Please change Shockwave for claws


Bill Z Bubba

 

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Originally Posted by Bill Z Bubba View Post
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.
I cant give facts and neither can you.

I say what i experienced while playing.
Of course the mobs that i send flying dont attack, but as soon as they get up they attack again and during that time i use spin and evisc to kill the mobs in range the knockbacked mobs wont suffer any damg therefore i need way longer to kill 2 groups (1 knocked back and 1 still standing near me) with aoes than 1 group.
Thats higher end usage, and more damg taken till i killed the same number of mobs just because i did send some of them flying.

You knock them out of epic aoe attacks and spin and evisc......

I DO understand that some people prefer KB to KD but if they try to tell others that KB is way better in every way and much better for surivability than KD etc is just not true.




If KB is so great i wonder why i have seen like ONE superstrenght player with handclap..... and i have seen many ss players.......


 

Posted

Handclap does no damage. Shockwave does. My experience with SW obviously differs from yours. The mitigation it provides turned my claws/ea from "meh" to "finally." Before Energy Drain it was "oh gods below make the pain go away."

I've chosen shockwave over eviscerate for a very long time. Perhaps because Eviscerate's animation is retarded. Perhaps because SW hits 10 while Evis hits 5. Perhaps because I laugh a lot when using it, especially when incoming damage drops to zero because some of those knocked back get stuck in walls.


Be well, people of CoH.

 

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If KB is so great i wonder why i have seen like ONE superstrenght player with handclap..... and i have seen many ss players.......
Because you hang out with alot of herding sheep farmers?

Funny how all those words are different aspect of the same player but fit so nicely together...


 

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Originally Posted by RabidBrian View Post
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.
Ragnorak Dam
Ragnorak Dam/Rech
Ragnorak Acc/Dam/Rech
Ragnorak Dam/End
Ragnorak Acc/Rech
Posi Blast Chance for NRG

What should I give up to fit in a +KB enhancer that will not affect any of
1) ED capping for effect
2) a good set bonus
3) overall damage output



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

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Originally Posted by Liquid View Post
I asked Castle about this when Inventions were introduced. He said he'd check to see if it was possible, but he didn't know if it was. I never heard anything else, so I'd assume it's not.
Reducing knockback power by power with IOs might be tough, but I imagine IOs, IO sets, and craftable temp powers such as Empowerment Station powers that give yourself global negative enhancements to knockback should be doable.

==========

As for Claws Shockwave, if it were a 50% knockback proc, yeah, I'd be banging my head against the wall too. But since it's 100% knockback, that opens up tactical possibilities, just like Sonic Shockwave, Gale, and jousting-backwards Hand Clap and Lightning Clap (the blaster */Elec power nobody ever takes). It's personal preference, but I do have to say I like 100% knockbacks.

One thing I would change, though, is making AE custom critters with Claws Shockwave able to use it from range. They only seem to use it in melee. It looks so much cooler from range.


 

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Quote:
Ragnorak Dam
Ragnorak Dam/Rech
Ragnorak Acc/Dam/Rech
Ragnorak Dam/End
Ragnorak Acc/Rech
Posi Blast Chance for NRG
That looks SO familiar.


Be well, people of CoH.

 

Posted

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Originally Posted by Leo_G View Post
Because you hang out with alot of herding sheep farmers?

Funny how all those words are different aspect of the same player but fit so nicely together...

Really funny is how people say KB is way better than KD, since there is NO way they can actually tell if KD wouldnt be as if not way more effective.

How can you say KD would be worse? You cant tell since there is no way you could have tested it.

All I CAN tell is that i slotted several KD powers on several chars with KB Ios and that turned the KD into KB and it was awfull and lowered the performance of those chars.


 

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Really funny is how people say KB is way better than KD, since there is NO way they can actually tell if KD wouldnt be as if not way more effective.
I take it you don't fight level +4s or higher with a claws scrapper.


Be well, people of CoH.

 

Posted

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Originally Posted by Bill Z Bubba View Post
I take it you don't fight level +4s or higher with a claws scrapper.

I got a claws brute...

So i take you fight many + 4s on your claws/sr scrapper and you can deliver facts and numbers that KB is way better and helps kill groups faster and way safer ?

The ONLY FACT is its your opinion based on YOUR ingame experience that you think KB is better than KD.

MY opinion based on MY experience is that ME and almost ALL teams i have been on HATED the KB.

SO please dont pretend that your posts are true and mine are false, i cant back up my experience with facts and neither can you.

I just posted what i experienced and in my experience and in the experience of several people i talked to in game KD would be better than KB.

