What is the point of knockback?


Ad Astra

 

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Originally Posted by Smurch View Post
Sorry Meester Arteest that disturbed your perfect plan. I know I am only on the team to do the /em cheer and /em clap emotes for you while you do everything, but darn it all, I just wanted to you know, use my powers and stuff.
My most profound apologies! I keep forgetting that, just because I play a melee character, my enjoyment of the game immediately comes secondary to yours!

The problem that 99.99% of melee characters (or, hell, AoE characters that like to have tight clusters) have with KB isn't the fact that it exists. It's the fact that every friggin' character with KB on his mind seems to think that being asked to use that KB intelligently is the utter height of rudeness. I don't care if you KB as long as you do so in a manner that doesn't interfere with everyone else.

It's not a matter of "I don't like it when you knock my target away from me". It's a matter of "why the hell are you knocking my target away from me when you could either attack another target or press your own ******* W key for 2 second in order to make sure that there is a wall or corner behind the target?". You don't get to claim that a melee character is making a horrible breach of etiquette just because you're unwilling to do the exact same thing you're asking of him (pressing that movement key for a paltry period of time). In fact, that melee character is doing the only thing he can do, beyond finding a new team, to ameliorate the situation because it's not like he can force you to move into a different position to keep attacking like you can to him.

If anything, those of the opinion that the melee character should just shut up and spend the 2 seconds moving back into melee are the ones on the proverbial high horse. You are forcing the melee character to spend time adapting to your actions because you're too lazy to adapt your own actions in the same way. The fallout from melee characters asking for a hiatus on KB is the natural extension of KB users being too lazy to minimize the negative effect of their own abilities. You'd receive much the same reaction from a ranged character that dealt damage to all nearby allies every time he attacked if he was unwilling to move himself away from his allies before blasting away.

Now, having gone through that entire diatribe on why melee character should actually be permitted to ask KB users to reign it in a bit, I can say that I have no problem whatsoever with players that actually use KB. I've got a number of good friends that play Storm controller religiously, and we never have issues with KB specifically because they know how to use it to the benefit of the team rather than as a detriment.

When teaming with pugs, I don't ask people to stop using KB (unless it's a Storm spamming Gale without ever bothering to use any of his other numerous more generally useful powers). I direct them as to how to use it more intelligently. If they're unwilling to do so, either by waiting to fire until a -KB effect has been applied to the target or ensuring that a wall exists to catch any targets they send flying (neither of which is even remotely difficult, much less untoward), and insist upon everyone else on the team having to adapt to their playstyle rather than vice versa, I'm going to have to start looking for another teammate because a slot just opened up where a dumb-*** was previously residing.


 

Posted

Well, there's the minor point that the Devs put knockback in the game. And it's in comics books, big-time. It's a major theme of comic-book combat. And movies. And every tabletop superhero game I've ever played. And in real life, when enough energy is involved.

So, other than in City of Heroes, comics, movies, superhero games in general, and real life, there's no point in knockback.

As I tried to describe in this post, there's a distinct difference between AREA knockback powers and powers that only knock back a SINGLE target.

AREA kb can be abused, potentially (if not used right) scattering enemies and causing problems for melee types. Just last night I teamed with 2 Peacebringers who viewed it as their role to use their area kb explosion to fling stuff away from my Scrapper; coupled with the fact that the mission was a custom AE arc full of slows, it was hard for me to close the range again, and I can see why that's annoying.

BUT Area kb can be used well and not be a problem at all. And SINGLE-TARGET kb is only a problem if the player using it doesn't do damage. I can see that Force-bolting a bad guy away makes the Scrapper have to chase him down. But big-damage dealers can do ingle-target kb with confidence, because they will swiftly kill their knocked-back target anyway, so it does not cause a problem for anyone but the whiniest of complainers. You break it, you buy it -- you knock it back a lot with your energy blaster, but you also waste it quickly.

Energy Torrent, your area kb attack, is the one you might have to be careful with and line up correctly before using.


