Super-Knockback for Monsters
Haha, love it (the frequent flier badge is a nice touch!).
I was just talking to a friend about how fun it can be when you get sent really far back in a video game.
Destroying a Rikti Bomb can send you back a nice amount.
And, yeah, it would make a lot of sense for some of the GMs to have some massive knockback.
I'd enjoy it, at least!
and round up everyone that knows more than they do"-Dylan
It won't happen, because people that care only about getting XP and rewards and not having any sort of fun at all will whine about it.
I love the idea, though, and would love to be sent sailing through the air more than a few times.
YES! This is brilliant. Giant Monsters, as they are, are actually quite easy. There's not much strategy besides tank and spank to them. This would make it really interesting and fun. Crank up the KB! I want to go FLYING without using fly. Its also a classic comic book thing, nearly every hero/villain has gotten thrown across large distances many a time.
Enthusiastically, /signed
Badges and reward merits, yes. Still, though, people will complain about it.
"This is stupid! I want the game to be an easy cakewalk so I can go AFK on my empath (which I call a healer because empaths are only good for healing and if you don't like it deal w/ it) using Healing Aura on autopower all the way to level 50!"
About the very idea, I think it'd be cool! It would certainly please some RP'ers, and if some of the abovementioned balancewise ideas would be added, I think that I personally would take more fights with these guys!
On the subject of knockback, should anyone have a sick twist towards knockback powers in game, I have a mission that can be as fun as a box of monkeys!
Do Captain Mako's second arc (the one where you must betray him), set the difficulty at x8 and when you do the mission where you're gonna betray Mako, you'll laugh anything off of you that you don't mind laughing off! Ya see, a large percentage of the "enemies" on the map are Water spouts, and trust me, one of my teammates were seriously in the mission 10 minutes AFTER WE HAD CLEARED IT, because of the roller coaster he got with all the KU!
@Global: Difficult One
Playing on European Servers (Union, Defiant)
If a person turns down an idea, he turns down an opportunity to evolve himself
Hahaha
I can imagine Jurassik Nerf-batting people away with his carclub.
/signed
Love the idea to freshen up some of the old GM's. More people would join in trying to be the hero sent for a loop.
Wash: "I've been under fire before. Well ... I've been in a fire. Actually, I was fired. I can handle myself."
The WSPDR Generators in Marshal Brass' mission Destroy generators to stop the transmission do quite a bit of knockback, something I enjoy is ending the mission by taking out the last generator at the top of WSPDR in melee range and watching it knock me all the way off the building into the water surrounding Aeon City.
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
There is a reason I double slot -KB globals into my Crab Spider. And a reason I try and avoid getting KB'd on nearly all of my chars.
If KB was handled the same as NPCs, then maybe. But PCs can be juggled an insane ammount, and KB isn't fun, its just frustrating.
And I AM an RPer. And I still /unsign this
Edit: Oh, and I see someone mentioned Makos Leviathan map.
There are not enough words, images or memes to express how much I. HATE. That bloody mission!
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Alpha, I think you missed a part of his suggestion. It would work more as a health-drop thing (think the special knockup from Stutter). A back smack that could KB everyone around the GM. And to keep people from getting upset over this, the KB special could stop his regeneration momentarily.
This is why I shouldn't post in the small hours of the morning...strewth.
Myeah, a mid-damage but huge KB attack on a GM could be quite cool.
Personally, though, I'd like some incentive to FIGHT the buggers again, other than those needed for an Acolade badge.
(Even testing Alphas build against them is more work than fun, due to whoever programmed their 'run away like a pansy' feature >_> Still managed to solo Scrapyard, after a long long time.)
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Scrapyard is the only GM I have the worst time with. Of all the GMs I've fought, he's definitely the one with fire ants in his trousers.

This idea totally rocks!
It's happened to me and it was indeed very amusing.
I was on my Dark Melee scrapper jumping through Croatoa when I saw a group pounding on Jack. I ran up to his feet to start wailing on him when his club comes flying past me to hit the tank. Next thing I knew I was flying backwards over 100 ft! I landed on my back and took a screenshot.
I think it was a bug, or aoe kb, I'm still not sure. Was very exciting though!
/signed
Maestro Mavius - Infinity
Capt. Biohazrd - PCSAR
Talsor Tech - Talsorian Guard
Keep Calm & Chive On!
Ever notice how when we get knocked back, it always seems to be the same distance? That plus a dev comment from issue 4 around the time player knockback was implemented about how they had to "jump through hoops" to get it to work, leads me to believe super knockback isn't actually possible. I think when an object explodes and annoyingly repels you for 5 seconds, that's the devs' attempt to have super knockback with the current limits.
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

Actually I think the reason newer exploding objects do Repel and not KB is because Repel allows the character to keep standing. You can eat inspirations during a Repel but not during a KB.
I had suggested for the trials that huge knockback replace some of the huge damage components. Specifically, I kind of wish the Anti Matter Pulse Ray in Keyes Island that hits you for 50% of your HP every few seconds was instead a huge knockback from the center of the map that required you to put your back to a wall or risk being flung into danger (with pets still being immune to it).
Ever notice how when we get knocked back, it always seems to be the same distance? That plus a dev comment from issue 4 around the time player knockback was implemented about how they had to "jump through hoops" to get it to work, leads me to believe super knockback isn't actually possible. I think when an object explodes and annoyingly repels you for 5 seconds, that's the devs' attempt to have super knockback with the current limits.
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I thought that getting caught in the blast from destroying a Rikti bomb in the street, during an invasion, sent me back farther than anything I'd ever experienced in game. What the truth in the numbers is, again, I am not sure.
and round up everyone that knows more than they do"-Dylan
I don't know... If you add +knockback to a power, it increases the distance you send the enemy. I'm not sure it is any different vs us (I truly don't know).
I thought that getting caught in the blast from destroying a Rikti bomb in the street, during an invasion, sent me back farther than anything I'd ever experienced in game. What the truth in the numbers is, again, I am not sure. |
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

i had suggested for the trials that huge knockback replace some of the huge damage components. Specifically, i kind of wish the anti matter pulse ray in keyes island that hits you for 50% of your hp every few seconds was instead a huge knockback from the center of the map that required you to put your back to a wall or risk being flung into danger (with pets still being immune to it).
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I hate the idea and would find it more annoying than anything
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An explanation would probably be helpful as to why you don't like it. And no, it's not GMs tossing you around with every attack. This would simply be a health drop mechanic that would stall regen. Example: 50% health you get sent flying (whether it be up or down should depend on the GM). Same for 25% health.
This is a repeat of an idea I put up years ago, but let's trot it out again.
Some monsters should have the ability to hit a toon and do a significant amount of knockback. I don't mean a few feet, I mean a few hundred yards.
Take Lusca, for example. What if each tentacle had the ability to send a hero flying across the harbor? It might happen when the tentacle's health hits 50%, or it might happen the first time a hero does more than X points of damage. It might be random, or it might be the character who puts the tentacle below 50%, or it might be the hero who has done the most damage (in a single hit or over time) so far.
This doesn't have to be an attack that automatically hospitalizes the hero. The attack doesn't have to do any damage at all. To prevent a hero from being ganked on the way back, they might get some kind of stealth that lasts for a set time, or until the hero hits Lusca again.
I just think it would be a lot of fun to see some of the big hitters in Paragon City really knock the heroes around. There might even be a "frequent flier" badge for heroes that get tossed X times by any (combination of) monsters.
Thoughts?