What is the point of knockback?


Ad Astra

 

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Originally Posted by ClawsandEffect View Post
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.
^ This

Adapting is good, m'kay?

I dont't actually have a blaster with energy (although I might roll one now I have some ideas again...) but I do have a bots MM. People wail at me once in a blue moon about the KB...So, you'd rather I did what? Took inate control over my bots myself? Hmm, Yes Please! I'd love it! But I can't. So enjoy the big orange numbers.

As a scrapper...I use the time they get knocked down to ram something sharp and slicey straight through them and out the other side


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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.

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.

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.

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.
Agreed! I started out with my Energy/Engery Blaster who is now at level 50. I would occasionally get the "No KB" please as my Blaster has some wild KB powers. I used to use my Nova starting out which we know has a massive AoE. I have learned to control how I use my toons Blasting powers by "pounding" the baddie into a corner so they can't move and if they are in the open, then as you mentioned a good KB will stun any foe for a bit as they try to get up and brush themselves off. Then Bam! they get hit before they have a chance to recover. So, I think those who argue and say KB causes them to lose focus and maybe their aggro, then I just won't team with them.

I once teamed with a guy who was the lead tank and he said for me not to use my Pets for my Controller. No Pets,..lol, my pets are my main attack powers and without them, i was just throwing darts and not doing any damage at all. Needless to say I quit that team. I think there is no sense in teaming with someone if you cannot use your powers as they were intended. My goal is to go in and open them up like trash bags and if the bodies fly like rag dolls through the air, then so be it. That's what makes this game so much fun which is the element of pure and utter chaos.







 

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Originally Posted by PrincessDarkstar View Post
That is the attitude I do not get, a scrapper needs to be close to something to be effective, so moving his target slows him down and upsets his rhythm. It isn't that a scrapper refuses to press W, but when they see a group and make their plan on what they are going to do they don't want it disturbing. Also 2 seconds is 2 seconds, some scrappers spend a long time working out DPS and attack chains and would prefer that not to be interrupted.

Basically use KB to push targets against walls, towards tanks, or just target enemies that are free and make sure you kill them.

Keep your KB away from the scrappers!

Edit: In reply to the OP I would think there is more than 1 target in a group, so just leave the scrapper be and kill something else.
I'd wager, that if an energy blaster starts wailing on a mob, it'll die unless it's a boss. And if it's a boss, i prolly won't get knocked away, so you both can tag team it. So instead of chasing stuff, just cntrl+tab the closest mob and keep killing. A blaster, contrary to popular belife, CAN take care of some argo himself, and live. I've seen it happen. honest.

If your in a team and your "plan" doesn't invlove... the TEAM... you should be soloing. And when your team has a knockback user, you include THAT in your plan... I'll agree the knockback users should exersice some restraint with some powers, (hurricane bowling and a renegade tornado can be bothersome) and practice to get good at mob positioning, if not for there teammates sake, for they'er own as well. But it's a team effort, and your NOT the only one there working for the benefit of the team. It's give and take. (and that goes for the KB users as well.) that's teaming.


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Originally Posted by Fusion_7 View Post
I once teamed with a guy who was the lead tank and he said for me not to use my Pets for my Controller. No Pets,..lol, my pets are my main attack powers and without them, i was just throwing darts and not doing any damage at all. Needless to say I quit that team.
I teamed with a tank who forbid me from using Freezing Rain on my Storm/ Defender, because he didn't want to deal with the scatter. I can't team with anybody that stupid, just in case it's infectious.


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The other thing I'll add about AoEs with knockback is that the type of AoE really makes a difference. For Targeted AoEs (either cones or the regular version) you're pushing all effected enemies in the same direction meaning that the group of enemies remain clustered for future attacks. With PBAoEs you can easily end up scattering enemies all over the place if you aren't careful.

Used correctly, knockback is a very powerful tool, used poorly it can really hurt you.

For example one time my TA/A defender was on a team with a Peacebringer who insisted on wading into the middle of my oil slick and using Solar Flare which scattered the majority of the groups out of the Oil Slick resulting in less debuffs, mitigation and damage.


 

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Originally Posted by PrincessDarkstar View Post
What has fury got to do with it? A scrappers job is to kill stuff, making him kill stuff slower (By having to chase a target) is like debuffing a blaster so he can't do as much damage.
/targetname Wu1f3rine
/follow
/powexectoggleon Hurricane
/afk


>.>
<.<


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<QR>

Another solution to dealing with KB users that have issues using their KB properly:
-Take your own KB powers and put the foes in the right spot. Fling them in a corner so they'd have to intentionally try to F up and scatter by leaping in the corner themselves or if they toss a foe (or will toss a foe) in a difficult direction, knock the ****er the other way. You'll ultimately end up with a target that can't do crap so it's win win....


