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


Afterimage

 

Posted

Quote:
Originally Posted by MikeRobe View Post
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.
And that's not telling to you? I have no trouble with a team asking that of my PB because I know what the majority of their experience with KBers is.

The Majority of players never learn to control KB and most are never going to. Most players do not read these forums to become informed of 'the Tricks'. Who's going to take the masses aside to teach them how to use KB ingame? The KB-lovers that don't even want the rest of us to even have the choice to turn it off?

In the hands of the right player, KB can be made non-detrimental, but that player is not the most common. Time has shown that.


 

Posted

Quote:
Originally Posted by Socorro View Post
And that's not telling to you? I have no trouble with a team asking that of my PB because I know what the majority of their experience with KBers is.

The Majority of players never learn to control KB and most are never going to. Most players do not read these forums to become informed of 'the Tricks'. Who's going to take the masses aside to teach them how to use KB ingame? The KB-lovers that don't even want the rest of us to even have the choice to turn it off?

In the hands of the right player, KB can be made non-detrimental, but that player is not the most common. Time has shown that.

It is telling to me. It tells me that the majority of players are too lazy to learn to play well with others. It is reflex for most players in the game to shout about kb to the point that they (the general "they") don't even recognize it if it is used right. Bounce a mob off the wall at the foot of a tanker and he'll still ***** at you. If this were an option it would not be "optional" and that's why I am against it.


 

Posted

Quote:
Originally Posted by MikeRobe View Post
It is telling to me. It tells me that the majority of players are too lazy to learn to play well with others...
Bingo! And this goes for most KBers as well as anti-KBers.

Most KBers are too lazy to learn to do it *correctly*. And most anti-KBers are not going to take the time to show them. At best, they'll tolerate them by saying nothing - the less tolerant will shout in caps, "LESS SCATTERING PLZ!" Do you really think this mindset is going to change for the majority of players on either side of the debate?

I do not - therefore I think other options are in order.


 

Posted

Actually, rather than fight with the folk who are cheering this I think I'll offer a bit of advise to the OP. When I first get any power that has a bad rap I go to Perez park and pound the tar out of skuls with it until I figure out exactly what locations look like. I did this with wormhole when I first got it and could dump the forward spawn back where the team is after I'd done this for a while. You get so you can see a small ledge or corner to bounce a spawn against easily.


 

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Quote:
Originally Posted by joebartender View Post
as Synapse put it "KD is universally superior to KB".
But that's demonstrably untrue. Because of ragdoll, knocked BACK enamies take significantly longer to get back up. This is better mitigation for every single ranged set in the game. It might not be better DPS, but it's better mitigation.


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

I love knockback apologists.

Three days ago, in that other topic about knockback being underrated: "the people who dislike knockback are a minority of minmaxers, they just complain loudly".

Now, here: "so many people dislike knockback the option to turn knockback off would be an obligation".

People, it has to be one or the other. You can't just flip-flop and claim the exact opposite thing as fact whenever it's convenient to your argument.

Same goes for "knockback is useful and awesome" (in "is KB good" topics) vs "lowering KB on powers would make some too powerful" (in "option for less KB" topics).

Special gold star for Sailboat who manages to say all those things at once in the same post while also admitting he's against any change to KB just to spite people who enjoy the game differently than The One True Way It Is Meant To Be Played, By Sailboat.

Knockback is the best ranged mitigation! Anyone who dislikes KB is a powergaming munchkin! Uh... If KB is the best mitigation, wouldn't a powergaming munchkin be all over it? But I'm sure there's some crazy conspiracy theory to cover that one, like all powergaming munchkins are stupid and Sailboat, as a superior human being, comprehends the game and optimizes in a way mere commoners cannot do. Wouldn't that make Sailboat the god of all powergaming munchkins? No, stupid, because Sailboat doesn't use numbers nor prove his assertions in any way, which makes him pure and holy as we all know numbers are evil and words are good.

You can just picture all these players joining teams and laughing to themselves as they purposefully grief their teammates. Reminds me of the "incarnate content must be gated to trials" folks ; such terrible, egotistical people they are afraid nobody would team with them if they weren't forced to - and rightfully so.


 

Posted

I would love it if this was done as it would make so many more power sets playable. I might even be able to stomach playing a peace bringer to 50 then.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

I'd love to see some kind of power that caps knockback magnitude at .67 when toggled on. To make it not completely broken, suppressed knockback powers could apply 5-10 seconds of -KB or something. This would make knockback powers less situational, which would lead to them being used more often (without annoying people!) and I think that's a good thing. It's probably either too much work or downright impossible, but I can definitely dream. All that aside, I'd definitely settle for a Null the Gull option. I'd probably like my Peacebringer a lot more if I could use Solar Flare with reckless abandon.


