Originally Posted by Deus_Otiosus
The only power in the set that actually does knock things back, Handclap, is almost universally reviled and skipped by nearly ever Super Strength character I have ever come across.
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"Null the Gull, please supress knockback in my powers"
I could not even begin to list the number of people I have personally been harassed by for this very subject, let alone the number of people I have seen harass others over it. Also, this is, once again, an unnecessarily disingenuous response.
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The only situation where it can actually be used to deal damage is against an AV or GM if you don't have a reliable way to prevent it from immediately launching your target(s) to the four winds (pardon the pun) on contact. |
No, I require my power combinations to work together, not against each other. For a Blaster, that means I need my attacks to not prevent me from using each other effectively, since, you know, the entire purpose of being a Blaster is... to have access to potent attacks. |
In what way would it hurt you for the game to allow an optional removal of knockback? |
P.S. Kindly do me the favor of responding to me with the respect I have shown you if you bother to do so at all, again. I do not appreciate being talked down to and I have been nothing but polite to you and everyone else in this conversation. Additionally, I can only assume you're intentionally misinterpreting what I have posted to respond to it in turn as you did in the last section of your post. All you are doing by employing a tactic like that is discrediting your own argument. |
Are you just pretending to be obtuse? Super Strength has almost nothing but 0.67 KB, which functions as Knockdown. |
The OP and those disagreeing are right. If there is a choice given to turn off KB, that's not a choice. It's a requirement for anyone who cares about being able to play at their best. That's the real tragedy of KB. If its proponents would simply accept that it's not this great thing they think it is, we might be able to get some real changes that both address the legitimate concerns of the anti-KB folks and make KB users more valued. |
Oh and to be somewhat preemptive, here's why the game engine clearly could not support extra smashing damage for ragdoll collisions. Besides the fact that you'd somehow have to distinguish between hard surfaces and shrubbery or risk blatant silliness, what happens when a NPC is knocked off of a slightly elevated area? They're going to hit the floor with far more velocity than would typically be seen if you just knock them horizontally into a wall, but which behavior are you trying to encourage? It isn't incredibly comic-booky for Spider-Man to throw his enemies off of buildings for that extra bit of momentum. Further, what happens when there's just flat ground, is that meant to produce bonus damage or not?
Most of all though, if the idea were to scale the bonus damage based on force, which does seem to be a common feature in these musings, the devs suddenly have to wildly rebalance a load of sets. Is power push meant to be a boss-wrecker? Presumably it would be in this scenario, delivering, as it can, 20+ mag KB. Or, if there were simply a flat proc for any KB power, how strong is strong enough? How strong is too strong? Is it going to make sense to see a large enemy basically just get lightly pushed over by some mag 1.01 knock effect and take an additional hit, whereas enemies that get flipped end over end by air superiority take no additional damage because they haven't ragdolled?
Oh, you'd prefer it if I were sanctimonious and self-righteous? I'd rather be open and honest in my abrasiveness actually. Clears the air.
As someone else pointed out, SS has three powers that apply high mag KB, but thanks for the insult! |
I forgot about it, because its the other high mag KB power that nearly everyone skips.
The third you are thinking of would be KO Blow. It does not do KB.
You're original point about SS being popular is still wrong. It's not popular because of those two powers, it is however popular in spite of them.
What Nihili touched on pretty much covers the whole issue.
The KB True Believers insist that KB is awesome, gives much needed mitigation, and, by far, most players of non-KB ATs welcome KBers with open arms, or at least have no issues with them.
If you Believers insist this to be true, the an option to turn off KB shouldn't be a problem for you. If true, teams you join should be begging you to turn your wonderful KB back on. Instead we hear laments that, if a non-KB option is provided, then teams will instead request/demand that your KB be turned off.
Why do you pro-KBers fear that? If you really believe that KB is as awesome as you say and most of the players base welcomes it (or at least has no problem with it), then this fear shouldn't exist whatsoever.
Maybe it's time for the dishonesty to stop and admit that. if most of the playerbase starts requesting a Power Property to be disabled (if the option is available), there really and truly is a problem with that Power Property.
As someone else pointed out, SS has three powers that apply high mag KB, but thanks for the insult!
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Hurl and Hand Clap are considered the must skips of the set.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
What Nihili touched on pretty much covers the whole issue.
The KB True Believers insist that KB is awesome, gives much needed mitigation, and, by far, most players of non-KB ATs welcome KBers with open arms, or at least have no issues with them. If you Believers insist this to be true, the an option to turn off KB shouldn't be a problem for you. If true, teams you join should be begging you to turn your wonderful KB back on. Instead we hear laments that, if a non-KB option is provided, then teams will instead request/demand that your KB be turned off. Why do you pro-KBers fear that? If you really believe that KB is as awesome as you say and most of the players base welcomes it (or at least has no problem with it), then this fear shouldn't exist whatsoever. Maybe it's time for the dishonesty to stop and admit that. if most of the playerbase starts requesting a Power Property to be disabled (if the option is available), there really and truly is a problem with that Power Property. |
For me...I just like knockback personally and conceptually.
I don't believe it to be the be-all end-all mitigation tool and everyone should love it...as I know and understand the actual "drawbacks" of the power for teaming.
I only believe that I like it personally...and others hate it personally.
So by ONLY having the option to turn it off...will no doubt hurt those who like it.
I would absolutely bet that people would only be teaming with certain players as long as they have the knockback turned off or the -KB IO slotted.
Actual CoH gameplay, for all of its snide reducibility to bash guys, guys falls down, is an incredibly complex system. To say that you can generalize one of the most complex effects within that system down to "eh, its bad. it's bad! bad. it." is to demonstrate the extent to which you do not understand the system.