 

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Originally Posted by KingSnake View Post
If your in a team and your "plan" doesn't invlove... the TEAM... you should be soloing. And when your team has a knockback user, you include THAT in your plan...
And that's why KB has such a bad rep, a lot of players join with KB and don't include the team's plan when they use it recklessly.

I can say with certainty that the vast majority of teams I've been on have had the same general plan.

1) Lockdown the mobs in a tightly packed bunch, usually around the Aggro Control (Tanker/Brute) and other melees.

2) Everyone goes to town with their AoEs, PBAoEs and Radius based debuffs.


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Originally Posted by Fleeting Whisper
/targetname Wu1f3rine
/follow
/powexectoggleon Hurricane
/afk
While I realize you're joking, I've played in several PUGs that have had people who were doing something that resembled that.

Most of the time they either sorted themselves out or got kicked from the team. Because helping mobs live longer was not the team's plan.


I've also been on teams where the KB player was smart. They targeted mobs that had locked onto squishy support characters and sent them flying into a wall. No one ever complained about them.


 

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Originally Posted by xen10k View Post
I dislike scatter.
I dislike the fact the critters are too stupid not to scatter themselves. If I could change this, I would.


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Originally Posted by Deus_Otiosus View Post
I've also been on teams where the KB player was smart. They targeted mobs that had locked onto squishy support characters and sent them flying into a wall. No one ever complained about them.
Safest team I've ever been on was a team of 4 Stormies releasing everything they had. Hurricane, Tornado, Freezing Rain, Lightning Storm... the critters couldn't stand long enough to fire off a shot, much less kill any of us

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Originally Posted by Arcanaville View Post
I dislike the fact the critters are too stupid not to scatter themselves. If I could change this, I would.
And if they were smart enough to scatter themselves, Knockback and Repel would be the only way to clump them together!


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Originally Posted by Arcanaville View Post
I dislike the fact the critters are too stupid not to scatter themselves. If I could change this, I would.
It would make sense, but even if the devs did it all that would change is an even higher increase in the number of Controllers/Dominators.


 

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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
1) The point: they can't hit you when they are flying through the air/flat on their backs.
2) The scrapper is, if not an idiot, then inflexible.
3) On the other hand, part of the charm of knockback is learning to use it tactically in a group. Position yourself to knock the enemies into a wall, or the floor, or into a tactically useful spot. Learn to knock enemies into the existing fight, not to where engaging them will alert the spawn down the hall.
4) My energy blasters have a note in their team seek message: "If knockback bothers you, we will not be happy together."

Good hunting.


My scrapper doesn't need an AoE. She IS an AoE.

 

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Originally Posted by Umbral View Post
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.
Ah. so it's the devs' fault. I see. *nod*nod*


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I was actually headed to the boards to start a related discussion about knockback and the central problem I see with it.

Is knockback a penalty or a bonus? The answer is completely ambiguous. As soon as we start saying "yeah, it's great as long as you work around it" you've introduced the idea that, in reality, knockback is an obstacle to be overcome rather than a bonus effect. Energy Blast, for example, has lower damage numbers than it might otherwise because of knockback, and yet an Energy Blaster on a team spends more time trying to *avoid* the effect than employ it.

So that leads me to some questions. If it's a bonus, why does knockback cause so many disruptions? If it's a penalty, why let us slot for it and why does the purple patch affect it so much? So many weird situations are created because the game is undecided.

Did you know, for example, that one way to control your knockback is to fight higher level enemies so that the effects are deliberately scaled back? The idea of the purple patch is that its supposed to make you less effective against a higher level foe, but with knockback it frequently does the opposite. Can you name another status effect or debuff that people intentionally try to cancel out? ("Afraid," maybe, except that in all powers except the two Controller PBAoE toggles it clearly appears to be a penalty and a way to tell the mobs AI to exit an area).

I think knockback looks really cool and don't want to see it go. But I also think it needs to be made much more obvious that it is a bonus. The act of translocating an enemy by itself is actually more disruptive than just knocking them down (see knockdown and knockup, neither of which enjoy knockback's nefarious reputation).

IMO, what needs to happen is that during and after a knockback the enemy have a penalty of some kind, such as -defense, -resistance, or whatever else. Perhaps have the effect linger for a time after they stand up. It would certainly help move knockback toward being an unambiguous bonus. I wouldn't even necessarily mind all the crazy AoE knockback explosions if there were some point to them; in fact I think the game needs more of that kind of thing.