 

Posted

First off, I don't care one way or the other about KB, (so why am I posting here?) but I think most people who are playing this game don't care either..

I have been playing almost 7 years (back right after the second update)...and I can count maybe three times I had someone on a team complained about KB, and that person was jumped because the offending KBer was a PB and well most his powers has KB.

Turn it on or turn it off, don't care if someone gets kicked for KB, I will quit as well, and have. not because I am pro KB (personally as long as the mob dies errr arrested its all xp baby) but because its my 15 or so dollars and not yours to tell me how to spend it, only the Devs can do that because I agreed to their conditions to play this addiction of mine.

I would do the same if someone insists that all powers have their KB turned off, I would quit after explaining in no uncertain terms as to why and if anyone else feels this way, join me on a new team.

And to be honest I think most players feel the same way.


"...well I have wrestled with reality for thirty-five years, Doctor and I am happy to state I finally won out over it." Elwood P Dowd (from the movie Harvey)

 

Posted

I'm practicing perp juggling techniques with a Kinetics/Energy Blast Defender, slotted for endurance reduction, accuracy, and knockback. I'm looking forward to trying out the combo of Spring Attack with Repel turned on, for example. I'm trying to think of other interesting combos.


 

Posted

Quote:
Originally Posted by Nihilii View Post
Special gold star for Sailboat who manages to say all those things at once in the same post while also admitting he's against any change to KB just to spite people who enjoy the game differently than The One True Way It Is Meant To Be Played, By Sailboat.
Yeah, that's the attitude that made me rant.


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

How exactly is Sailboat the one who's wildly out of line when all he's arguing for is the status quo? Doesn't the burden of proof lie on those who want to completely change how the game has worked for seven and a half years? Knockback is in the game. Deal with it. You have been dealing with it for up to seven and a half years, why is it suddenly too much for you now?


 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
How exactly is Sailboat the one who's wildly out of line when all he's arguing for is the status quo?
Wasn't that explained in great detail? When you claim two mutually exclusive things, it indicates a hole in your argument.

KB is a powerful tool.
and
KB is hated by min-maxers.
are contradictory statements.

Anyone who makes both of those statements needs to have their ideas given greater scrutiny, because something is clearly wrong.


 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
How exactly is Sailboat the one who's wildly out of line when all he's arguing for is the status quo? Doesn't the burden of proof lie on those who want to completely change how the game has worked for seven and a half years? Knockback is in the game. Deal with it. You have been dealing with it for up to seven and a half years, why is it suddenly too much for you now?
Yeah, I've been dealing with it by giving up on playing an energy/ blaster and ignoring Gale/Tornado/Hand Clap/etc because the powers are made useless and little more than griefing tools by their high knockback. Why should the powers be set up so that they've got such a disruptive element in them? I want to know a reason for a power to have an (uncontrollable) element that has such high potential for pissing off a team and so little reward.

Let's look at Hand Clap in particular. It annoys teams, sure, don't take it, problem solved. But why should it work that way? Shouldn't Hand Clap be a fun, useful power for people who team, too? The thread was petitioning for a simple change so powers like Hand Clap could be taken and used in teams without disrupting the play. Yet there's this backlash as though there's something wrong with that idea. What's wrong with Hand Clap being usable on teams? How does it hurt your video gaming experience for NCSoft to take this step towards making uncontrollable high-Knockback powers useful?


 

Posted

Wait, now min/maxers are incapable of being irrational? Anything they want they should get? News to me.

Neggy, claiming that those powers are so uncontrollable as to be literally useless is laughable. I can believe that you can't control them. I have energy blast characters and storm characters and I somehow manage to control them. Am I blessed by Dionysus himself? Could well be.


 

Posted

It's "uncontrollable" because it's a random proc in a power that under typical use would be applied to clustered enemies which you want to stay clustered. If I'm capable of taking Hand Clap, I wouldn't be an AT that wouldn't want enemies in melee range, my motivation for taking it would be to disorient them while keeping them in range of Fiery Aura, Against All Odds, Rise to the Challenge, Entropy Aura, etc. Similarly, if I throw an Explosive Blast on a crowd, its because the opportunity cost in damage is too high not too, the same reason others might throw a Venom Grenade or Fire Ball at that same crowd.


