Ranged Knockback
No.
The attack does not drive melee users insane. The improper use of said power does.
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I'll just give you a brief summary.
All of the people who love KB will come out and try to drown out your ideas.
All of the people who hate KB will come out and try to drown out their ideas.
This might continue for several hundred posts, with no resolution or ground given on either side.
In approximately 2-6 weeks time, another thread will appear just like this one.
For starters, it's not the range that bothers you about those particular powers, it's that they're AoE and affect multiple enemies. After all, it seems absurd to complain about having just one guy knocked back (and it never happens to AVs, so we're talking routine mobs) -- especially since the ranged attacker would typically keep attacking, and defeat, that one guy, in a few seconds.
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The attack drives efficiency focused players insane, or any player with AoEs, or any player who doesn't enjoy wasting an attack, or chasing enemies to kill them when they were already in range for killing. The improper use of said power does, which is nearly all the time as most players have no idea how to properly use KB.
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I made some edits.

I know the crash nukes are being looked into, but is there any chance of looking into ranged knockback and making it knockdown so its more team friendly? Sets like energy blast, the new dark set with its cone attack that always knocksback pretty much just drive melee insane.
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Rejoice AR and Energy users!
I know the crash nukes are being looked into, but is there any chance of looking into ranged knockback and making it knockdown so its more team friendly?
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That said, the dev team has made a lot of changes recently I never thought I'd see (changes to ally shields, market merge, mez protection on squishies, ability to cancel buffs, making the +movespeed in SB optional, buffs to many previously sub-par powersets, etc.) - so maybe they will look into it one day after all.
Ranged knockback should be knockback. You launch a missile at a guy, it's going to push him back. Certain melee knockback (Power Thrust, Telekinetic Thrust) should as well. But certain other melee knockback (Foot Stomp, Head Splitter) should really be changed into knock up.
Remember that there are also powers whose sole purpose is to knock back, like Force Bolt, Power Push, Gale and Repulsion Field.
Personally, on my Dark/Ice Tanker, I hate when my targets get confused by some inconsiderate Plant or Mind contoller. But you won't see me complaining about it because it's just a type of mez that quite frankly isn't disruptive. Knockback falls under the same category.
If they do anything to address the knockback "problem," I hope it's optional, like adding -KB enhancements that would turn knockback into knockdown when slotted in a power. All I know is that my Energy/Energy blaster (the only blaster I enjoy soloing) would stop being fun if my knockback was taken away. =/
If they do anything to address the knockback "problem," I hope it's optional, like adding -KB enhancements that would turn knockback into knockdown when slotted in a power. All I know is that my Energy/Energy blaster (the only blaster I enjoy soloing) would stop being fun if my knockback was taken away. =/
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Heck a way to turn all the KB into Knock Up would be enough really, just something where my good buds in game can stop making me smile wistfully every time they pull a boner KB move. Seven plus years of biting my tongue has left it rather callused!
Yes! I was a fan of the original IO solution of moving 'em all to KD then allowing the slotting of KB IO's or SO's to allow the return of KB for those that like it. Unfortunately some folks didn't like the idea of losing a slot to get back their KB, even if the KB IO/SO got a "free" 33+ percent Accuracy or damage, etc. The idea of - (minus) KB would be fine with me too in order to reverse the issue of spending a slot to get back what you once had. Maybe even a simple, global IO could work, I'm not sure.
Heck a way to turn all the KB into Knock Up would be enough really, just something where my good buds in game can stop making me smile wistfully every time they pull a boner KB move. Seven plus years of biting my tongue has left it rather callused! |
Having to spend a slot on keeping knockback would have consequences for an Invention build.
Its more than a matter of style; being able to push enemies back into Volcanic Gas, Earthquake and Quicksand is important for a competent Earth/Energy Dominator.
I'd like a solution that allows me to keep my Knockback and 6-slot Thunderstrikes, thank you.
Having to spend a slot on keeping knockback would have consequences for an Invention build. Its more than a matter of style; being able to push enemies back into Volcanic Gas, Earthquake and Quicksand is important for a competent Earth/Energy Dominator. |
I'd like a solution that allows me to keep my Knockback and 6-slot Thunderstrikes, thank you.
Having to spend a slot on keeping knockback would have consequences for an Invention build. Its more than a matter of style; being able to push enemies back into Volcanic Gas, Earthquake and Quicksand is important for a competent Earth/Energy Dominator. |
I'm sorry but if you require knockback to position enemies as an Earth Dom (one of the most powerful control sets), you need to rethink your tactics.