 

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If you're on a team with a guy who has a single target KB power, like Energy Blast, then here's how you handle it:

TARGET SOMEONE ELSE. You don't need to be the only one to kill Every. Single. Foe. You can let someone else kill them. And if they knock them back a few feet in doing so, who cares? Let em have fun too.

Done.

It's not that hard. Really.

If you ARE energy blast, don't use your cone attack on the guys your melee friends are targeting. Pick one guy and blast him into dust. Then pick another guy no one else is targeting and then repeat.

Done.

See, everyone is happy!


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Originally Posted by eltonio View Post
This is over the top mental slavery.

 

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Originally Posted by Oedipus_Tex View Post
Is knockback a penalty or a bonus? The answer is completely ambiguous. As soon as we start saying "yeah, it's great as long as you work around it" you've introduced the idea that, in reality, knockback is an obstacle to be overcome rather than a bonus effect. Energy Blast, for example, has lower damage numbers than it might otherwise because of knockback, and yet an Energy Blaster on a team spends more time trying to *avoid* the effect than employ it.

So that leads me to some questions. If it's a bonus, why does knockback cause so many disruptions? If it's a penalty, why let us slot for it and why does the purple patch affect it so much? So many weird situations are created because the game is undecided.

Did you know, for example, that one way to control your knockback is to fight higher level enemies so that the effects are deliberately scaled back? The idea of the purple patch is that its supposed to make you less effective against a higher level foe, but with knockback it frequently does the opposite. Can you name another status effect or debuff that people intentionally try to cancel out? ("Afraid," maybe, except that in all powers except the two Controller PBAoE toggles it clearly appears to be a penalty and a way to tell the mobs AI to exit an area).

I think knockback looks really cool and don't want to see it go. But I also think it needs to be made much more obvious that it is a bonus. The act of translocating an enemy by itself is actually more disruptive than just knocking them down (see knockdown and knockup, neither of which enjoy knockback's nefarious reputation).

IMO, what needs to happen is that during and after a knockback the enemy have a penalty of some kind, such as -defense, -resistance, or whatever else. Perhaps have the effect linger for a time after they stand up. It would certainly help move knockback toward being an unambiguous bonus. I wouldn't even necessarily mind all the crazy AoE knockback explosions if there were some point to them; in fact I think the game needs more of that kind of thing.
the reduced damage thing is not true, blaster damage numbers are pretty much standardized based on recharge for ST blasts and a mix of recharge and size for AoEs. There are some exceptions mostly for attacks that don't have a secondary effect and so get more damage to compensate (primarily Fire).

I don't think that knockback needs to debuff the enemies it moves. Knockback is already providing a bonus in terms of damage mitigation and in many ways is a very powerful form of mitigation, it simply requires more care in it's application than many other powers. I don't see how this is a bad thing, it just means that people who want to have to think about where to stand and what to target have a set to play with and those who just want to stand in place and pew pew the enemies can play other sets.


 

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Originally Posted by Fleeting Whisper View Post
Safest team I've ever been on was a team of 4 Stormies releasing everything they had. Hurricane, Tornado, Freezing Rain, Lightning Storm... the critters couldn't stand long enough to fire off a shot, much less kill any of us
Safest team I've been on was one where my Regen was at the resistance cap and soft-capped to defense and at capped damage. Oh...and blessedly no KB to be found.

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And if they were smart enough to scatter themselves, Knockback and Repel would be the only way to clump them together!
Correct...well except for immobilize, fear, holds, sleeps, and taunt. But besides those, you're absolutely correct.


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Originally Posted by EvilGeko View Post
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And if they were smart enough to scatter themselves, Knockback and Repel would be the only way to clump them together!
Correct...well except for immobilize, fear, holds, sleeps, and taunt. But besides those, you're absolutely correct.
Only one of those takes scattered foes and potentially brings them closer together (taunt) and not always. You're assuming they'd start in a huddle and slowly drift apart, forcing players to lock them down. If I was going to add scattering effects to the AI, I wouldn't leave such an exploitable hole in the process. The critter spawning code would be adjusted to mesh with the AI movement code so that they did not spawn completely within the footprint of most AoEs.


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Quote:
the reduced damage thing is not true, blaster damage numbers are pretty much standardized based on recharge for ST blasts and a mix of recharge and size for AoEs. There are some exceptions mostly for attacks that don't have a secondary effect and so get more damage to compensate (primarily Fire).

