"Null the Gull, please supress knockback in my powers"
Quote:
Um /this
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. |
All we need is KB to KD.
H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD
My proposal is this: Introduce a scaling dmg effect to knockback that is affected by two things. First the magnitude of the knockback after an enemy's knockback protection and resistance are applied determines the base damage. A safe number that makes a good example is 10 damage per point of knockback that makes it through protection and resistance. Then that damage is multiplied by the enemy's class modifier. Minions get a 2, lieutenants get a 1, bosses get a 0.5, EBs and AVs get a 0.25 and Player Characters get a 1(its only fair that if it affects them it affects us). So if a minion gets hit with a mag 4 knockback it does 80 additional smashing damage but if a boss gets hit with a mag 4 it does an additional 20 damage.
The numbers can be played with until they are reasonable and powers that have a very high number can be flagged with a limiter. I only used 10 in the example above because it was an easy number to work with. This would make knockback more damaging to the enemies it is most likely to disperse causing them to be defeated faster. It makes knockback more useful and less annoying to the min-max crowd and the I Love my KB crowd get to do more with their KB.
That and when I go Minion Golfing in the Hollows with Force Bolt when I pop a Troll Slugger into the side of a building the impact will defeat it like it should.