If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

With my scrapepr hat on scrapper, if your target gets knocked back by a single target knockback

/Target enemy near and back to wailing.


if

Quote:
It's the fact that every friggin' character with KB on his mind seems to think that being asked to use that KB intelligently is the utter height of rudeness
Why are you being hostile at the thouight of being asked to scrap intelligently ?



@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 EmperorSteele View Post
My only complaint about KB comes as a player who plays 3 Kins. That is, I'm trying to heal you/an ally/myself, but before the heal goes off, someone changes their target to MINE, knocks my target away, and the heal gets wasted. Normally not too terrible, just annoying... worse case scenario is that the person who needed the heal gets hit more and dies. And that's happened a couple times, once even on a MoSTF run that subsiquently failed due to this.

However, most of the time this is mearly an annoyance orchestrated by a simply good player... that is, they see a target next to someone who's low on health, and they instantly try to help by tossing that enemy away... and good on them! However, a BETTER player will know there's a target-based heal aoe waiting to go off and trust me to do my job. And THEN they can get rid of the foe once they've outlived their usefulness.

It just takes a bit of forethought to use effectively. KB is a powerful weapon, one which gets misued a lot, which has led to people griping about it.
I liked the guy who shoved my Ennervating Field anchor off of a high ledge in Oranbega with Energy Torrent. It would have been annoying even if he were just shoving some random enemies we were fighting off the ledge, but no, he picked my anchor to launch. Into a group below. Couldn't have done it more perfectly if he'd tried. My defender doesn't take kindly to suddenly having three Death Mages jump up next to her and start attacking.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

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Originally Posted by Catwhoorg View Post
Why are you being hostile at the thouight of being asked to scrap intelligently ?
First off, Scrappers would be hostile to everything except that the game prevents us from viewing everything under the mantle of "Viable Target for Scrapping".

Secondly, I am Scrapping intelligently. I found a target, moved adjacent to him, and immediately began rendering his face into a bloody pulp. Having to move to reestablish adjacency isn't the difference between intelligent scrapper play and idiot scrapper play (which I would personally view more as a difference in ability to survive in difference scenarios because Scrapper offensive decision making is rather simple). It's simply someone else forcing me to once again move adjacent to the target when I had already done so.

I am not the one initiating the effect in question. Whether the target has any chance of being knocked back is completely out of my hands. Therefore, why should I be the one forced to put forth a greater deal of effort in order to account for the aggravating factors inherent in rampant use of KB powers? The responsibility to minimize the negative effects of knockback lie squarely on the back of the individual desiring to knock the target back in the first place because they are the ones doing the knockback.

You don't ask the team Stalker to make sure that the Mastermind's pets don't begin pulling nearby mobs. You ask the Mastermind. If the pets manage to grab aggro a couple times, you deal with it, but if the Mastermind is doing absolutely nothing to prevent his pets from grabbing nearby aggro, the responsibility to make up for it doesn't like with the Stalker, that is simply forced to deal with the problem as it arrives. Both individuals should do what they can to ameliorate the problem when it occurs, but only the initiator of the offending effect is even capable of simply preventing the problem from occurring in the first place.


 

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Originally Posted by Catwhoorg View Post
Why are you being hostile at the thouight of being asked to scrap intelligently ?
Isn't scrapping intelligently taking out the big targets? Simply switching to a nearer enemy isn't necessarily that intelligent depending on the circumstances.

And for a team a dangerous target focussed on a scrapper who is winning is better than a dangerous target about to get up and kill a squishy who was KB happy.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
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Posted

I'm going to avoid all the insults, and insulting insinuations and sum up KB this way:

I when took down the Winter Guard solo in the Baby New Year mission with my Eng/Devices Blaster, he had the chance to hit me twice.

Twice.


 

Posted

I was on a PuG with my BS/DA scrapper fighting Knives of Artemis.

The energy blaster on the team thought it was highly amusing to target through me, wait until I had just gotten into melee range through the zillions of caltrops, and immediately fire Power Push. Every. Single. Time. And THEN he had the nerve to call me a leecher because I was incabable of killing anything due to his actions.

Needless to say, my stint with that team was very short, and that blaster has been on /gignore for quite a while now.

