Please change Shockwave for claws
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. |
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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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.
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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. |
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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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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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.
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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
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.
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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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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. |
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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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. |
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 |
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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They are only less survivable if you play like a button smashing ape and aren't aware of your surroundings.
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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.
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.
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.
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 |
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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Not everyone wants to spend half of a mission deciding how to position themselves before attacking.
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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.
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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.
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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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.
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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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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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Not sure, never had to hit the same mob with SW twice as of yet.
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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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I really wonder what % of missions are actually outdoor. Even outdoors there is frequently something to push groups against
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?
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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