Request/Suggest about KB switch
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Otherwise, your changes really wouldn't accomplish what you hope for. Might force some players to spend an extra second or two lining up spawns so they can catapult them into walls/corners or floors, but other than that, it'd be business as usual. |
Ironically, if that just happened, we wouldn't have need for "the thread of the month".
I'm not sure why it doesn't seem flexible to you. Perhaps I should be more clear?
As an example, suppose we take an Energy Blast. It does knockback now, so it gets changed to do knockdown. With normal damage enhancers, you blast a foe and it knocks him down. With one knockback enhancer, that knockdown becomes knockback (smallish amount). The more enhancers you add, the more knockback you get (as usual). You could have two builds or not. If you used a build slotted for knockback on a team, it would be much as it is now. The idea is to make it your choice whether you do knockback. |
In my opinion, tweaking through enhancement is not that much of an improvement. The bad thing about the current knockback is that when you want to knockdown, you can't do it. For your scheme, once you choose to knockdown, and if you want to knockback, you can't do it. Your scheme is an improvement in the sense that you've given the choice between knockdown and knockback when you slot. But after that, the inflexibility is still there.
It's really simple folks: When teaming, if the Mitigation that KB provides is at least as helpful to the team when measured against any potential disruption or slowdown it causes, then there's no problem. It really is that simple.
Now, is that true?
It's really simple folks: When teaming, if the Mitigation that KB provides is at least as helpful to the team when measured against any potential disruption or slowdown it causes, then there's no problem. It really is that simple.
Now, is that true? |
I get your fun is max exp/min, but mine is not. Your playstyle does not supersede anyone elses, and vice versa. I am an intelligent player which is why I use Hover on my Energy blaster or why I find corners/walls before I use powers like Shockwave on my Claws Brute.
Speaking of which, has you ever use SW on a claws brute? That's almost as fun as Power Thrust!
I am an intelligent player which is why I use Hover on my Energy blaster
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You may not have intended to imply this, but if someone doesn't have hover on their Energy Blaster, that doesn't make them an unintelligent player.
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I'd like to add that fun for some involves making characters with specific concepts. This may mean that, like Havok or Cyclops, their Energy Blaster cannot fly.
You may not have intended to imply this, but if someone doesn't have hover on their Energy Blaster, that doesn't make them an unintelligent player. |
Kinda why I said "I" took Hover and not "everyone should take Hover."
It's not that simple. To me, I love KB because I find it fun AND useful. If I were to break it down, I'd say...75% fun and 25% mitigation.
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I get your fun is max exp/min, but mine is not. |
Your playstyle does not supersede anyone elses, and vice versa. I am an intelligent player which is why I use Hover on my Energy blaster or why I find corners/walls before I use powers like Shockwave on my Claws Brute. |
Speaking of which, has you ever use SW on a claws brute? That's almost as fun as Power Thrust! |
I swear I don't know why these debates continue. With the way the current game is set up, KB annoys teams more than it helps. A player can work to minimize it, but can never stop it completely, and while doing so, effetiveness is lowered (you will lose an attack or two here and there while positioning). How does that help teams? Easy answer - it doesn't.
That I'm not entirely sure of, since I think it's disruptive about 1% of the time, and how disruptive it actually is heavily depends on what's at stake - Soul Drain isn't nearly as important as Dark Regen, after all.
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At his age, he doesn't remember what I told him the last time we teamed. As I have to remind him every time... "Dude, you don't get a +ToHit by trying to shoot them point blank in the face." I find that TP Teammate allows me to position him where he will be the most effective and least disruptive.
He takes it all in good stride, and I really don't get frustrated with him (much)as when it comes down to it we're all here to have fun, maybe blow off some steam, and in some cases blow &^%$ up and not have to think about it.
I think Luquid said it, and I agree with the sentiment, the use of my powers don't trump the fun/effectiveness of the team as a whole. I will hold off on my KB powers until I have positioned myself to where it will benefit the team the most.
