"Null the Gull, please supress knockback in my powers"


Afterimage

 

Posted

As a gravity controller one of my favorite powers is Wormhole. Flashy animation, huge activation time to make me feel like I'm charging up something special and forces me to be careful when I use it. On top of that the mechanics are awesome too, teleport my foes AND stun them? Yes please!

The only real downside is the highly unpredictable knockback at the end. I'm familiar with many of the knockback tricks, flying and aiming down being the most common. But in spite of trying to figure out exactly where to position myself relative to my target, and where to position the exit portal relative to where I want them to end up, Wormhole remains hard to master.

I realize that completely nullifying or re-working knockback isn't feasible as some players enjoy or even depend on it. But the introduction of our friendly extradimensional gull gives me hope for the future.


 

Posted

And all the Peacebringers and Energy Blasters would rejoice! Well, mine, at least.

Allow me to swap to knockdown, and I would love those sets. As is, teaming can be problematic when using the AoE attacks is counterproductive to the effectiveness of the team.


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Posted

Quote:
Originally Posted by Necrotron_RO View Post
And all the Peacebringers and Energy Blasters would rejoice! Well, mine, at least.

Allow me to swap to knockdown, and I would love those sets. As is, teaming can be problematic when using the AoE attacks is counterproductive to the effectiveness of the team.
I would finally be able to play a Peacebringer and not want to rip my hair out chasing things around. I'd even be fine with it totally removing the KB mag if it's deemed that a conversion to Knockdown would be too powerful.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

Posted

Not a-gonna happen. I'd love it to, mind ya, at least for some of my characters, but Knockback in powers is set to be knockback by design, and in some cases, is considered a balancing factor because the power would be considered too strong otherwise. This was specifically stated to be the case for Solar Flare, at the very least.

So as annoying as it can be in some cases (my Gravity 'troller would really rather keep it, honestly), it's here to stay.


 

Posted

Quote:
Originally Posted by Lazarillo View Post
Not a-gonna happen. I'd love it to, mind ya, at least for some of my characters, but Knockback in powers is set to be knockback by design, and in some cases, is considered a balancing factor because the power would be considered too strong otherwise. This was specifically stated to be the case for Solar Flare, at the very least.
Actually, it was specifically stated that Knockdown would be considdered too powerful in Solar Flare, not removing the Knockback entirely. Nevermind that Foot Stomp does knockdown, but whatever.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

Posted

Quote:
Originally Posted by Lazarillo View Post
This was specifically stated to be the case for Solar Flare, at the very least.
This is where we come out and state, quite simply ... THE DEV IS *WRONG*!!!


It's the end. But the moment has been prepared for ...

 

Posted

Please devs, make this happen. I'd roll an energy blaster (again) in a heartbeat.


 

Posted

I don't want it to happen.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Sailboat View Post
I don't want it to happen.
That pronoun in the middle is potentially ambiguous, so forgive my attempt to clarify: you don't want a Null the Gull option to disable knockback, or possibly just change it to knockdown? Remember, it's Null, so you don't have to use the option yourself if you don't want it.


 

Posted

Doubt Null will ever be able made to reduce the kb magnitude ... or rather which number/amount are you going to reduce it by to make that happen? Enough to drop it to .67 or less from Shockwave, or Gale or a Nemesis Staff or ... you get the idea. Nevermind that number for each individual power is also going to be different as well depending on relative levels (hello purple patch). Is that shockwave vs a -1, +0, +2 or +4 foe? Given that Knockdown and Knockback are NOT different things other than the value in the magnitude I think we have an issue with removing only some kb.


 

Posted

People are so crazy about having to have the best DPS possible.

I actually like knockback. You just have to be smart about it.

However, I guess it wouldn't effect me as long as there is a choice involved.


 

Posted

Well, and kb greater than 0 and less than 1 is knockdown. It should be possible to put a a constant mag -100000% or something debuff to change all kb into less than mag 1 regardless of the level of the original attack. It would be a lot easier than coding each powers base kb mag to .67 depending on the Null flag.


