"Null the Gull, please supress knockback in my powers"
The funny thing is, if a set or power with KB is balanced now and would be overpowered if it were changed to KD, that means the inconvenience of KB is a balancing tool. That is to say, undesirable.
I thought KB was supposed to be a good thing according to those who are against the option to turn off KB?
The Melee Teaming Guide for Melee Mans
For some reason I seem compelled to make a reply here that pretty much sums up everything that's been said here.
FOR SOME PEOPLE - KB is not ideal, it's detrimental to their play. For example my katana/regen scrapper loves zipping from target to target and unloading her attack chain, what I do not like is my target being violently shoved miles away with no effect other than inconveiniencing me to moving to them AGAIN. She's a ninja for christs sake, I've spent so long learning the aoe cones of her attacks that I can optimally position myself in one jump and just unload, only the amount of times I've had my "muscle memory" put to shame by someone scattering my nice and tight little mob is more often than people seem to be implying here. FOR THE OTHER PEOPLE - Yes KB is a good mitigation technique. Yes it is fun. Yes it is thematic and gives that "WOAARR POWERFUL" feeling...sometimes.... It does mean you can mitigate a lot more damage than KD because they spend more time flying through the air and getting up again. FOR YOU ALL - JESUS CHRIST 10 NON STOP PAGES OF ARGUING BACK AND FORTH, GROW UP. He's suggesting an option that benefits ALL OF THE ABOVE GROUPS. You like knockback? DON'T TAKE THE OPTION. You don't like your knockback? TAKE THE OPTION. OH GOD IT'S SO VERY HARD TO CONTEMPLATE AND UNDERSTAND. Honestly if I actually did like knockback on my characters and someone told me to turn it off they'd get put on the /ignore list and never teamed with again, because clearly they can't stand someone to play in another way. But I don't like knockback. I actually AVOID knockback inclusive sets no matter how thematically fitting they may be to a character of mine. And it isn't too hard to apply this in game, simply make an enduranceless toggle power that does -10000% knockback enhancement. You'll still have that blessed 0.01 to do knockdown, everyone in your I HATE KB team will be happy. And for solo or teams that have no qualms with you flinging mobs around like footballs, it's just a toggle, turn it off. WHY would you be so opposed to this option when it offers more of what makes this game so special - customisation. |
The option doesn't exist in the game. If it did it would affect game balance, which means it can't simply be toggled off or on based on user preference. It's more complex than simply customization. Allowing people to turn off speed boost also affected balance, but in a negative way. Allowing people to debuff themselves was apparently acceptable. Allowing people to buff themselves apparently is not.
The funny thing is, if a set or power with KB is balanced now and would be overpowered if it were changed to KD, that means the inconvenience of KB is a balancing tool. That is to say, undesirable.
I thought KB was supposed to be a good thing according to those who are against the option to turn off KB? |
I think the funny thing is that we've spent a couple hundred posts now with the anti-KB crowd saying everything from "we need the option because people are mean to me!" to "we need the option because it's possible to toggle other things!" Nihilii is the only one who's had the guts to admit that the reason he wants the option is because it would be a huge buff for several specific sets. In particular, overnight SS/FA would be completely displaced by Claws/FA as the farmer of choice. I guess I can see why people want that, claws is a lot nicer looking than SS and really rage is just a pain, but the dishonesty on display here is something else.
|
It just seems there is a disconnect between KB is a good thing, provides good mitigation, useful tool etc etc, but it's a balancing factor preventing certain powers/power sets from being overpowered. Which would imply its a 'bad' thing, so to speak, like balancing a high damage attack with high recharge or endurance cost.
The Melee Teaming Guide for Melee Mans
The thing that many people have been trying to express is that while it's true that spreading things around with KB is bad if all you care about is reward per time, it's not only bad. It has helpful applications as well. The reason I don't want to see it removed is because I prefer the diversity of gameplay that it offers to the homogeneity that would be left in Null's poop-encrusted wake if it, and everything else anyone could come up with a reason to dislike, were made "optional."
That homogeneity is contingent upon every single person taking the option to turn their KB off. This thread alone demonstrates that not everyone will.
The Melee Teaming Guide for Melee Mans
I also don't want Claws to get nerfed into oblivion to make up for the fact that shockwave would suddenly be the best aoe attack in the game by a huge margin.
The difference, rsclark, is that some people are asking for the removal of a big part of the game. By the logic you're using, we can either have vindictive, hateful teams that have more options or self-loathing, appalling teams that have fewer options. Of those two appealing options I choose the former, particularly since it's how the game has always worked and it doesn't require any changes.
|
I was being completely facetious.
Yes, and the reason you want the option to turn it off is because it's obvious that this would make a number of sets quite a bit stronger, whereas those other powers being toggleable has virtually no effect on game balance.
|
I'm sure the entire game will quake in fear at the sudden power of Energy Blast and Peace bringers.
