Knockback vs Damage sets should control outcome
You can have my knockback when you take it from my cold dead hands.
Only you won't be able to.. You'll be on the other side of the map stuck in the wall geometry from my Nova/Force Bubble/M30 Grenade/Explosive Blast/Frag Grenade/Energy Torrent/Repulsion Field.
Knockback is one of the coolest effects in the game not to mention great mitigation from incoming damage.
I too really like Knockback, and would hate to see it diminished in any way.
If you want Energy Blast with no knockback, try Radiation Blast. You get bonus accuracy, 3 area attacks, a built in stun in your short range heavy hitter as a your status attack instead of the rather anemic Power Push that Blasters get.
The cone attack does a bit of knockback, but can be skipped.
You can colour it however you like, and the only advantage you lose is the mitigation provided by knockback.
Speaking of knockback, Jolting Chain, in my opinion, should have been a low magnitude knock up, probably .67 mag. For mitigation, it gives the same result as knockdown and appears the same. However, it would let Jolting Chain actually use some of the knockback sets without turning into random hopping scatter.
I too really like Knockback, and would hate to see it diminished in any way.
If you want Energy Blast with no knockback, try Radiation Blast. You get bonus accuracy, 3 area attacks, a built in stun in your short range heavy hitter as a your status attack instead of the rather anemic Power Push that Blasters get. The cone attack does a bit of knockback, but can be skipped. You can colour it however you like, and the only advantage you lose is the mitigation provided by knockback. |
I still believe all knockback sets should have an option of some sort to go to knockdown, possibly with a penalty.
This would be entirely optional.
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
I think that Energy Blast, as the sort of "master" of knockback sets, should have a Dual Pistols-like toggle to shut it on and off in the blast powers. The set wouldn't get anything special for doing this other than just that extra bit of control over the powers (because unlike DP it gets Aim). If people want to leave it on all the time more power to them.
Other sources of KB I think should stay as is except a few isolated cases (Peacebringers mainly).
Speaking of knockback, Jolting Chain, in my opinion, should have been a low magnitude knock up, probably .67 mag. For mitigation, it gives the same result as knockdown and appears the same. However, it would let Jolting Chain actually use some of the knockback sets without turning into random hopping scatter.
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Coding knockback enhancements to increase both magnitude and chance to proc would go a long way to help Energy Blast. Gale, Shockwave, etc. scatter less and mitigate more than Energy Torrent.
I wish there were more Knock up than knock back.
In Champions, knockback and down can actually improve your damage because there is strong "fall" damage. That makes knock back/up way cooler as the target who gets knock backed to a wall so hard should be "hurt" more. :P I know it won't happen in this game but some knockbacks are just too annoying to deal with. Trying to reposition all the time can be very annoying.
Still, the next option is to just give KD or KU to melee powers. I don't think it's an issue with range, as you can follow up with other range attacks. Things like Solar Flare having it are a big issue, though.
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