 

Posted

Quote:
Originally Posted by Hopeling View Post
That pronoun in the middle is potentially ambiguous, so forgive my attempt to clarify: you don't want a Null the Gull option to disable knockback, or possibly just change it to knockdown? Remember, it's Null, so you don't have to use the option yourself if you don't want it.
Cranky rant coming, since you asked.

Knockback is a critical part of superhero/villain culture. It's usually good for the team. Certain uses of it can be detrimental in some ways, sure, but certain uses of DPS are ALSO potentially detrimental (don't believe that? Ask any Kin who's seen the target of Transfusion killed before the animation finishes). Do you want to change the game to let people turn off damage, since it can (in theory) be detrimental?

Games are about choosing how to play within the rules, not necessarily about lobbying to change the rules. Sure, pawns in chess would be "better" if they could move any distance and capture in every direction. Chess is old, why do we "still" have weak pawns? Do ranked chess players argue for stronger pawns? Why not?

I don't want to turn off my knockback and, although I don't really have a right to want this, I don't want munchkins turning off their own knockback either, whether that's because they can't figure out how to play with knockback, or because they only want DPS and nothing else. The game's worked this way for seven years and comics have worked this way since they were first published. I'm not against change, but this is fundamental change for what are, IMHO, not-very-good reasons.

I've been annoyed by people misusing area knockback too, believe it or not. (In my case, it's almost always Peacebringers, for some reason.) But the constant pressure to "turn off" or get rid of knockback vastly exceeds reasonable response, IMHO.

For a slightly parallel example, look at all the complaints about slow-animating attacks like Energy Transfer "corpse blasting," i.e., taking so long to take effect that some other player defeats the target first. So what? Imagine that ET had hit quickly, defeating the target -- then the OTHER player's attack(s) would have been wasted by "corpse blasting." In BOTH cases, the target is dead and exp is earned, but there's still monumental grumbling about the illusion that MY OWN click should have done it instead of YOURS. Yes, it can be irritating, but again, not worth all the electrons spilled over it down the years.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Totally agree with Sailboat. A large percentage of the people who complain about knockback,are the people who would like to have it the easy way and nothing else,and don't bother to learn how to use it effectively. It CAN be a good thing. It just requires a little more effort then just clicking buttons and spam all your AoEs all the time.
Sometimes you can unleash area attacks,sometimes it's best to focus on single targets. My main is an energy/energy blaster. When doing an ITF,for example,i focus on surgeons and bosses. You may notice that surgeons often reamin far from the rest of the spawn,therefore untouched by all the AoE flying around. I snipe them,the start pummeling on the bosses with my ST attacks. It's a great satisfaction,and guess what,many times it's the scrappers who end up corpse blasting running around while i take my time and pulverize the big guys.
Yes,sets with inherent kb are harder to you use and sometimes you must restrain yourself. It also means they can add ulterior layers of mitigation on top of damage if you learn your way around the apparent drawbacks.
The only exception woud be peacebringer's solar flare. Kb on that power makes no sense,and it's almost impossible to use it in a team without annoying everyone. I annoy MYSELF sometimes when playing solo. Then again,if it's used as a mitigation tool with added damage for dangerous situations instead of insisting on spamming it to kill mobs evrytime,the whole thing changes


 

Posted

Totally disagree with Sailboat. I play a PB alot, and I can handle my KB really well. Usually, *handling* it means not using Solar Flare at all when on teams, or making sure you get on the edge of groups so you don't scatter them 360 (and you only score hits on 1/2 to 1/3 the mobs you could have) - woohoo good times!

Look, personally, I wish that KB was an integral and beneficial part of the game, and that most powers in the game caused KB. It's fun and exciting.

But since most powers by DO NOT, and in this game AoE is King, Knockback is far and away a nuisance to most players than a benefit. It just so happens that most players are nice and/or really don't care so they don't gripe about, but my bet is that most, if they could choose, would rather it not be there.