I don't think that knockback needs to debuff the enemies it moves. Knockback is already providing a bonus in terms of damage mitigation and in many ways is a very powerful form of mitigation, it simply requires more care in it's application than many other powers. I don't see how this is a bad thing, it just means that people who want to have to think about where to stand and what to target have a set to play with and those who just want to stand in place and pew pew the enemies can play other sets.
I think we are saying the same thing in different ways. Energy Blast does less damage than it otherwise would, because it has a secondary effect. What we're debating is the worth of that secondary effect. The fact that some of the knockback powers were later changed to knockdown kind of tips us off some.

Knockback as a damage mitigation tool is, IMO, overstated. It achieves little that knockdown or knockup wouldn't. It can be somewhat useful for knocking enemies back into damage/control zones. We can debate that point back and forth, but its a fact that even the knockback supporters on this thread have primarily focused on how to minimize its effects. That's what I mean when I talk about the ambiguity of knockback; it's unclear whether its a bonus or a penalty. Many, many teams view at as a penalty.

I have a character that can achieve a Mag 50 knockback. I'm not sure why I would ever do this. I can tell you if I could achieve Mag 50 hold, I'd be all over it, even if it lasted for 1/4th the time that knockback does.


 

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Years ago this was less of an issue. Most blasters, who slotted well for damage, would say "Don't worry. If I knock him back... he AINT gettin' up." And that was a GREAT attitude to have. As a scrapper I could respect the heck out of that. I don't see that as much anymore. I won't get into ED killing the "Glass Cannon" here (too much has been debated on that before). But I still tell people I team with not to worry about that KB. "He won't be coming back.", I tell them. And then I am sure to follow through on that. I guess thats the catch.


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Originally Posted by Oedipus_Tex View Post
Energy Blast does less damage than it otherwise would, because it has a secondary effect.
Not really. Energy Blast's attacks have the damage that their recharge dictates. No more, no less. Its secondary effect is not in any way considered in that computation.

Ironically, the only way taking the knockback away would somehow increase the damage of the set is if the devs datamined that all energy blast characters were collectively averaging lower performance - in other words if knockback itself was materially contributing to better levelling performance: in other words, if it was so valuable its value was measurable across the playerbase. In that what-if case, the devs might have considered tweaking the set in ways that ultimately (but not necessarily directly) increased Energy Blast's damage.


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Posted

The only thing i dislike about kb is mobs getting stuck in walls, roofs and floors thanks to buggy maps.


 

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As the penultimate nrgy/nrgy/nrgy blaster on Champion (just ask anyone - as long as they're me - and they'll tell you it's true ), I have a couple of thoughts:

I loves meh AoE's... and they all do knockback. But with the way I'm slotted, with Aim + BU + energy torrent + explosive blast, all the minions die and the leuts are left with small slivers of health. So yeah, who cares how far they fly, as long as they don't get back up?

But many times when on a team, I *don't* use my AoE's. Instead, I'll run around the edges of the big dog-pile and pick off the stragglers while the others do the slug-fest in the middle. This isn't because of knockback, really, but because the others are killing so fast that by the time I move into position, most of the swarm is down already.

Sometimes a team simply doesn't gel. And this almost *never* has anything to do with knockback. It's because playstyles are different, everyone is expecting different things, one or more of the players are noobs, the buffs or debuffs or heals are not coming at the right time or place... or one of a number of intangible reasons.

But knockback is an integral part of what my character is and how he plays. Telling me to stop knocking mobs back is basically telling me to leave the team.

True story:
A few weeks ago I was on a demon farm team in PI. Half way up one side of the map one of the tanks sent a tell to the team leader demanding that he boot me because my powers did knockback. Now it's true that the team was not mowing down the mobs as fast as one might expect given the team's composition. The leader refused to boot me, so hater-tank quit the team in a huff. After that, we went through the mobs *MUCH* faster than before! This is because *he* was jumping into the spawns before the fire troller could lock them down, and causing them to run around too much.

So, you know, same old moral about good players and teamwork trumping AT and primary/secondary... bla bla bla...


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Not really. Energy Blast's attacks have the damage that their recharge dictates. No more, no less. Its secondary effect is not in any way considered in that computation.
I thought Fire did more damage on the basis of the fact that it has no secondary effect.


 

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Originally Posted by Oedipus_Tex View Post
I thought Fire did more damage on the basis of the fact that it has no secondary effect.
Fire doesn't do more damage because it has no secondary effect. It actually does exactly the same amount of *base* damage based on recharge as every other set. Its just that its secondary effect *is* damage - specifically DoT. And in an exception-that-proves-the-rule situation, Fire is not required to pay for any of its DoT damage in endurance or recharge costs - because its considered a secondary effect.


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