Ranged Knockback


Brawlnstein

 

Posted

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.


Purrfectly Innocent - Ice/Ice Domi
"Ice...as beautiful as it is deadly. Maybe that is why I love it so."

 

Posted

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.


 

Posted

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.


If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
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.

I made some edits.


 

Posted

Quote:
Originally Posted by PurfectlyInocent View Post
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.
It has been hinted that it is being looked at.

Rejoice AR and Energy users!


 

Posted

Quote:
Originally Posted by PurfectlyInocent View Post
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?
The pessimist in me says this will never happen, not because KB is any good, but because turning all that KB into KD would make a lot of those sets significantly more powerful than they are now.

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.


 

Posted

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.


 

Posted

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. =/


 

Posted

Quote:
Originally Posted by Goman_The_Fox View Post
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. =/
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!


 

Posted

Quote:
Originally Posted by Brawlnstein View Post
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!
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.


 

Posted

Quote:
Originally Posted by Dr Harmony View Post
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.
That's why I think a -KB IO would be the better option, that way people that dislike the knockback in a power have an option to get rid of it without punishing the people that do like it.


 

Posted

Quote:
Originally Posted by Dr Harmony View Post
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.


 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post
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.
Hard controls do nothing to move enemies into patch powers


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

Posted

Quote:
Originally Posted by Gemini_2099 View Post
It has been hinted that it is being looked at.

Rejoice AR and Energy users!
Do you have a link or is the source the same origin as your detailed EA IA analysis?

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!

 

Posted

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.


 

Posted

Quote:
Originally Posted by Kitsune Knight View Post
Hard controls do nothing to move enemies into patch powers
Hold them first.

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.


 

Posted

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).


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

Posted

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.


 

Posted

Quote:
Originally Posted by Kitsune Knight View Post
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.
All of the AoEs for that Earth dom are 25 to 30 feet. That's huge.

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.


 

Posted

Quote:
Originally Posted by Goman_The_Fox View Post
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. =/
Quote:
Originally Posted by Crazy_Larry View Post
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.
This is true, with the advent of Null the Gull type NPCs it would be a better option.


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
No.

The attack does not drive melee users insane. The improper use of said power does.
What about the proper use of being an Energy Blaster? I tend to find they either have to a) choose their teaming situation wisely since they have no choice whether or not they knockback or b) simply knockback mobs while 'doing their best' not to knock them too far from the tank/brute/scrapper who is trying to keep them in their taunt aura.

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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Posted

Quote:
Originally Posted by Dr Harmony View Post
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.
Exactly. Given the choice between losing the ranged defense bonus from that sixth slot or not being able to keep driving mobs back with my attacks, I'd probably just quit playing my main.

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.

* Now my search comment.


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Posted

Quote:
Originally Posted by Brawlnstein View Post
This is true, with the advent of Null the Gull type NPCs it would be a better option.
Null the Gull would be a nice feature. That said, I suppose not all sets have to be 'especially effective' for all teaming environments, and Energy Blast could stay as is. I love it solo.


Member of:
Repeat Offenders Network - The Largest Coalition Network in the Game, across Virtue, Freedom, Justice and Exalted. Open to all, check us out.

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Posted

Quote:
Originally Posted by Test_Rat View Post
Do you have a link or is the source the same origin as your detailed EA IA analysis?

Anyway, I like my Energy Assault Dom. If my use of Power Push annoys you,
there are other mobs for you to target.
Read the beta forums!