When someone says that Knockback as a limiting factor on a power to keep it from being too powerful; that right there say it's a handicapping tool. And since this game is already rediculously easy, a handicapping tool like this doesn't make the game more challenging - it makes it more annoying.

edit: I really try to play KB 'correctly'; that said, I've NEVER had anyone thank me for helping the team with my KB. I've had many ask (politely or otherwise) to stop doing it, no matter how careful I was with it.

/SIGNED! to the OP's suggestion


 

Posted

Quote:
Originally Posted by Sailboat View Post
It's usually good for the team. Certain uses of it can be detrimental in some ways, sure, but certain uses of DPS are ALSO potentially detrimental (don't believe that? Ask any Kin who's seen the target of Transfusion killed before the animation finishes).
.
This is no longer true since i21. It was part of the same changes that allow Ion Judgment to fire even if target dies during animation along with Jacobs Ladder and the Fear effect from Assassins Strike. There are likely others that I am forgetting but Transfusion should not be failing if the target dies any longer.

All that aside I also don't see us being able to shut off KB anytime soon. Powers with KB are balanced with the fact that as Synapse put it "KD is universally superior to KB". If those powers were changed to KD the decrease in damage and increase in recharge across the board would likely cause a much more negative reaction than leaving things at the as they stand now.


Global: @Kelig

 

Posted

/unsigned on the OP's suggestion.

If Null is able to turn your kb down I want him to be able to turn mine up. I get that knockup/down is great and knockback is "the sux0r" but I am in agreement with Sailboat. KB doesn't adversely affect ranged players at all and from what I've seen, the only people it really hurts is the melee folk who can't find the "f" key on their keyboards.


 

Posted

Quote:
Originally Posted by Infinitessa View Post
As a gravity controller one of my favorite powers is Wormhole. Flashy animation, huge activation time to make me feel like I'm charging up something special and forces me to be careful when I use it. On top of that the mechanics are awesome too, teleport my foes AND stun them? Yes please!

The only real downside is the highly unpredictable knockback at the end. I'm familiar with many of the knockback tricks, flying and aiming down being the most common. But in spite of trying to figure out exactly where to position myself relative to my target, and where to position the exit portal relative to where I want them to end up, Wormhole remains hard to master.

I realize that completely nullifying or re-working knockback isn't feasible as some players enjoy or even depend on it. But the introduction of our friendly extradimensional gull gives me hope for the future.
I feel pretty much the same way for Gravity. Played it into the 40's. I've been around a long time, so I'm also familiar with all the tricks for controlling the KB and I worked hard at loving the set.... and finally had to give up on that. The bottom line is - Wormhole is too situational for me. Being unable to use my main bread-n-butter control sometimes because it would have a detrimental effect on the team as a whole just sucks.

For the record I'm not an anti KB fanboy either - currently leveling a PB and Energy/Storm corr.


 

Posted

Quote:
Originally Posted by MikeRobe View Post
/unsigned on the OP's suggestion.

If Null is able to turn your kb down I want him to be able to turn mine up. I get that knockup/down is great and knockback is "the sux0r" but I am in agreement with Sailboat. KB doesn't adversely affect ranged players at all and from what I've seen, the only people it really hurts is the melee folk who can't find the "f" key on their keyboards.
Following 1 mob doesn't help Invincibility nearly as much as having several mobs gathered. The same is true for EA, Sheild, WP, and you know, anyone else that wants to kill things with an AoE (including my Fire blaster). Just sayin'.

I don't have a problem with KB in general, but there are a few places I'd be happy to see it turned off. And I have no problem whatsoever with allowing noobs who can't or won't learn to control it to turn it off.


 

Posted

Very much do not want to lose knockback! I love Knockback! It's what makes playing Coin so much fun! it's half the skill of the set, learning how to use knockback effectively, using it to push a villain into the wall to make things better for the scrappers, using it to push the attacker away from the defender who's being hit, flying above to knock them down.......great fun!!