I get a great deal of satisfaction when I can pop off Explosive Arrow on stragglers/runners and plop their butt at the tanks/scrappers feet.
We're not talking about just us, though. This is an MMO - we play with other peeps. Now, of you're KBing half of every spawn all over the mapm is the rest of the team having 75% fun like you because of your actions? Is your 25% mitigation helping the team so much that it outweighs any annoyance they feel. A better question, one of personal character: does your 75% fun outweigh any annoyance the rest of the team feels?
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And here we go... You don't have the capability to turn your KB into KD so, like so many others, you use tactics and the environment to do it for you. A Wall becomes the tool to turn your KB into KD. Mmmkay. Why would you ever bother with such strategies? Why don't you just let it fly? Wouldn't that be more 'fun'?
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I swear I don't know why these debates continue. With the way the current game is set up, KB annoys ME more than it helps.
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Please provide your evidence to support your claim. I have used Explosive Blast and Energy Torrent quite a few times to help mitigate incoming fire from a second group or an ambush. Claiming otherwise is dishonest at the very least.
Not unless you also change KB to work radially from the center of the impact point, or change every vertical surface in the game to be deformable so foes could be blown through them. You'd also have to change how KB reacts with floors, since making floors deformable would just lead to players making big craters and using them to corral foes and AoE them to death the same way they use walls and corners now (you couldn't make floors infinitely deformable, they'd have to have a finite limit at some point).
Otherwise, your changes really wouldn't accomplish what you hope for. Might force some players to spend an extra second or two lining up spawns so they can catapult them into walls/corners or floors, but other than that, it'd be business as usual. |
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Please provide your evidence to support your claim. I have used Explosive Blast and Energy Torrent quite a few times to help mitigate incoming fire from a second group or an ambush. Claiming otherwise is dishonest at the very least.
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(I've got the feeling you're probably going to say yes, and I suspect you'll be referring to a specific test-tube incident as opposed to the whole issue - seems like a pattern for most KB defenders...)
Provide Evidence, eh: my evidence is anecdotal, and it's called Annoyance: mine and many others. Mine because I can't always perfectly control my KB (even though I'm darn good at it). Also Mine because I'm even required to control it. Finally, my Teamates, who just don't want it period...
So how in Hades do you provide numerical evidence for the annoyance factor? No one is saying that KB can't controlled, nor that there isn't isolated moments where it's sorta beneficial. But by and large, it's not welcome on teams. That's the only evidence I have and need. A KBer is welcome on a team if they can control their KB, or in other words, if they don't cause any.
And there's no need to keep bolding 'ME' in posts, as if I'm the only one who feels this way. I've been on too many teams and seen too many threads where KB was brought up to know that isn't true. Start a poll if you don't believe me. Ask this: when teaming with 4 or more, do you generally prefer there be KB Activity, or very little to none? I'd be curious as to those results. If over half say they prefer KB, I'll say you're right and KB is not a problem.
Ask this: when teaming with 4 or more, do you generally prefer there be KB Activity, or very little to none? I'd be curious as to those results. If over half say they prefer KB, I'll say you're right and KB is not a problem.
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I would hate to see the game if it were impacted by the common complaints on the forum. You don't really want to go in that direction for this argument...........
I would in fact make KB work radially from the generation point (which would be point of impact for AoEs and attacker for cones and PBAoEs) but as far as I can tell there's no other requirement for KB physics from a balance perspective other than making it work in a directionally valid way. There's no specific balance directive that I can see that places requirements on the surrounding environment in the general case.
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I'm sure I'm missing something, or misunderstood your goal, but I'm not seeing this change AoE DPA or efficiency. I am seeing it significantly boost survivability, across the board, since one could simply corner foes and keep them on their backs indefinitely, so with your AoE KB addition, not only do AoEs become mass spawn disposal tools, they also obviate nearly every control, ToHit debuff, Damage debuff, Defense buff and Resistance buff in the game.