None of the scrapper players in this thread ever said "don't use knockback".

It is extremely rude for anyone to expect 7 other people to adapt to their playstyle because they refuse to change theirs. If unchecked knockback usage is proving detrimental to the team, it is NOT the rest of the teams responsibility to fix it, it is the person doing the knockback's responsibility.

In the case of some powersets knockback is actually dangerous to melee toons. An Invulnerability or Willpower tank, scrapper, or brute needs to be surrounded for survival. A lot of people who use knockback, with no thought for anyone else on the team, are dependant on the tank to keep agro off of them in certain situations. Such as teams set for 8 at +4. A lot of these people will fire an AoE knockback drectly at the cluster of enemies around the tank, getting the tank killed as a result, and THEN blame the tank for losing agro, leading to their own death.

Guess who's fault that is? Not the tank's.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

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Originally Posted by PrincessDarkstar View Post
Isn't scrapping intelligently taking out the big targets? Simply switching to a nearer enemy isn't necessarily that intelligent depending on the circumstances.

And for a team a dangerous target focussed on a scrapper who is winning is better than a dangerous target about to get up and kill a squishy who was KB happy.
I'd say priority targets over hard targets. (such as a Malta Sapper as an example). Yes sometimes the intellegent thing is to follow, sometimes its target near and carry on.

But when you are talking about an energy blaster (or /energy corr/def), you are literally asking them not to use their primary damage dealing powers. If they are single targeting a boss at the same time as the scrapper, you are working together and taking out a larger threat far faster than either could alone.

What they add damage wise is typically going to be more than the scrapper loses by taking a few steps. Everyone wins as long as people dont get fired up about it.

Absolute statements are the foe of everyone tyring to have a rational conversation. Sure we all know of someone who galed/ET a group ina horrid manner. I know of plenty of situations where other ATs have used other powers unwisely and to the detriment of the team.



@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 PrincessDarkstar View Post
Isn't scrapping intelligently taking out the big targets? Simply switching to a nearer enemy isn't necessarily that intelligent depending on the circumstances.

And for a team a dangerous target focussed on a scrapper who is winning is better than a dangerous target about to get up and kill a squishy who was KB happy.
If I KB it, it's *my* dangerous target. Scrappers aren't the only ones invited to the team to do damage and take out big targets.

The idea that Scrappers are only there for the big targets and shouldn't bothered to take out the rest of the spawn is what makes some of them seem like Prima Donnas.


Altoholic - but a Blaster at Heart!

Originally Posted by SpyralPegacyon

"You gave us a world where we could fly. I can't thank you enough for that."

 

Posted

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Originally Posted by Ad Astra View Post
The idea that Scrappers are only there for the big targets and shouldn't bothered to take out the rest of the spawn is what makes some of them seem like Prima Donnas.
And the idea that Energy Blasters are there to dish out damage and shouldn't be bothered to minimize the negative side effects of their knockback is what makes a vast majority of the "I'm an Energy Blaster/Stormie. Deal with it." crowd be seen in the exact same way.

It's not a question of who has the right to tell the other what to do. It's a question of whose responsibility it is to prevent it from being a problem in the first place. That responsibility lies squarely with the individual with the control over the knockback in the first place. Acting as if Scrappers are at fault because they are attempting to get the users of KB to uphold their responsibilities in the first is simply conceited.


 

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Originally Posted by ClawsandEffect View Post

It is extremely rude for anyone to expect 7 other people to adapt to their playstyle because they refuse to change theirs.
Again, there are teams that love and use knockback freely. A scrapper needs to adapt tho that and accept this, or more likely find another team where they would be happier.



@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 marc100 View Post
I am rolling my first energy/energy blaster and its pretty fun. Im at lvl 11 with her now.

I then teamed up with a lvl 50 scrapper to help him and I start firing.
Immediately he says "No KB".

So I looked at my powers and they ALL caused knockback lol.
I couldnt help him more than throwing my apprentice charm and using sands of mu. I felt pretty useless.

