A random idea about knockback and falling


AzureSkyCiel

 

Posted

I'm going to be honest, I love knockback, for all the annoying things it does, it really a fun way to finished, plus, in comics, cartoons, and movies, the dramatic finish is always sending opponents flying into something or over the edge which is why I've had these two ideas in my head lately:

Knockback Damage Bonus: I'm not sure how hard this would be to code, but I see the maybe a bonus to knockback and knockdown/knockup could be taking extra (smashing) damage if the KB/KD/KU breaks an enemy's resistance, basically since, not only are you getting hit with a powerful force, but then you're also taking a hard landing. (And for anyone who's taken Judo, you know a hard landing can be... Well, hard.)

NPC fall damage increase: Another thing I'm not sure on about coding, but since so many enemies end up being defeated by being dropped from great heights and I love tormenting snipers on my toons with KB (Their first mistake was proving to me that they existed) it would be nice if NPC enemies began taking fall damage at half the height PCs did and took double fall damage to simulate that feeling of them being "finished off."

These two things combined might make for some spectacular finishers for certain baddies, but what do you guys think?


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Originally Posted by Samuel_Tow View Post
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Posted

I doubt you're going to see either damage per se, or extra damage from knockback, but I think we could get away with suggesting that enemies spend longer on the ground the farther they are knocked back. It would turn it into a much more desired form of mitigation. Then maybe people will stop complaining about it.


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Originally Posted by Arcanaville View Post
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I really didn't find Knockback to be a useful mitigation tool...

That is until ragdoll physics was introduced. I still recall the 1st time my energy blaster used Thrust after that patch.

I still have the screenshot. (I'd post but I'm at work)

My 1st reaction was, "Whoa, that looks so cool!"
Then I noticed he was taking an extra long time getting back up!
Needless to say I decided to add Power Push to the lineup at that point.


That said, I wouldn't expect to see any damage added to it.


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Posted

Quote:
Originally Posted by Samuel_Tow View Post
I doubt you're going to see either damage per se, or extra damage from knockback, but I think we could get away with suggesting that enemies spend longer on the ground the farther they are knocked back. It would turn it into a much more desired form of mitigation. Then maybe people will stop complaining about it.
They kind of already do, or at least enemies cannot get up while they are still ragdolling. A neat trick is to knock back and enemy at the top of a hill/staircase. They will slide slowly down the slope, unable to get up until they reach the bottom. Unfortunately it is not something that will be easily noticed in the chaos of a large battle.


 

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There is already a 'chance for smashing damage' proc for Knockback. Which, thanks to the general dislike of knockback means that it's usually pretty cheap heroside.


 

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Quote:
Originally Posted by ThePill View Post
There is already a 'chance for smashing damage' proc for Knockback. Which, thanks to the general dislike of knockback means that it's usually pretty cheap heroside.
I think the dislike of smashing damage may be a factor in that. I picked up 2 of them to slot in my energy blaster's aoes (Posi was too expensive for my budget). It's nice, but doesn't really do anything to improve knockback.


 

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I think knocking NPCs off buildings should do extra falling damage to them, with a good chance of defeating them outright. I don't think knockdowns should do extra damage, but knocking them into a wall should. That's what I think.


 

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Quote:
Originally Posted by AzureSkyCiel View Post
Knockback Damage Bonus: I'm not sure how hard this would be to code, but I see the maybe a bonus to knockback and knockdown/knockup could be taking extra (smashing) damage if the KB/KD/KU breaks an enemy's resistance, basically since, not only are you getting hit with a powerful force, but then you're also taking a hard landing. (And for anyone who's taken Judo, you know a hard landing can be... Well, hard.)
In some sense, the knockback damage can be incorporated into the attack itself. Either landing on the ground or being smashed onto a wall, there will be some extra damage associated with it. So, the knockback damage bonus can be implemented simply as a damage buff to the kb attacks, I think.

Quote:
Originally Posted by AzureSkyCiel View Post
NPC fall damage increase: Another thing I'm not sure on about coding, but since so many enemies end up being defeated by being dropped from great heights and I love tormenting snipers on my toons with KB (Their first mistake was proving to me that they existed) it would be nice if NPC enemies began taking fall damage at half the height PCs did and took double fall damage to simulate that feeling of them being "finished off."
I think it would be nice. But actually, if the knockback damage bonus is implemented as a damage buff above, the extra damage from smashing onto the ground is included. So, another damage is not necessary as long as the mobs do take fall damage.


 

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Quote:
Originally Posted by HeroJunkie View Post
I think knocking NPCs off buildings should do extra falling damage to them, with a good chance of defeating them outright. I don't think knockdowns should do extra damage, but knocking them into a wall should. That's what I think.
Well, I apologize if I sound any bit elitist, but from my experiences (Judo, Aikido, some Jiu-Jutsu, and Karate (all the same dojo and falls and takedowns are taught in all classes)) unless you're trained to know how to take a fall (which would probably be where typed defense for smashing would come in) being knocked on your butt is going to hurt like all hell whether you hit against a wall, into a pile of stuff (though what kind of stuff could make it worse), or on flat ground. Plus the coding for that might be even harder, we have no collision detection in this game.

This next part to Snow also applies to Hero Junkie's comment:
The reason why I'm talking about the damage only taking effect if the KB breaks past protection, for one thing, there are attacks designed to do only mild or no damage on their own but have a lot of knockback (Repulsion field, Power Thrust, Power Push, etc. etc.), and this is meant to represent taking damage from the hard landing, not the attack itself.

And there's a big difference between fall damage from height and from what I'm talking about, namely fall damage is irresistible to my understanding. And if this can be coded just right, it might be possible for that extra bit of smashing damage to be what can finish off an NPC who you knocked off a building if they're protected from defeat by fall.


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Quote:
Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.