Please change Shockwave for claws


Bill Z Bubba

 

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Originally Posted by Catwhoorg View Post
Corner is the best, walls work pretty well
I'd like to know what I'm doing wrong if walls work for other people. Since KB knocks them in a straight line from the user to the target, I only see it scattering them further, not grouping them up. Maybe against a wall it won't scatter them as much, but I've seen them slide to the side after hitting it and colliding against each other.

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, and most of the missions run are indoor, so yes I still use shockwave and basically in the same way.
I really wonder what % of missions are actually outdoor. Even outdoors there is frequently something to push groups against
There are lots of spawns that exist in the middle of big open rooms, or on walkways, in which there is no corner. There are also the groups of spawns that, if you KB the group backwards, would result in aggroing a new spawn if melee closes on the group after the KB, with the alternative being to jump between spawns and KB them the other way, which aggros the group anyway since you're standing there between them.

I'm not talking about outdoor missions exclusively, though their frequency does increase dramatically after 40.

Knocking them into corners is awesome, but the situation doesn't present itself that often. I am confident in saying this particularly because I also have a Grav controller, and if corners were even in a 80' range without a spawn being between your spawn and said corner that often, I'd be able to use Wormhole far more. There's a power I'd kill to have KD instead of KB on. Nothing like a Controller that can only use their secondary mitigation under certain circumstances without pissing off the team.

Here's a question that would explain our different experiences: do you pull/herd groups near corners so you can use them?

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I do adjust teamed versus solo, but not any really more than any other damage dealer, I would bring.
So, would you say you use Shockwave as frequently as you would Fire Breath or Throw Spines? How often is that, once or twice a spawn? Again, do you tend to pull/herd mobs near corners?

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Heck, I still recall one very happy Shard TF with 4 claws scrappers. The Rularru didn't stand a chance with 4 shockwaves as an opening, the spwans just vanished.
If half the team has it, of course it's not going to be an issue. They all want to use it too, and it has a huge area of effect, so they're not going to mind the scatter!

Note that I'm not pushing for Shockwave to get KB anymore. I'm just interested in understanding the perspective of those that actually prefer the KB over KD. Because I see the advantages to KD (being able to use it from any angle, as often as you like) dramatically outweighing the advantages to KB (pushing them into a corner to increase the number of foes hit by small AoEs), unless you always pull or herd to corners.


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Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Bad wording on my part. Against 54s, your damage output drops enough that the KB becoming KD is acceptable. I don't agree with Brutes having having a higher knock AT modifier.

I know this, though: the knockback in SW isn't stopping my claws/ea from tearing through spawns with all three AoEs.
Just FYI: my opinions on the detriments of AoE KB are almost exclusively team-related. You primarily solo, so I have no question that the KB has very little negative impact on you.

Also, I totally appreciate that you simply like seeing your foes knocked back. I only argue against those who would claim that the KB is better overall, performance wise, than KD.


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Posted

KB is better mitigation than KD. KBed opponents take longer to recover which grants better mitigation in the form of less time for that opponent to attack.


 

Posted

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Originally Posted by Clouded View Post
KB is better mitigation than KD. KBed opponents take longer to recover which grants better mitigation in the form of less time for that opponent to attack.
This is a good point. I personally don't think it makes up the difference in being able to knock everyone down as soon as the power comes up under any and all circumstances without having to reposition to prevent scatter or alerting other spawns, but it's a good point nonetheless.


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Posted

Quote:
As RapidBrian said, you could just slot knockback. It wouldn't affect your performance at all, as he said. You'd still be maxed out for damage and set bonuses, like he said. If slotting one knockback destroys your toon, then you were doing something wrong, Bill.
The only possible response to that is: You must not know how to max out your character very well.

There WILL be a loss in order to slot for KB. It IS a problem. Your acceptance of that fact is irrelevant.


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Posted

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Originally Posted by Liquid View Post
This is a good point. I personally don't think it makes up the difference in being able to knock everyone down as soon as the power comes up under any and all circumstances without having to reposition to prevent scatter or alerting other spawns, but it's a good point nonetheless.
Slight positioning should be used either way since SW is a cone.


 

Posted

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Originally Posted by Clouded View Post
KB is better mitigation than KD. KBed opponents take longer to recover which grants better mitigation in the form of less time for that opponent to attack.
This is NOT correct.

It is true for some secondary sets but for some other sets the knockback is actually lowering the survivability and isnt migitation at all....

WP ----> knocking mobs out of Rttc is bad for survivability
Inv ----> knocking mobs out of Invincibility is bad for survivability
DA ----> knocking mobs out of the Opressive gloom, Cloak of fear or Dark regeneration is bad for survivability

Elec -----> knocking mobs out of end drain and - end lightning field willlet mobs regain end faster and therfore you get attacked more

EA -----> knocking mobs out of end drain will lower the heal by a huge amount and lower survivability

That leaves SR, Stone and FA the only sets not being impacted in a negative way by KB instead of KD.
4 sets to 3 where KB is worse for survivability than KD

I cant see how KB is any better for migitation than KD, those 2 more secs the mobs are flying doesnt outwight the negative side effects listed above.