So while the blaster is fun to play, I dont want to play her anymore because I dont want to hear "no KB" for the next 39 levels and people not wanting to team with me because of knockback
Apart from looking cool and interesting, kb is a form of mitigation of incoming damage. A mob being thrown around can't attack. I believe you can appreciate kb more when you solo. The problem comes when no mitigation is needed, as in the case of the level 50 scrapper. I bet the scrapper has no problem surviving, and he just needs to kill more and faster. In fact, this is not a particular problem with kb, but with control in general. If there is no need to control, it just gets in the way of killing.

In general, if kb is inappropriate, you should stop it. If it's used well at the right time, it can be quite effective. The problem with energy blast is that kb is a secondary effect of your attacks, there is no way you can stop it unless you stop attacking. In my opinion, this points out the problem with the game design that you can't control whether to kb or knockdown during combat, and you're stuck with an effect that should be used situationally. You can only control the knockback distance by slotting with enhancement. That also means that you can't control the kb distance during combat either because this is determined when you do the slotting.

Regarding whether to delete the character or not, I think you should try hover-blasting and kb-to-the-wall technique. There should be more detailed description somewhere in the forum. Hover blasting can turn a kb into knockdown in principle, but more likely just reduce the kb distance practically. If mobs are close to a wall, the wall can act as a barrier to stop the mob from flying away. I suggest not to knock mobs to the wall in caves, as the mobs can easily get stuck.

After you try out these common tricks, and you're still not happy with energy blast, go ahead and do what you want. I believe that most people are quite tolerant with kb as long as you're not using energy torrent inappropriately.


 

Posted

If an energy blaster wants to kill my target then fair play to him (I would hope it only happens a few times before we learn to go for different targets however), but if an energy defender wants to try and kill it, or a stormie wants to mitigate its damage with gale then we have a problem.

I rarely count energy blasters as a problem because their KB is a secondary effect, dead mobs is the primary effect.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
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PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Hey, an energy defender can kill stuff too! Granted it'll probably take a bit if it's not a minion, but said target isn't likely to be doing very much in the meantime. Gale, though... yeah. Only non-harmful time I could think of to use gale on a scrapper's target is if said target is the only one left, is a boss, and is already stuck in a corner - in which case I have more interesting things to throw at him anyway.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

Quote:
Originally Posted by marc100 View Post
I am rolling my first energy/energy blaster and its pretty fun. Im at lvl 11 with her now.

I then teamed up with a lvl 50 scrapper to help him and I start firing.
Immediately he says "No KB".

So I looked at my powers and they ALL caused knockback lol.
I couldnt help him more than throwing my apprentice charm and using sands of mu. I felt pretty useless.

So while the blaster is fun to play, I dont want to play her anymore because I dont want to hear "no KB" for the next 39 levels and people not wanting to team with me because of knockback
Personally, once teammates start making mandates on how i play, and not requests, i leave. I'm not intrested in being bossed around in game.

As for knockback, for a gaming play standpoint it's damage midigation. Mobs on there butts can't fight back. Knockback heavy powersets can accually juggle enemies and avoid almost all harm in the process. It can be really powerful. And really annoying if used hap hazzerdly. Out of control knockback can be an annoyince to alot of powersets, but i think some people blow that annoyince way out of proporsune. Aim for walls, courners, ect.

And, IMO, knockback, adds a feeling of POWER to some sets that really add to my enjoyment. I love winding up a punch and sending people flying. It's awsome. Even if the hit it self isn't spectular damage, it FEELS strong. I've grown to quite like knockback.


@KingSnake - Triumph Server
@PrinceSnake
My common sense is tingling... ~ Deadpool
If you can't learn to do something well... learn to enjoy doing it poorly...

 

Posted

Quote:
Originally Posted by marc100 View Post
I am rolling my first energy/energy blaster and its pretty fun. Im at lvl 11 with her now.

I then teamed up with a lvl 50 scrapper to help him and I start firing.
Immediately he says "No KB".

So I looked at my powers and they ALL caused knockback lol.
I couldnt help him more than throwing my apprentice charm and using sands of mu. I felt pretty useless.

