> I’ve played it occasionally in different titles since its’ initial appearance in Halo 3 and honestly I’ve never really cared for it because most of the games I’ve participated in simply turned into a situation of farming for kills; especially, when the mode is social and included JiP. However, I do appreciate the intriguing Rock-Paper-Scissors aspect that’s associated to the mode’s weapons (Hammer, Ball, Sword) and the fairly simplistic strategies in working with your team to score goals (I kind of miss Halo 4’s bomb passing). I’ve always thought that having a safe spawn area would be ideal for this type of mode; perhaps, a 1-sided barrier wall that’s just behind the goal on the left and right where there’s just enough space to spawn in and not worry about an opposing player waiting behind you for a quick kill.

You can still pass the ball in Halo 5 so that aspect is still there.

As far as the one sided shield thing goes - you run into the issue of not being able to get clutch stops in games where people are actually playing. You lose a lot of defensive capabilities when you start forcing the team to spawn elsewhere with things in the way. There have been TONS of suggestions on how to prevent spawnkilling but they all impede the gameplay itself in some fashion or another.

If you’re getting spawnkilled in Halo 5, best thing to do is jump and/or mash your thruster pack while pressing forward to try to get out of the blast range of the hammer.

I love g ball tbh. I’m a big griff ball fan and play it a lot. But its sad how its become a farmers dream. To me its as fun as H3 (Not as good but close to it) and i seem to be pretty good at it. Also its perfect as a social playlist.

> 2533274796457055;9:
> > 2775209234672000;7:
> > I’ve played it occasionally in different titles since its’ initial appearance in Halo 3 and honestly I’ve never really cared for it because most of the games I’ve participated in simply turned into a situation of farming for kills; especially, when the mode is social and included JiP. However, I do appreciate the intriguing Rock-Paper-Scissors aspect that’s associated to the mode’s weapons (Hammer, Ball, Sword) and the fairly simplistic strategies in working with your team to score goals (I kind of miss Halo 4’s bomb passing). I’ve always thought that having a safe spawn area would be ideal for this type of mode; perhaps, a 1-sided barrier wall that’s just behind the goal on the left and right where there’s just enough space to spawn in and not worry about an opposing player waiting behind you for a quick kill.
>
> You can still pass the ball in Halo 5 so that aspect is still there.
>
> As far as the one sided shield thing goes - you run into the issue of not being able to get clutch stops in games where people are actually playing. You lose a lot of defensive capabilities when you start forcing the team to spawn elsewhere with things in the way. There have been TONS of suggestions on how to prevent spawnkilling but they all impede the gameplay itself in some fashion or another.
>
> If you’re getting spawnkilled in Halo 5, best thing to do is jump and/or mash your thruster pack while pressing forward to try to get out of the blast range of the hammer.

I probably should have been more clear on the passing aspect that I was talking about from Halo 4; what I liked had more to do with the receiving side of a pass as it was automatically performed.

I am somewhat aware of the counter-arguments against proposing changes to the spawns such as I indicated (moving spawns back an extremely minor amount and behind a protective barrier), but I still believe that the positives would out-weigh the negatives if accomplished and designed in a clever enough manner.

Oh, I do. If I suspect an enemy is around my goal area the first thing I do when I spawn is jump and boost. Still, I’d prefer to see Grifball become a Ranked playlist as a method to help reduce kill farming – at least a bit.

> 2775209234672000;11:
> > 2533274796457055;9:
> > > 2775209234672000;7:
> > > I’ve played it occasionally in different titles since its’ initial appearance in Halo 3 and honestly I’ve never really cared for it because most of the games I’ve participated in simply turned into a situation of farming for kills; especially, when the mode is social and included JiP. However, I do appreciate the intriguing Rock-Paper-Scissors aspect that’s associated to the mode’s weapons (Hammer, Ball, Sword) and the fairly simplistic strategies in working with your team to score goals (I kind of miss Halo 4’s bomb passing). I’ve always thought that having a safe spawn area would be ideal for this type of mode; perhaps, a 1-sided barrier wall that’s just behind the goal on the left and right where there’s just enough space to spawn in and not worry about an opposing player waiting behind you for a quick kill.
> >
> > You can still pass the ball in Halo 5 so that aspect is still there.
> >
> > As far as the one sided shield thing goes - you run into the issue of not being able to get clutch stops in games where people are actually playing. You lose a lot of defensive capabilities when you start forcing the team to spawn elsewhere with things in the way. There have been TONS of suggestions on how to prevent spawnkilling but they all impede the gameplay itself in some fashion or another.
> >
> > If you’re getting spawnkilled in Halo 5, best thing to do is jump and/or mash your thruster pack while pressing forward to try to get out of the blast range of the hammer.
>
> I probably should have been more clear on the passing aspect that I was talking about from Halo 4; what I liked had more to do with the receiving side of a pass as it was automatically performed.
>
> I am somewhat aware of the counter-arguments against proposing changes to the spawns such as I indicated (moving spawns back an extremely minor amount and behind a protective barrier), but I still believe that the positives would out-weigh the negatives if accomplished and designed in a clever enough manner.
>
> Oh, I do. If I suspect an enemy is around my goal area the first thing I do when I spawn is jump and boost. <mark>Still, I’d prefer to see Grifball become a Ranked playlist as a method to help reduce kill farming – at least a bit.</mark>