I think you are worried about things that simply are not real.
Okay I'm working from memory here because city of data is down, but you're saying you don't see any balance problems with an attack that has a 100% chance for knockdown, recharges in 11.2 seconds, costs basically no endurance, does scale 1.14 damage (more for brutes), animates in one second, and hits ten targets in a massive cone? Are you sure you want to claim this? A high recharge build will have shockwave up again before the enemies have finished their standing up animation. Super balanced!
Since Silas brought it up, let's look at super strength. Now in addition to foot stomp, a power which most people would say is already far outside the realm of balance with its enormous radius and high chance for knockdown, it would have a (iirc) 20 second recharge guaranteed knockdown mag 3 stun for basically no endurance with a huge radius. So, it's like Fault but even better and requires less thought. Wow, what's unbalanced about that in a set that already outshines stone melee in every measurable way?
To put it another way, you're demanding huge nerfs for one set that doesn't deserve it and one set that does deserve it but is so popular the devs would be insane to comply.
Okay I'm working from memory here because city of data is down, but you're saying you don't see any balance problems with an attack that has a 100% chance for knockdown, recharges in 11.2 seconds, costs basically no endurance, does scale 1.14 damage (more for brutes), animates in one second, and hits ten targets in a massive cone? Are you sure you want to claim this? A high recharge build will have shockwave up again before the enemies have finished their standing up animation. Super balanced!
|
And if you are playing a Scrapper and set your enemies to +1, or run any trial - that power is doing exactly all of those things already!!.
Also, new set coming out soon. Keep an eye out for it.
Since Silas brought it up, let's look at super strength. Now in addition to foot stomp, a power which most people would say is already far outside the realm of balance with its enormous radius and high chance for knockdown
|
The best SS attack chain has 4 attacks, and 2 of them aren't even from SS.
it would have a (iirc) 20 second recharge guaranteed knockdown mag 3 stun for basically no endurance with a huge radius.
|
So, it's like Fault but even better and requires less thought. Wow, what's unbalanced about that in a set that already outshines stone melee in every measurable way?
|
Pay close attention to Seismic Smash.
I'm also working from memory here, but I think with enough recharge and Absolute Amazement in Fault that you can keep an enemy group perma stunned already.
To put it another way, you're demanding huge nerfs for one set that doesn't deserve it and one set that does deserve it but is so popular the devs would be insane to comply.
|
Please come out of your little crazy cave and join the rest of the planet.
No I don't fuss about it if they use it well.
Correct. I have the star, if you are unable to not be a detriment to the team/league after I've already asked you to control X behavior, you get kicked. If they want to play like idiots, they can start their own team. Did I say I can't be an idiot without it? I don't play it because it's an un-enjoyable frustrating mechanic. I'd love to have more available sets to play, but as long as their are sets saddled with what is to me a useless mechanic, I will not play them. Yeah, apparently so. You're right, I get to decide what is fun on the teams and leagues I start. Imagine that. That's a few times now you've implied I play it like an idiot, most players play it like idiots. Maybe you're just trying to be insulting, or maybe you should really learn how to read better. |
But seeing this, I would assume you kick a lot of people off teams...
PBs, WS, Claws, Energy Blasters, Storms, Assault Rifle, Dual Pistols, Martial Artist...
And that's just sets with KB, you'd be kicking a lot more when facing anything weak to knockback and knockdown turns into knockback.
BrandX Future Staff Fighter
The BrandX Collection
And if you are playing a Scrapper and set your enemies to +1, or run any trial - that power is doing exactly all of those things already!!.
|
They say that because they always forget that SS has some of the worst available ST damage. The best SS attack chain has 4 attacks, and 2 of them aren't even from SS. |
ZOMG!! They'd have to rebalance a power that no one ever uses now unless they are mentally deficient!! The sky is falling!! |
Except for, you know, ST damage. When you get a chance you should go through and re-examine the DPAs on some of the stone melee attacks and then get back to me. Pay close attention to Seismic Smash. |
I'm also working from memory here, but I think with enough recharge and Absolute Amazement in Fault that you can keep an enemy group perma stunned already. |
I'm demanding nerfs? Please come out of your little crazy cave and join the rest of the planet. |
If I have to waste time positioning to use a power when I could simply be using a superior power that doesn't require that. Why would I bother with the former?
But seeing this, I would assume you kick a lot of people off teams...
|
I do this whether or not they are using KB in particular to be an idiot.
If you want to feel bad for someone like the FF Mastermind using Repulsion Field on the 9CUs on a BAF (who just continue to shoot everyone, since they are ranged enemies) after being asked repeatedly to let them bunch up for the slaughter - well you go right ahead and be my guest.