Unless you also change the vertical surfaces to allow them to be destroyed, at which point cornering spawns no longer works and they could be properly scattered to prevent them from being soft-controlled by KB. Yes?
Could dev add Team Switch about Knock Back ?
Like team leader can choose Knock back allowed or not. When KB not allowed, all KB power effect to KU or KD. If feel KD or KU is too useful, how about add high taunt effect to KB power ? I know Knock Back is 1 of most important action for "Hero feeling". But in game play, especially team play, knock back is just harmful. I saw many team wiped because KB happy KBing toggled mob to next group, melee toon chasing KBed mob and bring more aggro etc and I rarely seen team never broke after 4-5 wipe like that. |
Most of the time I can back pedal in time and not trigger the next group... but not all the time. Its also annoying on my Dark Regen scrapper when I leap into the middle of a group of foes and a fraction of a second before I hit my Soul Drain someone hits the group with an AoE or Cone knockback and I get no buff from Soul Drain.
Regardless of how I feel about knockback, I have to disagree with you about putting in a system that alters the function of player powers at another player's discretion. I choose my power sets and powers based on what they do. My choices in slotting my powers are based on what those powers do. No one should have the ability to alter my powers but me.
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So blowing spawns into corners or confined areas like those rail cars on the destroyed KR map, places where they couldn't be knocked back any further or in any direction which would place them outside of further AoE, wouldn't matter for whatever type of balance you're attempting to achieve?
I'm sure I'm missing something, or misunderstood your goal, but I'm not seeing this change AoE DPA or efficiency. I am seeing it significantly boost survivability, across the board, since one could simply corner foes and keep them on their backs indefinitely, so with your AoE KB addition, not only do AoEs become mass spawn disposal tools, they also obviate nearly every control, ToHit debuff, Damage debuff, Defense buff and Resistance buff in the game. Unless you also change the vertical surfaces to allow them to be destroyed, at which point cornering spawns no longer works and they could be properly scattered to prevent them from being soft-controlled by KB. Yes? |
I should also point out that AoE KB doesn't have to have 100% chance to take effect: for example in Explosive Blast its only 50%. Probabilistic knockback cannot be used in quite the same absolute manner for crowd control.
On the subject of knockdown mitigation, there's two things: one critters cannot be knocked down while they are getting up (they can be knocked back, but they cannot be forced to replay the rooted getting-up animation until they complete the one they are playing), so there are serious timing and recharge issues associated with trying to use AoE attacks to attempt perma-KB. Two: I previously mentioned that I would separate knockdown and knockback effects specifically to separate mitigation and movement, so in my version of these mechanics AoEs would have scattering knockback, but not necessarily consistent knockdown.
In terms of damage, what you're describing is not as efficient as you're suggesting it would be, especially with radial dispersion. It would be like trying to herd with bonfire: possible, but unlikely to be efficient relative to alternatives. At least not in my judgement based on my experience, which in the case of knockback is sizeable. In terms of mitigation what you're describing would be a problem if knockback and knockdown were linked, which is why I would unlink them.
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No. All that game balance requires is for the average amount of time necessary to employ the tactics you're describing to neutralize enough of the AoE advantage that what remains is a reasonable benefit for the amount of skill being employed.
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KB in all AoE damage powers would only slow down the players who are limited to targeted AoE, which could scatter their foes if they weren't used intelligently. Anyone with cones and/or PBAoEs wouldn't even notice the difference if they're playing with any sense, especially in the case of cones.
I should also point out that AoE KB doesn't have to have 100% chance to take effect: for example in Explosive Blast its only 50%. Probabilistic knockback cannot be used in quite the same absolute manner for crowd control. |
On the subject of knockdown mitigation, there's two things: one critters cannot be knocked down while they are getting up (they can be knocked back, but they cannot be forced to replay the rooted getting-up animation until they complete the one they are playing), so there are serious timing and recharge issues associated with trying to use AoE attacks to attempt perma-KB. |
It's not difficult to work around your timing and recharge issues. Hit them frequently enough, with your mechanics, and they will spend more time getting up or getting back into a position of attack than they will attacking.