So while the blaster is fun to play, I dont want to play her anymore because I dont want to hear "no KB" for the next 39 levels and people not wanting to team with me because of knockback
It takes a little practice to get the KB going in the directions that are most usefull. At lvl 11, like you posted, you have just begun to find this out. A "50" scrapper should know by now that nrg attacks cause kb, and he/she should adjust their tactics. It doesn't sounds like the scrapper gave any "constructive advice" just "don't do this or that".

Also, since power customization, nrg/nrg is one of the cooler looking powers in the game. Ignore all complainers and tell them their powers look dull and boring.




currently reading: A Mighty Fortress (David Weber)

 

Posted

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Originally Posted by Catwhoorg View Post
Again, there are teams that love and use knockback freely. A scrapper needs to adapt tho that and accept this, or more likely find another team where they would be happier.
It holds true for BOTH sides, that's the point I was making.

If an energy blaster is invited to a team whose strategy involves clustering the mobs around the tank and letting AoEs fly, it is his responsibility to adjust his knockback usage accordingly.

On the other side of it, if a scrapper is invited to a team chock full of stormies, energy blasters, and FF users, it is his responsibility to figure out where he fits in that mix, and not complain because his targets are knocked back.

The blaster in the first example is just as wrong for firing Energy Torrent and Explosive Blast into the middle of the tank's mob as the scrapper in the second example is for demanding that everyone stop using knockback on a team that is full of it.

If either one of those people can not adjust their playstyle, they need to find a different team and not insist that the other 7 people play their way.

THAT was the point I was making Cat.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

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Originally Posted by ClawsandEffect View Post
If either one of those people can not adjust their playstyle, they need to find a different team and not insist that the other 7 people play their way.

THAT was the point I was making Cat.
Accepted and agreed with



Teams really aren't hard to find so yeah the one should just move on.



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

 

Posted

For the discussion of who is responsible in the "KB issue", I would say that both parties are equally responsible. the KBer for attempting to lessen the aggravation of careless KBs. The Meleer for restraining the urge to get offended by the KBer. Remember, only you can control whether you get offened or not.

As for what I do when I join a team while playing an Energy character? I appologise for all the KB I am about to do, then proceed to use my Energy powerset to defeat the foes. Fortunately, I know the people that I team with 95% of the time, so they don't have a problem with me using KB characters. Despite the fact that some of them have been quoted as saying theat they don't like KB. I contribute more to the team than my KB takes away.


There I was between a rock and a hard place. Then I thought, "What am I doing on this side of the rock?"

 

Posted

I like and appreciate knockback.

I dislike scatter.

There are times you can use knockback wonderfully. Single target knockback is rarely the problem, unless someone is being stupid about it. ( I think we all agree wit that statement)
Stupid uses include:

Knocking toggled targets into other groups of mobs.

Constantly pushing a target away from a melee character. ( Hey, stuff happens, If it happens once in a while, Ok. If it's happening almost every fight or most every mob, then maybe the knockback artist may need to make adjustments)

Using an AOE knockback as an opener when you have a scrapper heavy team, or an AOE centric team. I think this tends to be the biggest problem ( or is in my experience). Say I'm playing a DB/DA scrapper. I go to hit my heal. wham! Archer uses Explosive arrow. Now I have no targets for my heal. I jump in the middle of a group of mobs go to hit Typhoons Edge in DB. Pow. I hit nothing because all the targets are now on the other side of the room.

These are not the only times, and there are always exceptions ( Like a tank joining a team of storm/nrg defenders. There will be knockback, and the tank will have to adjust).

Again, I'm not adverse to knockback. The melee player that can't adjust to single target knockback on occasion needs to get over it. But a knockback player that fires off his attacks scattering everything and making it harder for his team mates also needs to get over it.

Let me add, I've played a stormie, nrg/nrg blasters, Arch blaster, and scrappers of various sorts. When I have a knockback power, I try to be responsible in how it's used. When I have someone with knockback powers on my team, I try to be understanding of what they are doing, but if a person is using knockback in such a manner that it is detrimental to the team, then sending a tell asking them to make adjustments is not out of line.(Adjustments mean asking them to try and backstop with a wall or not to open with an AOE knockback and just wait a few seconds until after the others have a chance to use their AOE damage powers, not telling them to never use a power.) I find asking and explaining why usually works wonders.


