Knockback vs Damage sets should control outcome


Aett_Thorn

 

Posted

Quote:
Originally Posted by Jibikao View Post
My main problem with knock back is pbaoe knock back like Solar Flare in Human Peacebringer. It scatters way too much.

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.
Yeah, I do wish KB did damage to foes. Forget the name of X-Men game on the PS2 (and other consoles at the time... think it was X-Men Legends) was that KB did extra damage. Colossus could knock bad guys back into others and the collision did even more damage. Awesome. Wish we had that here.

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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Posted

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.


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Posted

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.


 

Posted

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.


 

Posted

Quote:
Originally Posted by Dr Harmony View Post
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.
Energy is more of a ST based set where Rad is more AoE based. Energy also has better mitigation. I would switch to Ice if Energy created too much KB for a person. It also being rather easy to color close to Energy helps.


 

Posted

Quote:
Originally Posted by Bronze Knight View Post
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.
And then I have the last laugh because I fall through the geometry and can't be killed, causing the mission to be incompletable.


 

Posted

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.


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Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

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).


Quote:
Originally Posted by ketch View Post
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.
Agreed. What's particularly annoying about this is Elec Control is super low damage on Controllers until higher levels, encouraging you to fight lower level enemies, who you and the imps end up flinging all over the place to your detriment.


 

Posted

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.