I can say with 150% certainty that this won’t help at all. I’d guess it’ll make it worse, actually.

grifball is one of my all time favourite halo game modes. idk what it is but i always do really good in grifball . unless i get spawn killed a bunch. and i like the idea of throwing the ball to a team mate and them scoring. i think a decent portion of my kills are from grifball

> 2533274796457055;12:
> > 2775209234672000;11:
> > > 2533274796457055;9:
> > > > 2775209234672000;7:
> > > > I’ve played it occasionally in different titles since its’ initial appearance in Halo 3 and honestly I’ve never really cared for it because most of the games I’ve participated in simply turned into a situation of farming for kills; especially, when the mode is social and included JiP. However, I do appreciate the intriguing Rock-Paper-Scissors aspect that’s associated to the mode’s weapons (Hammer, Ball, Sword) and the fairly simplistic strategies in working with your team to score goals (I kind of miss Halo 4’s bomb passing). I’ve always thought that having a safe spawn area would be ideal for this type of mode; perhaps, a 1-sided barrier wall that’s just behind the goal on the left and right where there’s just enough space to spawn in and not worry about an opposing player waiting behind you for a quick kill.
> > >
> > > You can still pass the ball in Halo 5 so that aspect is still there.
> > >
> > > As far as the one sided shield thing goes - you run into the issue of not being able to get clutch stops in games where people are actually playing. You lose a lot of defensive capabilities when you start forcing the team to spawn elsewhere with things in the way. There have been TONS of suggestions on how to prevent spawnkilling but they all impede the gameplay itself in some fashion or another.
> > >
> > > If you’re getting spawnkilled in Halo 5, best thing to do is jump and/or mash your thruster pack while pressing forward to try to get out of the blast range of the hammer.
> >
> > I probably should have been more clear on the passing aspect that I was talking about from Halo 4; what I liked had more to do with the receiving side of a pass as it was automatically performed.
> >
> > I am somewhat aware of the counter-arguments against proposing changes to the spawns such as I indicated (moving spawns back an extremely minor amount and behind a protective barrier), but I still believe that the positives would out-weigh the negatives if accomplished and designed in a clever enough manner.
> >
> > Oh, I do. If I suspect an enemy is around my goal area the first thing I do when I spawn is jump and boost. Still, I’d prefer to see Grifball become a Ranked playlist as a method to help reduce kill farming – at least a bit.
>
> I can say with 150% certainty that this won’t help at all. I’d guess it’ll make it worse, actually.

Why? Nobody getting JiP’d into a match alone reduces the opportunity for teams to farm kills. The fact that after 1 person quits a match others can leave without worry of obtaining a ban also helps greatly reduce the likelihood of farming kills. So, how are you perceiving this change (moved to Ranked) as adding up to a 150% certainty that farming kills… (1) isn’t positively impacted, and (2) is likely made much worse? Now, it’d be even better if they’d (343i) introduce a surrender feature for Ranked playlists because then a team could end a bad match early without someone willing to take on the potential ban penalty, but that’ll probably have to wait till Halo 6. Not to mention, by making it a Ranked playlist there’s a better chance of playing with or against people of your own skill level too thanks to the MMR caps which could also potentially reduce the probability of a team being capable of farming kills.

> 2775209234672000;14:
> > 2533274796457055;12:
> > I can say with 150% certainty that this won’t help at all. I’d guess it’ll make it worse, actually.
>
> Why? Nobody getting JiP’d into a match alone reduces the opportunity for teams to farm kills. The fact that after 1 person quits a match others can leave without worry of obtaining a ban also helps greatly reduce the likelihood of farming kills.

Sure, that’s a thing. But all that will do is eventually make people not play the playlist at all. Not everyone wants to quit (and I can’t fault them for that - I’m one of those people that doens’t like to quit, damn the odds.) and the people statpadding will continue to statpad. Only now they’ll draw it out by killing and just toying with teams with the ball.

> So, how are you perceiving this change (moved to Ranked) as adding up to a 150% certainty that farming kills… (1) isn’t positively impacted, and (2) is likely made much worse?

Because I know the Grifball community very well. I don’t say this to be snarky or rude but I’m fairly confident I know the game/community better than most regulars on this site.

> Not to mention, by making it a Ranked playlist there’s a better chance of playing with or against people of your own skill level too thanks to the MMR caps which could also reduce the likelihood of seeing kills getting farmed.