 

Posted

Knockback is definately one of those things that looks good on paper, and it definately sets CoH apart from other MMOs and gives it that "superhero" feel, but it needs to be used responsibly. When you knock a foe away from a Tanker, Scrapper, or Brute, you are making it more likely that 1) the foe will come after you 2) the meleer will lose taunt effect on even more foes as he moves around and 3) the meleer will lose magnitude of scaling defenses such as Invincibility, increasing the damage he takes. Oh, and 4) he will do less damage.

On the other hand, when you knock a foe down, it can take him considerable time to get back up, particularly if he gets caught in a corner and the "ragdoll" physics makes him flop around indefinately. So it's a balancing act. Personally, I think the best use of single target knockback attacks is to single out a foe that is NOT directly engaged with the tank, and pick him off away from the main group. Just be ready for him to come at you, and if he does, either finish him or knock him back into the tank.

Flying overhead as mentioned can knock foes down, not away, and circling around to knock runners into the tank can be an effective use of your knockback, too. AoE knockback is really going to be the biggest problem, either again target foes that not engaged in combat with the tank and knock them into him so they are, or wait until the tank has built up aggro on them really well before unleashing them AoEs. You're also likely to kill more outright if they've already taken a lot of damage, which will solve the problem of whether they are knocked back. (No one cares if a dead foe is flung away from them )


 

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In the long long ago, we made a SG on Triumph called Pandemonium. The only requirement for membership was that you have a kb power. Some rooms in missions turned to total chaos with up to 4 hurricanes running. It's where my appreciation for Ice/Storm controllers matured. Our Energy/energy blaster loved it because nothing touched her in all the soup and it was shooting ducks in a barrel. Now if we had peacebringers with that radiant targetted AoE and shield tanks with their shield charge, the carnage would be more gruesome.

Maybe we should revive our chapter on Freedom.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Quote:
Originally Posted by IanTheM1 View Post
Oh boy. Not this again.

It's quite simple. The large majority of people who complain about knockback either:

1) Have a massive problem with hitting a movement key. They're probably lazy. (And in before someone with a story about their brother with no arms who really does hate knockback because he can't hit movement keys.)

2) Are obsessed with maximizing their XP per second, which is quite frankly absurd.
You forgot

3) Their entire character is designed around being surrounded in Melee.


Take for example, my SS/WP brute. The last thing I want when I'm playing that character is to have the group surrounding him to be scattered all over the place.


But bear in mind this goes beyond melee's having a problem with this. If I set up a tar patch with my dark, centered on the aggro control for the team - knocking stuff out of the tar patch is simply counter productive unless it's specifically saving someones life.


Quote:
Originally Posted by IanTheM1 View Post
If someone lacks the understanding that Energy Blasters can't control when their knockback occurs, and that it's a feature of all of their powers, and goes so far as to tell you to not use your freakin' primary...they're not worth teaming with.
They can control how and when they use their powers, thus controlling their KB. I've been on teams with players who did, and on teams with players who didn't.

The difference is tremendous.


Quote:
Originally Posted by IanTheM1 View Post
The purpose of knockback is free, wild, and readily available mitigation. Mobs that are ragdolled can't fight back. It's like every blast has a hold component.
This is probably the heart of the problem. On teams that lack mitigation, KB is great. And the team will welcome it.

On teams with mitigation in abundance, KBing the mobs is more like mitigation for the mobs from your melee & PBAoEs (which includes important stuff like heals, or my Dark's Howling Twillight ).



Quote:
Originally Posted by IanTheM1 View Post
In my experience, as long as you make a clear and concerted effort to cut back on scattering mobs all over the map, or just play on PUG teams that just want to play the game, or in a group of nothing but ranged ATs...they won't mind.
I've highlighted the gem in that statement. Easily the most important thing to walk away with from this discussion if you're a KB user.


 

Posted

The search button is your friend. Everyone in this thread fails royally in search-fu.