As for the comments: Hanging out with farmers, prefering mindless buttonsmashing" etc
Who are you to judge how people should play the game...... actually i have been in many teams back in the days when teaming was more popular and i have seen many players get kicked out of teams for knocking mobs around despite people telling them not to.......and they werent farm teams.......


 

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Bills point is

at +4 Shockwave is knockdown due to the purple patch.

You can judge for yourself how much less effective if it at mitigation as Knockdown.



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

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Originally Posted by Moghedien_EU View Post
Really funny is how people say KB is way better than KD, since there is NO way they can actually tell if KD wouldnt be as if not way more effective.

How can you say KD would be worse? You cant tell since there is no way you could have tested it.

All I CAN tell is that i slotted several KD powers on several chars with KB Ios and that turned the KD into KB and it was awfull and lowered the performance of those chars.
I don't say that. Really, both are good and have different purposes. Stuff like Fault and Air superiority that knocks a foe in place is nice to give yourself breathing time to use something like Aid Self or Assassin's Strike. But mitigating damage is only its side effect (although Fault as a power is a mitigating juggernaut due to the added stun and AoE and Air superiority is good because it's chainable).

KB is good because it gives you the ability to move a foe where you want it on top of mitigating their attacks. It helps that lots of foes from minions up to bosses don't resist KB so you can keep a boss on their butt easier with KB until you have them held. Being able to put foes in taunt auras and AoEs is its primary use.

I'm not getting into the whole -KB IO debate again so I'll just say why not actually *try* to use KB like it's suppose to be used? Granted, it's not perfect to use in every instance but neither are a lot of other effects.


 

Posted

Actually... given a few hours of number crunching I probably could come up with the exact facts given enemy group X at difficulty Y.

Is it worth the time? Nope.

Some powers in this game do knockdown. Some do knockback. Lots of folks whine about knockback.

As for me fighting +4s? Yes. It started with the RWZ challenge. Now with the new diff settings I get to fight them whenever I want. Council and CoT are a cakewalk. Carnies and Arachnos hurt like hell.

I have two claws brutes. When done, both of them will also be fighting +4s. Because it's fun. I won't care that my brute will still do KB vs KD like the scrapper does against +4s. It won't matter to me.

But I've always soloed a lot, and when I do team the only time I watch my Knock is IF the lead tank suffers heavily because of it. Other than that, I send enemies flying all over the place because it pleases me to do so.

Quote:
since there is NO way they can actually tell if KD wouldnt be as if not way more effective.
This is a false statement. I will not call your opinions on the matter false. You don't like KB. How can that be false? This quote, however, IS false. I can judge whether KD is less or more effective at mitigation by running a claws/sr brute against +4s and then running a claws/sr scrapper against +4s. To do so I would have to take into account the brute's higher HP, and thus regen, but it could be done.

You don't like KB. Fine. Don't take shockwave.


Be well, people of CoH.

 

Posted

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Originally Posted by Bill Z Bubba View Post

But I've always soloed a lot, and when I do team the only time I watch my Knock is IF the lead tank suffers heavily because of it. Other than that, I send enemies flying all over the place because it pleases me to do so.



This is a false statement. I will not call your opinions on the matter false. You don't like KB. How can that be false? This quote, however, IS false. I can judge whether KD is less or more effective at mitigation by running a claws/sr brute against +4s and then running a claws/sr scrapper against +4s. To do so I would have to take into account the brute's higher HP, and thus regen, but it could be done.

You don't like KB. Fine. Don't take shockwave.

Well until you show the numbers taking brutes higher HP, higher def, fury and crits into account your claim to be able to show that kb is better than kd is nothing more than that... an unproven claim.

As for your comment you to use shockwaves kb and lousy damg and therfore most likely lowering the teams performance pretty much shows what kind of player you are.


 

Posted

And that's when the thread lost any minor usefulness



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

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Originally Posted by Catwhoorg View Post
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.
(I missed this post)

This would work great against Crey, who typically start out very scattered. If more groups spawned this way, I think AoE KB would be less reviled.


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Originally Posted by Moghedien_EU View Post
Well until you show the numbers taking brutes higher HP, higher def, fury and crits into account your claim to be able to show that kb is better than kd is nothing more than that... an unproven claim.

As for your comment you to use shockwaves kb and lousy damg and therfore most likely lowering the teams performance pretty much shows what kind of player you are.
As I'm no longer allowed to reply to such a post as I regularly would, I'll simply point at that anyone thinking shockwave has "lousy damage" probably shouldn't ever post about game mechanics and balance.


Be well, people of CoH.