I wish I was making this stuff up.
I was going to respond to you, but I'm tired and bored of your constant, ridiculous, strawman attacks.
a QR before i head off to bed.
I'm probably in the middle of the road on the knockback issue. Depending on what toon i'm playing, it can either be a tad annoying, or doesn't bother me much at all. So, an option to lessen/eliminate KB would have little impact on my play experience.
But, and I'm pretty sure this was mentioned up thread, the potential problem I see with this being made a "Gull" option, could be the potential grief and/or kicks people could get by NOT utilizing said option. And let's be honest here. It CAN and WOULD happen. Not saying that anyone here on forum would be among those numbers, at least on the giving end of the equation, but we know that someone in-game WILL. Quite possibly a good number of someones.
At that point, said "option" becomes less of an "option" and more of a requirement for teaming. How widespread among the population of the game that condition would be is certainly up for speculation, but the fact remains...if people know the option is available, they'll expect you to make use of it or go somewhere else.
RaikenX is currently seeking new quotes to add to his signature.
Someone say something funny.
That'll do, pig. That'll do.
At that point, said "option" becomes less of an "option" and more of a requirement for teaming. How widespread among the population of the game that condition would be is certainly up for speculation, but the fact remains...if people know the option is available, they'll expect you to make use of it or go somewhere else.
|
Hmm.
So KB is so unpopular (per you) that the only reason people put up with teaming with KB-users it is that they can't turn it off?
Seems like a good reason to create the option to me.
The reason they allowed the speed boost movement toggle was so that they could make it a taoe buff. I don't think we have any reason to assume that they would have added Null if they hadn't been planning on that giant QoL improvement for ally buffs in general.
|
Deus, it's getting a little sad how quickly you resort to shrill-voiced pantomime the second you worry your position may be untenable.
PleaseRecycle, what percentage of teams do you think would ban you if you don't have your KB turned off, should such an option exist? Most teams? half? 10 Percent?
Just your best guesstimate will be fine.
Here's the thing, Socorro. This will be something like the sixth time I've said in this thread that I don't see people being griped at for knockback and I don't see people being kicked for knockback. So, now you're asking me to extrapolate my own non-experience of this non-phenomenon to a situation that will never happen in the first place. The cat is out of the bag. I've already revealed that the actual reason for asking for this option is the buffing of powers that it entails. Who cares whether people would be kicked from teams or not?
That's like asking whether people will be kicked from teams for not flipping the switch that makes them do a billion untyped damage with every attack once we convince the devs to add that feature.
Let me phrase this more constructively. If you want to argue for a knockback toggle, you have to provide a solution to the very real balance problems that this would introduce. Right now every set that has knockback in it is balanced around having knockback. You don't get to just take that away and pretend it makes no difference because you know it does make a difference, I know it does make a difference, and the devs know it does make a difference. So, what's your solution?
For some reason I seem compelled to make a reply here that pretty much sums up everything that's been said here.
FOR SOME PEOPLE - KB is not ideal, it's detrimental to their play. For example my katana/regen scrapper loves zipping from target to target and unloading her attack chain, what I do not like is my target being violently shoved miles away with no effect other than inconveiniencing me to moving to them AGAIN. She's a ninja for christs sake, I've spent so long learning the aoe cones of her attacks that I can optimally position myself in one jump and just unload, only the amount of times I've had my "muscle memory" put to shame by someone scattering my nice and tight little mob is more often than people seem to be implying here.
FOR THE OTHER PEOPLE - Yes KB is a good mitigation technique. Yes it is fun. Yes it is thematic and gives that "WOAARR POWERFUL" feeling...sometimes.... It does mean you can mitigate a lot more damage than KD because they spend more time flying through the air and getting up again.
FOR YOU ALL - JESUS CHRIST 10 NON STOP PAGES OF ARGUING BACK AND FORTH, GROW UP. He's suggesting an option that benefits ALL OF THE ABOVE GROUPS. You like knockback? DON'T TAKE THE OPTION. You don't like your knockback? TAKE THE OPTION.
OH GOD IT'S SO VERY HARD TO CONTEMPLATE AND UNDERSTAND.
Honestly if I actually did like knockback on my characters and someone told me to turn it off they'd get put on the /ignore list and never teamed with again, because clearly they can't stand someone to play in another way. But I don't like knockback. I actually AVOID knockback inclusive sets no matter how thematically fitting they may be to a character of mine. And it isn't too hard to apply this in game, simply make an enduranceless toggle power that does -10000% knockback enhancement. You'll still have that blessed 0.01 to do knockdown, everyone in your I HATE KB team will be happy. And for solo or teams that have no qualms with you flinging mobs around like footballs, it's just a toggle, turn it off.
WHY would you be so opposed to this option when it offers more of what makes this game so special - customisation.