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What interests me is the fundamental conceit here that you all do play perfectly. You never make errors, you never dawdle, every second is spent wisely. Really? Are you sure? Look again. |
Yes, that requires bad play, but it's a much lower threshold of bad play than you can pull off without knockback being involved.
You're making my point for me.
It comes down to egos, selfishness and team kill speed. |
That's an odd point to have. This is about greed, selfishness, and working for the general good and wellbeing of all.
ahhh the interwebs where no discussion can be held without hyperbole
Knockout blow is KnockUp.
Hurl and Hand Clap are considered the must skips of the set. |
I have yet to hear anyone suggest a solution to this most grievous of problems that didn't involve making the game more boring and was actually feasible.
That's great man, especially since what you quoted me saying was in response to this:
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. |
So let's get this straight re. SS:
Of the 9 powers in the set 4 have no kb
Only 2 of those 4 are attacks
Jab and KO blow - which (KO) has a knockup and hold in it.
The other 2 powers are Rage and taunt
ALL other powers in SS have Knockback in 'em. Whether people think handclap sucks or hurl sucks or haymaker or punch for that matter is irrelevant. The set has a ton of KB in it.
Sorry, you don't get to use SS as a posterboy for having KB and then conveniently ignore that the two high mag KB powers are almost universally reviled and skipped.
That should tell you something about how bad KB is.
Do you think people are playing SS for Hurl and Handclap?
Sorry, you don't get to use SS as a posterboy for having KB and then conveniently ignore that the two high mag KB powers are almost universally reviled and skipped. That should tell you something about how bad KB is. |
So let's get this straight re. SS:
Of the 9 powers in the set 4 have no kb Only 2 of those 4 are attacks Jab and KO blow - which (KO) has a knockup and hold in it. The other 2 powers are Rage and taunt ALL other powers in SS have Knockback in 'em. Whether people think handclap sucks or hurl sucks or haymaker or punch for that matter is irrelevant. The set has a ton of KB in it. |
Jab - Stun
Punch - KnockDOWN
Haymaker - KnockDOWN
Taunt - Taunt
Hand Clap - KnockBack
Knockout Blow - KnockUP
Rage - Buff
Hurl - KnockBack
Footstomp - KnockDOWN
I'm seeing two powers with KB. The same two everyone skips.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
My take on Knockback is that it is cool looking and that I would hate to significantly remove it from the game because it is iconic to the super hero genre. However, I also believe Knockback is inherently flawed, often disruptive, rarely helpful in a team environment, and probably unfixable. I think we should be able to either turn it off or change it to Knockdown.
Personally I don't prefer the Null the Gull option. I'd rather a toggle in the vein of Dual Pistols. There are a few rare occasions when I really do want KB to possibly trigger.
In any case, even if we get a toggle/Null option/nothing, I think knockback still needs more reasons to use. One possibility is that any time someone suffers from an uncontrolled fall (a fall from knockback, versus deliberately jumping from a high point) they should take massive damage. At least give knockback users that much. Any utility tied to knockback should be connected to actually manuevering the enemy from one location to another; if it's just extra damage attached to the attacks, it will mean it will still be more ideal to just -kb the enemies and wail on them with the power.
Ok oh wizard of the power set... what happens if you slot 2 kb enh in Footstomp? Doesn't matter that nobody would or does.... what happens? Tell me its still knockDOWN because if it were KnockDOWN KB enh couldn't possibly change that.
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This is actually a very common thing among the release Tanker melee sets. Super Strength, Stone Melee, Battle Axe, and War Mace all did high MAG knockback, but they were slowly all reduced to MAG ~0.67 (aside from a few token powers like Hand Clap).
Actually, that's an interesting example:
What is one of Stone Melee's signature powers? Fault.
What is one of Super Strength's most skipped powers? Hand Clap.
The main difference? MAG 0.67 knockdown vs MAG 5.19 knockback.
You're splitting hairs. Yes, Punch, Haymaker, and Footstomp are technically knockback effects. They're designed and implemented to be knockdown. In fact, they used to be knockback but their MAGs were specifically reduced to make them knockDOWN.
This is actually a very common thing among the release Tanker melee sets. Super Strength, Stone Melee, Battle Axe, and War Mace all did high MAG knockback, but they were slowly all reduced to MAG ~0.67 (aside from a few token powers like Hand Clap). Actually, that's an interesting example: What is one of Stone Melee's signature powers? Fault. What is one of Super Strength's most skipped powers? Hand Clap. The main difference? MAG 0.67 knockdown vs MAG 5.19 knockback. |
Of course I'm splitting hairs. I know how the mechanism works. But the fact of the matter is if you look at the power it is KB. The anti KB crowd can say it isn't as long as they give it a new name - but that's not the power effect.
meh... I'm coming off as religiously pro-kb... I'm not actually. I like it, I know lots of other people don't, I think people should learn how to use it before poo-pooing it.
I remain against the idea of being able to turn off kb from a power by speaking to a npc. I like the idea of a -mag KB enhancer that was proposed upstream.
Of course I'm splitting hairs. I know how the mechanism works. But the fact of the matter is if you look at the power it is KB. The anti KB crowd can say it isn't as long as they give it a new name - but that's not the power effect.
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It'd be like saying "fear" doesn't exist in the game... it's actually "terrorize."
Burn patches didn't "fear" mobs... it's actually an "avoid" effect.
"Defense Debuff Resistance" doesn't exist... it's just Defense Resistance, but it only effects debuffs because buffs are flagged as unresistible.
It doesn't matter because everyone understands the vocabulary being used.
Why would anyone want to say "knockbacks with MAG 0.7 or less are superior to knockbacks with a MAG greater than 0.7" instead of "knockdown is superior to knockback"?
So, since both sides knew what the other was saying, exactly what was the point in nitpicking in the first place?
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.