 

Posted

How about this- a Knockback Debuff enhancement? Just as Knockback enhancements increase KB magnitude, a Knockback Debuff enhancement would decrease the magnitude.

On most powers, it would reduce the KB to less than one, creating Knockdown (which most people like) or no secondary effect. On higher KB powers like Bonfire, it would take multiple enhancements to negate the knockback (of course, why would you take and slot Bonfire just to nerf the KB?)

This would mean you would have to commit at least one slot per knockback power to shut down the knockback. So you could make a build of a 50 energy blaster that was both powerful and knockback-free, but teammates on a level 22 PuG wouldn't really expect you to have your KB shut down.


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.

 

Posted

Quote:
Originally Posted by rsclark View Post
KB is a powerful tool.
and
KB is hated by min-maxers.
are contradictory statements.
Those statements, as you've put them, do not contradict each other. Min-maxers don't necessarily like powerful tools. For instance, Detention Field is a powerful mitigation tool that min-maxers might hate.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

Quote:
Originally Posted by MaHaBone23 View Post
How about this- a Knockback Debuff enhancement? Just as Knockback enhancements increase KB magnitude, a Knockback Debuff enhancement would decrease the magnitude.

On most powers, it would reduce the KB to less than one, creating Knockdown (which most people like) or no secondary effect. On higher KB powers like Bonfire, it would take multiple enhancements to negate the knockback (of course, why would you take and slot Bonfire just to nerf the KB?)

This would mean you would have to commit at least one slot per knockback power to shut down the knockback. So you could make a build of a 50 energy blaster that was both powerful and knockback-free, but teammates on a level 22 PuG wouldn't really expect you to have your KB shut down.
This I would not object to. If you want to decrease your kb, you lose something else from the power in exchange (less recharge, less endred, less damage, less acc... whatever) just because you have fewer slots to work with. Anybody who likes and uses kb could just say, "sorry, I had to prioritize something else and don't have room for kb decreasers yet"... this is a good compromise imo.


 

Posted

these threads always go the same way: some people who play KB-intensive sets think KB is useful, everyone who doesn't thinks it's terrible.

There was a time when KB was valuable on some teams (mostly back when mobs lacked ranged attacks), but in the game as it exists today, it's awful. Every other gameplay incentive in the game encourages keeping mobs in a nice clump so that they can be debuffed, aoe'd and otherwise managed, and then there's the one guy with knockback who scatters them all over.

I personally wish KB were removed from every aoe power or replaced with KD, and that one or two single target powers in each offensive set had a KB proc attached to them. It does feel really cool and super-hero-y when you knock a guy over a railing or ragdoll makes a guy do something funny, and it's too bad that's currently banished to a few under-played power sets.


@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)

 

Posted

Quote:
Originally Posted by MikeRobe View Post
This I would not object to. If you want to decrease your kb, you lose something else from the power in exchange (less recharge, less endred, less damage, less acc... whatever) just because you have fewer slots to work with. Anybody who likes and uses kb could just say, "sorry, I had to prioritize something else and don't have room for kb decreasers yet"... this is a good compromise imo.
the amusing (or depressing) thing about this solution is that KB is actually considered an "advantage" by the game system, at least in the sense that it takes the place of more useful debuff effects in other sets. So this just gives energy blast players a way to be substandard in a less annoying way.


@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)

 

Posted

I can understand peoples annoyance with KB powers, but it's really the players who make the skill "bad". Yes, a player that scatters the mobs to the four winds is generally annoying his team and making people think "KB sux" But it can also be useful for clumping a spawn for better AoE, or pushing a few guys back into the deathzone.

KB is a tool, and it's the people using it poorly that make it so hated, not the effects of the power. If someone throws a hammer through your windshield, you don't get mad at the hammer, you get mad at the guy that threw it.


 

Posted

I'd say KB is available in some of the most popular sets there are. Energy blast and super strength are the two sets that everyone picks the first time they play the game, and the latter happens to also be flavor of the century for tankers and brutes. Claws, pistols, archery, assault rifle, sonic, dark blast, martial arts, street justice, psi blast, kinetic melee, storm, elec melee, all of the epic ATs, illusion, mind... Need I go on? The devs have always judiciously spread KB around and have shown no signs of stopping.

Why should they? This is the only MMO I'm aware of that has ragdolls at all, to say nothing of the rest of the elaborate physics system. How, pray tell, is it in their interests to remove from their game something they worked hard to add and continually support, and which sets their game apart from anything you could call its competition? As you may have noticed, this question was rhetorical.