Saying that, if it's made optional, that's cool as well, least people can decide for themselves.


We built this city on Rock and Roll!

 

Posted

Quote:
Originally Posted by Greyhame View Post
Following 1 mob doesn't help Invincibility nearly as much as having several mobs gathered. The same is true for EA, Sheild, WP, and you know, anyone else that wants to kill things with an AoE (including my Fire blaster). Just sayin'.

I don't have a problem with KB in general, but there are a few places I'd be happy to see it turned off. And I have no problem whatsoever with allowing noobs who can't or won't learn to control it to turn it off.
Why would the inv follow 1 mob, EA, Shield, Ice Armour, blah blah blah...? if you need to be with the group stay with the group and let the person who kb'd the 1 deal with that mob. Your fireblaster shouldn't be adversely effected by kb either unless you have two energy or assault rifle blasters crossing the beams to intentionally break the mob apart. Your only aoe that'd be hurt by it would be RoF and that scatters mobs too.

Of course there're places where having it is inconvenient. That's a matter of communication between teammates. Nobody would learn to use it if there was an option to turn it off. You'd be kicked from most (pug) teams the first second a mob ragdolled into the wall whether that mob was still inside the 15' of an aoe or not.


 

Posted

Null the Gull makes it optional, that's the idea.

This is a great idea. A lot of players don't know how to use KB, and they end up scattering mobs ... which is worse for teams when they can handle tightly bunched groups (for AOE, debuffing, etc.).

Since it's Null, you would have a choice. If you love KB and/or know how to use it, don't visit null. If you want to disable KB, you can visit the bird.


 

Posted

Quote:
Originally Posted by MikeRobe View Post
/unsigned on the OP's suggestion.

If Null is able to turn your kb down I want him to be able to turn mine up. I get that knockup/down is great and knockback is "the sux0r" but I am in agreement with Sailboat. KB doesn't adversely affect ranged players at all and from what I've seen, the only people it really hurts is the melee folk who can't find the "f" key on their keyboards.
Yeah I would like to either turn it off or turn it up. What is the cap on kb? I would like to reach it.


 

Posted

Quote:
Originally Posted by Granite Agent View Post
Null the Gull makes it optional, that's the idea.

This is a great idea. A lot of players don't know how to use KB, and they end up scattering mobs ... which is worse for teams when they can handle tightly bunched groups (for AOE, debuffing, etc.).

Since it's Null, you would have a choice. If you love KB and/or know how to use it, don't visit null. If you want to disable KB, you can visit the bird.
Absolutely. There are a lot of powers that are highly detrimental to teaming because they have AOE and especially radial AOE knockback. What that does is to scatter groups of mobs drastically reducing AOE damage.

One of the poster children for this is the Storm set. It's very powerful but thanks to it's extreme knockback many of the powers in the set become very situational on teams. As an example just try tanking on a team with a stormie who's constantly tossing out Tornado on the spawn you're trying to keep bunched for the team to kill, or the same idiot who runs Hurricane all the time and insists on standing next to the tank. I realize you can't fix stupid but even a competent player has to be pretty careful about using his powers.

Heck, that change would actually make Super Strength's Hand Clap power useful instead of one of the worst powers in any tanker set. The Peacebringer's Solar Flare power mentioned earlier is another prime example... one of the characters best AOE attacks can't be used without scattering the mobs and reducing the effectiveness of the rest of the team.


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Posted

Quote:
Originally Posted by Granite Agent View Post
Null the Gull makes it optional, that's the idea.

This is a great idea. A lot of players don't know how to use KB, and they end up scattering mobs ... which is worse for teams when they can handle tightly bunched groups (for AOE, debuffing, etc.).

Since it's Null, you would have a choice. If you love KB and/or know how to use it, don't visit null. If you want to disable KB, you can visit the bird.
If you think it'd be optional for players with KB... I have a bridge in Dark Astoria to sell you. PUG teams would insist that you turn it off to be on the team whether you know how to use KB or not.