 

Posted

Quote:
Originally Posted by Clouded View Post
Slight positioning should be used either way since SW is a cone.
All cones require slight positioning, yes. But because of the KB, you often need to move more than slightly to aim them into a corner or keep them from getting within aggro range of another spawn. I'm not saying that the repositioning is a big deal, just that it's something you would deal with less if it did KD.


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Posted

SR needs to be missed to survive. Enemies flying around aren't attacking.
Regen needs time for regen to function. See above.
FA needs time for HF to recycle. See above.

While what you've stated is true for the other sets, they ALL could use the extra time for regen and click heals as well.


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Posted

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Originally Posted by Moghedien_EU View Post
This is NOT correct.

It is true for some secondary sets but for some other sets the knockback is actually lowering the survivability and isnt migitation at all....

WP ----> knocking mobs out of Rttc is bad for survivability
Inv ----> knocking mobs out of Invincibility is bad for survivability
DA ----> knocking mobs out of the Opressive gloom, Cloak of fear or Dark regeneration is bad for survivability

Elec -----> knocking mobs out of end drain and - end lightning field willlet mobs regain end faster and therfore you get attacked more

EA -----> knocking mobs out of end drain will lower the heal by a huge amount and lower survivability

That leaves SR, Stone and FA the only sets not being impacted in a negative way by KB instead of KD.
4 sets to 3 where KB is worse for survivability than KD

I cant see how KB is any better for migitation than KD, those 2 more secs the mobs are flying doesnt outwight the negative side effects listed above.
That's why playing intelligently is key. Positioning your KB for max effect will produce great result. To me, you are just looking fo rthis game to become even easier, rather than making a conscience effort on what/where you are attacking.

Quote:
Originally Posted by Liquid View Post
All cones require slight positioning, yes. But because of the KB, you often need to move more than slightly to aim them into a corner or keep them from getting within aggro range of another spawn. I'm not saying that the repositioning is a big deal, just that it's something you would deal with less if it did KD.
Not true. I position for cones regardless of KD or KB and it takes no longer than positioning for KB than it does for KD (hint: while I run to the mob I've already decided my positioning).


 

Posted

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Originally Posted by Bill Z Bubba View Post
SR needs to be missed to survive. Enemies flying around aren't attacking.
Regen needs time for regen to function. See above.
FA needs time for HF to recycle. See above.

While what you've stated is true for the other sets, they ALL could use the extra time for regen and click heals as well.
Check my post above again and tell me where i am wrong when i say that 4 out of 7 sets are less survivable cause of knockback instead of knockdown.


 

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Originally Posted by Moghedien_EU View Post
Check my post above again and tell me where i am wrong when i say that 4 out of 7 sets are less survivable cause of knockback instead of knockdown.

They are only less survivable if you play like a button smashing ape and aren't aware of your surroundings.


 

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It is true for some secondary sets but for some other sets the knockback is actually lowering the survivability and isnt migitation at all....

WP ----> knocking mobs out of Rttc is bad for survivability
Inv ----> knocking mobs out of Invincibility is bad for survivability
DA ----> knocking mobs out of the Opressive gloom, Cloak of fear or Dark regeneration is bad for survivability
Really, this debate will never have a solution. It puts players who just play the game using all its variances at odds with the players that just want to tab and click. Basically, hearders vs not-as-much-a-hearder. I don't really care anymore though. If KB were changed to KD, I would be really disappointed in the game's direction but then so far I haven't been issued a major disappointment and it's bound to happen sometime the longer I play.

As for KB not mitigating anything. *THAT IS WRONG* and you should feel bad for thinking it does.

If using KB in all instances somehow caused you to take direct damage, *then* it mitigates nothing. If you can't be arsed with adjusting your position to get some enemies in your buff auras then why are you playing the game at all? It's like playing a fighting game but you can't be bothered pushing buttons to beat the other player...Play the game, people!


 

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Originally Posted by Clouded View Post
Not true. I position for cones regardless of KD or KB and it takes no longer than positioning for KB than it does for KD (hint: while I run to the mob I've already decided my positioning).
I'm not talking about the initial positioning. I'm talking about later uses of the power on the same spawn. If you knock them one way out in the open, you're probably going to want to knock them the other way afterwards.


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Posted

Quote:
Originally Posted by Clouded View Post
They are only less survivable if you play like a button smashing ape and aren't aware of your surroundings.

Not everyone wants to spend half of a mission deciding how to position themselves before attacking.

That must be very effective in teams, by the time you decided how to poistion yourself to get the "great effect" (which honestly i NEVER seen), the rest of the team most likely killed the group already or, if you are the first to attack and therefore not positioned in the best way there is, you will scatter the mobs and make the team angry.

There IS a reason knockback ISNT liked in most teams.


 

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Originally Posted by Liquid View Post
I'm not talking about the initial positioning. I'm talking about later uses of the power on the same spawn. If you knock them one way out in the open, you're probably going to want to knock them the other way afterwards.
Not sure, never had to hit the same mob with SW twice as of yet.