That was just one example. There are numerous powersets with enough AoE effects to abuse this mechanic.
Two: I previously mentioned that I would separate knockdown and knockback effects specifically to separate mitigation and movement, so in my version of these mechanics AoEs would have scattering knockback, but not necessarily consistent knockdown. |
In terms of damage, what you're describing is not as efficient as you're suggesting it would be, especially with radial dispersion. |
Goodbye radial dispersion, hello controlled, directional KB.
It would be like trying to herd with bonfire: possible, but unlikely to be efficient relative to alternatives. |
Or play a human form Peacebringer and experiment with Solar Flare. It's only radial if you're in the middle. If you're standing with a clump of foes on one side...
At least not in my judgement based on my experience, which in the case of knockback is sizeable. In terms of mitigation what you're describing would be a problem if knockback and knockdown were linked, which is why I would unlink them. |
Also, you'd need to change the hit check mechanic in addition to everything else, because as it stands now, it doesn't matter if foes are knocked fifteen miles away, as long as they were within the radius of an AoE when it was activated. So even with 100% scatter mechanics, you're still going to see players executing two AoEs in a row with no decline in damage output, even if they're new and don't understand the mechanic, or just sloppy.
And what would you do about all of the powers which are purposely designed to prevent KB? Controller Holds and mass Immobilizations, for example. Remove all of the -KB from powers, or just the AoE powers and leave the single-target -KB powers intact?
And for that matter, what about powers like Torrent or Repulsion Bomb, which guarantee KB if you hit (because that's what they were designed to do)? Change those, too, or leave them alone?
My name sake is an Energy/Energy Blaster. The only thing that bothers me about her is that the KB is a % chance on all powers rather than guaranteed. KB is a tool. A tool that only works 30-60% of the time is a bad tool.
I would hate to give the party leader the power to change my powers for me, if he doesn't want my powerset that much, I can leave. However, I wouldn't say no to an on/off switch on my own character to change KB to KD, that could actually be useful.
But no one is taking my KB from me and I sure as hell don't have a mystical 7th slot in my blasts to put in KB enhancements to get it back.
KB in Energy Blast at 100% would be grossly overpowered in terms of mitigation, which is a point Lumi is trying to make above, and one I agree with. You are right, however, in that the fact it isn't 100% guaranteed is really the source of many people's problems. In many situations, it wouldn't be so bad, from a team perspective, if the entire mob moved, but the chance for knockback can create a bit of a separation (although, in reality, between torrent and explosive, you tend to get most of them, most of the time).
You do have a 100% KB tool....it's called power push and power thrust. With those, the only thing I care at all about a boss is whether or not I can knock him back. That is the sheer power of 100% knockback!
KB in Energy Blast at 100% would be grossly overpowered in terms of mitigation, which is a point Lumi is trying to make above, and one I agree with. You are right, however, in that the fact it isn't 100% guaranteed is really the source of many people's problems. In many situations, it wouldn't be so bad, from a team perspective, if the entire mob moved, but the chance for knockback can create a bit of a separation (although, in reality, between torrent and explosive, you tend to get most of them, most of the time).
You do have a 100% KB tool....it's called power push and power thrust. With those, the only thing I care at all about a boss is whether or not I can knock him back. That is the sheer power of 100% knockback! |
Really though, I should make myself clear, if that's my only gripe, it means I'm quite happy. It's a wonderful tool for a single guy, it's just annoying that it separates groups even with wall aiming, y'know?
Otherwise, your changes really wouldn't accomplish what you hope for. Might force some players to spend an extra second or two lining up spawns so they can catapult them into walls/corners or floors, but other than that, it'd be business as usual.