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Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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It has been hinted that it is being looked at.
Rejoice AR and Energy users! |
Anyway, I like my Energy Assault Dom. If my use of Power Push annoys you,
there are other mobs for you to target.
When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...
BEHOLD THE POWER OF CHEESE!
I've got it on good authority that the devs are about to remove meleers from the game because they interfere excessively with ranged knockback powers.
Hard controls do nothing to move enemies into patch powers
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Or, cast the patches right on them or where they will be (The way my Fire/Dark Corr manages to do).
I think using KB to "move stuff into X" is a cute parlor trick at best and at worst a manufactured reason for the effect to seem valuable.
If the mob is too spread out, that won't work. AoEs don't have infinite size... and sometimes you need to push stuff around to make them all fit.
I used to have an Energy/Rad Corruptor, and I made quite good use of the KB effects in the energy attacks to keep the spawns focused around the anchor(s). It also had the happy side effect of making AoEs, PBAoEs (toggle or clickie) more effective. A lot of AoE attacks have a fairly small radius, so having the enemies packed tighter helps nicely. Only down side were the energy AoEs often screwing up my effectiveness (if they consistently knocked back, it wouldn't be an issue... it's that it knocks some, but not others!).
I've been wanting to reroll that character for quite a while... I regret deleting it (energy's damage was fairly crappy, though, which sucked for soloing).
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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I still think Null the Gull is the best option.
"Change all my knockBACK powers to do knockDOWN instead (note this will not affect powers that have the primary function of knocking back, such as Force Bolt, Power Push, ect"
People that want to play Energy but hate the knockback win, people that play Energy and love the knockback aren't affected.
Really, it's sad that perhaps the most iconic blaster set gets ignored by the majority of the playerbase because of something as silly as knockback. This change would do wonders for opening up the ranged blast sets a bit instead of being Fire... and all those others.
If the mob is too spread out, that won't work. AoEs don't have infinite size... and sometimes you need to push stuff around to make them all fit.
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If they are spread out MORE than that, it probably means someone with KB knocked them all over the place.
In all seriousness, you could get them all together in a clump faster by just hiding behind geometry, because if they are really more than 30 feet away from each other, KBing them into a cute little patch will take forever.
If they do anything to address the knockback "problem," I hope it's optional, like adding -KB enhancements that would turn knockback into knockdown when slotted in a power. All I know is that my Energy/Energy blaster (the only blaster I enjoy soloing) would stop being fun if my knockback was taken away. =/
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I still think Null the Gull is the best option.
"Change all my knockBACK powers to do knockDOWN instead (note this will not affect powers that have the primary function of knocking back, such as Force Bolt, Power Push, ect" People that want to play Energy but hate the knockback win, people that play Energy and love the knockback aren't affected. Really, it's sad that perhaps the most iconic blaster set gets ignored by the majority of the playerbase because of something as silly as knockback. This change would do wonders for opening up the ranged blast sets a bit instead of being Fire... and all those others. |
No.
The attack does not drive melee users insane. The improper use of said power does. |
I agree the proper use of powers will make a huuuuge difference in how knockback plays, but in a fair share of teaming situations having no choice between using AoEs and not knocking back can cause a lot of problems (like when a Brute/Scrapper is playing the tank role and is struggling to keep aggro).
I agree with shunning the rampant dissent against knockback in general (it can be useful), but I too agree that certain powersets are problematic for a lot of teaming situations. A -KB mag IO would provide a nice way for players to choose whether or not they want knockdown or knockback.
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I'd like a solution that allows me to keep my Knockback and 6-slot Thunderstrikes, thank you.
Having to spend a slot on keeping knockback would have consequences for an Invention build. |
Honestly, I'd rather be stuck with a flashing pink sign that said HORRIBLE KNOCKBACK BEWARE DO NOT TEAM SHUN SHUN EVIL EVIL than have energy blast "fixed" in some way that breaks my build.*
You could make a lot of these same arguments about Storm, which requires judicious use of certain powers in normal situations, but has a lot of power on tap if needed.
People being bad at managing energy blast isn't a reason to change the set.
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I know the crash nukes are being looked into, but is there any chance of looking into ranged knockback and making it knockdown so its more team friendly? Sets like energy blast, the new dark set with its cone attack that always knocksback pretty much just drive melee insane.
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