 

Posted

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Originally Posted by Moghedien_EU View Post
Well until you show the numbers taking brutes higher HP, higher def, fury and crits into account your claim to be able to show that kb is better than kd is nothing more than that... an unproven claim.
Try searching his posts in the Scrapper forum. No, wait, try just going into the Scrapper forum and looking at the stickied threads. Bill has two doing exactly that sort of comparison.


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Originally Posted by UberGuy View Post
Try searching his posts in the Scrapper forum. No, wait, try just going into the Scrapper forum and looking at the stickied threads. Bill has two doing exactly that sort of comparison.
Cant find any posts about comparing brutes and scrapper shockwave vs +4 mobs and delivering numbers.......

But i found some funny posts from Bill about taking evisc or shockwave.... funny in that thread he said " If you want a heavy hitting aoe attack chain take evisc, if you want to have mobs fly all over the place take shockwave"

Mobs fly all over the place doesnt sound like the statements here where shockwave is made out to be great for pushing mobs to tight groups for more aoe damg.


 

Posted

And that statement, like every other statement I've made on the topic, is true.

I could have added that Evis crits 15% of the time all the time but only hits 5 enemies and that only IF you have it lined up just so. Shockwave hits a max of 10 enemies and you almost have to work at it NOT to hit 10 since the cone is so huge.

I've also stated in the past that if you are invul or WP you should consider going eviscerate over shockwave. I've also stated that if you can fit them you should take all three AoEs with Spin being the must have of the three.

I've stated a great many things. At times I realize that those reading the thread don't need more than a quick and light post, while others I find myself called out to answer with far more detail.

I already stated that I won't be wasting my time comparing KD versus KB mitigation. There's no point to it. It's a flavor issue and those that continue harping on it will continue to be ignored by the devs in exactly the same way they have been since CoH went live.

Don't want the knockback? Don't take the power. Don't like folks using KB on your teams? Kick 'em. Either way, nothing will change.


Be well, people of CoH.

 

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Originally Posted by RabidBrian View Post
I will give this a yes every time I see it suggested because of the simple fact that it DOES NOT take away any tactics. All you have to do is slot it with ONE kb enhancement to change it back to kb. Any arguement against this change holds no ground in my eyes. If the one enhancement change destroys your toon, you were doing something wrong. You dont even have to put in a pure kb io, it could be a kb/rech, end, acc, whatever.

This comes up a lot. Obviously it gets mixed results every time, but in the past a majority of the people who posted on the topic have been in favor of the change.
It's your argument that doesn't hold ground in my eyes. What you're suggesting is a nerf for anyone who know how to use KB. You need to slot KB IOs to keep it, wich means no matter what, you'll lose effectiveness. And most importantly, you won't be able to get the last set bonus. Need i remind you that's it's often the last bonus that have the +def , very usefull for any defensive sets( and resistance sets too if you build for it).

If you don't like KB, why don't you play the other multiple sets that doesn't have it or like SS that it's tied to a damage-less power? It's pretty annoying that everyone always try to f@%$ KB sets cause they don't like it. That's as smart as complaining you want to make a ice character but hate -rech or a fire one but you want mezz. The sets are different for a reason, players have different playstyle.


(On a positive note, it's the first time i see people defending KB like this on a post. Glad to see i'm not the only one loving KB.)


"It's a scrapper. If he can't handle it, no one can." -BrandX

 

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Originally Posted by Clouded View Post
Sets like SS (hand clap), ELM (lightning clap) and Martial Arts all have a KB power in the set that helps provide mitigation for the secondary.
Martial arts does not have an AoE knockback power, just a single target.

I can't think of a single time I've teamed with someone that rolls anything other than concept characters that has taken hand clap or lightning clap.


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Originally Posted by Tatmia View Post
Martial arts does not have an AoE knockback power, just a single target.

I can't think of a single time I've teamed with someone that rolls anything other than concept characters that has taken hand clap or lightning clap.

You should come team with me then, i took HandClap willingly, without needing it for concept. It's a great situational power and the few times i use it, i'm extremely glad i still have it. ( And it only cost me one more slot on it to have full effectiveness from it.)


"It's a scrapper. If he can't handle it, no one can." -BrandX

 

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Originally Posted by FireWyvern View Post
You should come team with me then, i took HandClap willingly, without needing it for concept. It's a great situational power and the few times i use it, i'm extremely glad i still have it. ( And it only cost me one more slot on it to have full effectiveness from it.)
I can respect that. I was having a blast last night playing mob ping-pong with my hurricane and bonfire. Bonfire is another power that is often "skipped."

This thread is another example of why the -knockback IO would be wonderful. That way, those that want to turn it into KD would be the players sacraficing the slot.


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