"Null the Gull, please supress knockback in my powers"
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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@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
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.
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.
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.
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@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
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.
Please devs, make this happen. I'd roll an energy blaster (again) in a heartbeat.
I don't want it to happen.
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
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.
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.
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.
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.
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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
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
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
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
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).
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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
/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.
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. |
For the record I'm not an anti KB fanboy either - currently leveling a PB and Energy/Storm corr.
/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. |
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.
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.
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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. |
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.
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.
/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. |
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. |
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.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
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. |
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.