This won’t help much at all.

> 2533274796457055;15:
> > 2775209234672000;14:
> > Why? Nobody getting JiP’d into a match alone reduces the opportunity for teams to farm kills. The fact that after 1 person quits a match others can leave without worry of obtaining a ban also helps greatly reduce the likelihood of farming kills.
>
> Sure, that’s a thing. But all that will do is eventually make people not play the playlist at all. Not everyone wants to quit (and I can’t fault them for that - I’m one of those people that doens’t like to quit, damn the odds.) and the people statpadding will continue to statpad. Only now they’ll draw it out by killing and just toying with teams with the ball.

First of all, Halo 3 and Reach did not have JiP, so if anything it’s a method to take the playlist/mode back to its roots. Secondly, I too am a person who rarely quits out of a match (as you say, “damn the odds!”), but in a mode such as Grifball if I’m the last member or one of the last memebers (2v4) and I’m constantly getting destroyed at spawn by the other team (especially, when they’re not even attempting to end the match) I’m most definitely going to quit – just as I assume anyone would do (even likely you despite the bravado talk). Third, there’s already somewhat of a tendency in Halo where a mismatched team who’s better to draw a match out for stat-padding. The non-slayer based objective allows for a team to easily farm kills because they can toy around with the non-slayer based objective – this is nothing new and not something that really changes too much under a Ranked verses Social setting; however, having new people spawn in does of course lend a hand to the possibility of changing fortunes, but it also allows the team that’s farming kills to continue at it for an extended period of time (a Pro & Con aspect). The biggest problem is that Grifball’s spawn system is by far the easiest to take advantage of for farming purposes. Lastly, I suppose it is possible that the playlist’s population numbers could be negatively impacted given how most casual-based players carry a stigmatized perception about Ranked playlists being a location for only “tryhard” players, but if the Grifball community itself isn’t strong enough when paired with the general population (who will likely continue to visit it occasionally) to at least maintain a healthy playlist population then 343i could look to rotate it in and out seasonally with something like Snipers so that when it comes back there should be spiked levels of interest and a much healthier population count.

> > So, how are you perceiving this change (moved to Ranked) as adding up to a 150% certainty that farming kills… (1) isn’t positively impacted, and (2) is likely made much worse?
>
> Because I know the Grifball community very well. I don’t say this to be snarky or rude but I’m fairly confident I know the game/community better than most regulars on this site.

I grant you this. I’m certainly not any type of mainstay in the Grifball community by any means. I visit GrifballHub.com periodically to more or less check-in, but I’ve never created a profile or left a comment. My preferred communities have been the forge community (ForgeHub.com), customs community (HaloCustoms.com), racing community (HaloTracks.com), and competitive community (TeamBeyond.net, ESL - HCS, and MLG - back in the day). I’ve enjoyed the Halo discussions that I’ve had at Bungie.net (back in the day), HaloWaypoint.com (now), 343industries.org, and DenKirson. I do miss the communities that were formed at BigTeamBattle.net and HaloCouncil.com when they existed. I’m also subscribed to many Halo-based YouTube channels which in many ways act as mini-communities onto themselves; plus, I follow a few Halo-based Twitch and Bean accounts.

Nevertheless, getting a feel for what is assumed to be the majority’s perspective from a particular community doesn’t necessarily indicate that it’s a perspective that’s good for Halo or that it doesn’t sit in a grey area (having plenty of pros and cons); however, I would say that more often than not those types of perspectives are indeed helpful and “good” for the franchise.

> > Not to mention, by making it a Ranked playlist there’s a better chance of playing with or against people of your own skill level too thanks to the MMR caps which could also reduce the likelihood of seeing kills getting farmed.
>
> This won’t help much at all.

Why is that? Does your argument go back to the point you were trying to make about population numbers?

I like grifball, but I never said or implied that I was better than most. I firmly believe that ranked arena takes more skill and time to be good at. I just grew up with grifball and as the games changed so did I. I am not taking a stance on anything. I just wanted to discuss grifball with people who don’t hate it or it’s community. I don’t want to start a petty flame war with a “keyboard-warrior”.

I loved it back in Reach. Felt like the 1st place to go besides customs if you wanted to just chill and play a nice game while still focusing on playing the objective and winning. I still enjoy it in Halo 5, but the only thing that kills it for me is the kill zone on the Hammer and how pretty much everyone relies on the Sprint + Slide + Swing combo, or “S Cubed” as I like to call it. The animation on that thing is so quick it seems impossible to counter, and the smart-link doesn’t help in any regard. I’ll still play it every now and then, but that “chill out” niche has now been filled by Super Fiesta, so I dunno.

I enjoy playing it every once in a while, like all the non-slayer-esque modes, but I don’t spend too much time in it, or really care how I do so it stays kind of fun with me. I agree with Wraith, I really enjoy touching in on Super Fiesta mode