 

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Originally Posted by Leo_G View Post
As for KB not mitigating anything. *THAT IS WRONG* and you should feel bad for thinking it does.
I NEVER said KB isnt migitating anything, maybe if you read my post again you will notice i said, in case of the mentioned secondary sets KB is migitating way less than KD, cause the additional 2 secs you get for mobs flying indtead of just knocked down dont outwight the negative effects the knocked back mobs have to several very important secondary powers of the sets.


 

Posted

Okay Im gonna have to get an example for the enhancement arguement. Looking on mids, shockwave allows two IO set types for enhancing, ranged AoE and Knockback. Ranged aoe (excluding air burst) sets share a sixth enhancement bonus of toxic resistance. Toxic resistance does not make or break a toon, so that cant be an issue.

Now I know, that still means you may have to add another slot to the power (if your making the arguement for 5) in order to fit in that kb. That also means though that you can use a say, dam/kb enhancement, making your attack do more damage. So even though we made you strip a whole single enhancement from a different power, it was not "wasted" making the power what it used to be, it still enhanced it in another department.

I dont think you can definitively say kb is better than kd or vise versa. One could easily argue a good defense is an active offense, and the kb knocked mobs out of their next attacks range or AoE, allowing them to live to deal more damage. One could say the kb knocked the mobs out of their say, Invincibility's zone, lowering their defense and allowing more attacks to hit them. Too situational to call.

Thats why Im all for giving the player the choice.


 

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Depending upon the spawn scatter initially, shockwave can be used to bring them closer together evenwithout terrain.

Its easy to demonstrate and hard to describe, but I'll have a go. In a group thats very loose, and a bit all over the place, you can happily push one or two folks towards the rest of them. All it takes is chosing an angle and an awareness of the range of the power.

Heck even the range awareness isn't that necessary, if you target from out of the powers range and run in.

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Check my post above again and tell me where i am wrong when i say that 4 out of 7 sets are less survivable cause of knockback instead of knockdown
You are wrong, because again knockback can be used to clump critters together into a situation that you then get better survivability due to more critters in range.

Use knockback willy-nilly from the center of a spawn, and yes its going to cause issues. Used intelligently it is a huge boon to personal and team survivability.



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Posted

Quote:
Originally Posted by Moghedien_EU View Post
Not everyone wants to spend half of a mission deciding how to position themselves before attacking.
It doesn't take half a mission. I've already decided as I run to the next mob. But this gives me insight on your position.

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Originally Posted by Moghedien_EU View Post
That must be very effective in teams, by the time you decided how to poistion yourself to get the "great effect" (which honestly i NEVER seen), the rest of the team most likely killed the group already or, if you are the first to attack and therefore not positioned in the best way there is, you will scatter the mobs and make the team angry.
You sure are a worst-case scenario poster. This isn't what happens in the slightest. I really feel bad for you now, I'd really hate to be on your teams if this is common experience.

Quote:
Originally Posted by Moghedien_EU View Post
There IS a reason knockback ISNT liked in most teams.
Because it's the most noticeable secondar effect and the easiest to be used poorly. And because players like you have no patience and are looking for a button smashing utopia.


 

Posted

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Originally Posted by Moghedien_EU View Post
Check my post above again and tell me where i am wrong when i say that 4 out of 7 sets are less survivable cause of knockback instead of knockdown.
Show me the math that displays the exact gain/loss of keeping foes in RttC or Invincibility or Lightning Field or whatever versus tossing them around the room.

Be sure to take into account regen from health/fasthealing/energize/dull pain/etc and don't forget to account for all the time enemies aren't attacking as they get stuck in walls/trees/holes in geometry and the extra time not attacking while in transit from the knock to the ready position.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Liquid View Post
I'm not talking about the initial positioning. I'm talking about later uses of the power on the same spawn. If you knock them one way out in the open, you're probably going to want to knock them the other way afterwards.
On outdoor maps, I just keep knocking them into the next spawn.


Be well, people of CoH.

 

Posted

<QR>
I can get behind changing the KB to KD. Sure, I'm pretty decent at controlling Knockback but sometimes I forget or there's nowhere to push them (ie, open fields, rooms, etc)


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Posted

Quote:
Originally Posted by Bill Z Bubba View Post
The only possible response to that is: You must not know how to max out your character very well.

There WILL be a loss in order to slot for KB. It IS a problem. Your acceptance of that fact is irrelevant.
Bill, PLEASE do not think I agree with the person I quoted. I kept repeating "as he said" in an attempt to show that I don't agree with it.

Read my post with LOTS of sarcasm.


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Posted

Quote:
Originally Posted by Clouded View Post
Not sure, never had to hit the same mob with SW twice as of yet.
If you're implying that they're all dead before SW recharges, then I'd rephrase this as "I never get to hit the same mob with SW twice."

Also, it means we're not playing the game the same way. I'd raise the difficulty if my team's spawns were dying in under 8 seconds. I understand then why you prefer the KB-- if you want to kill spawns that fast, then the KB is better for alpha mitigation.


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