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Negative Ghost Writer. Harbiter Awk confirmed they're not catalyzable.
I just made a new word. Boom. |
I have a feeling I'll be posting this regularly for the next few months. .....
Catalysis, noun - the process of speeding up or causing a reaction, accent on second syllableSay no to: Catalytizing, catalystizing, catalyzation, and catalytization. They are not the right forms. |
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Well, let's compare.
The "few" powersets that lose effectiveness when critters are scattered around: 1. All melee ATs. 2. Anyone using targeted enemy-group-based buffs/debuffs (Fulcrum Shift, Heat Loss) 3. Anyone using location-targeted AoE effects (Tar Patch, Shadow Field) 4. Anyone using AoE effects in general, for that matter 5. Anyone with short-range ST ranged attacks in regular rotation suddenly finding their targets knocked out of range. Powersets that benefit from having targets scattered all over creation: 1. ... |
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In one little corner of the universe, there's nothing more irritating than a misfile...
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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
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
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In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
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.
Knockback is sold as some kind of advantage, when it is almost always a detriment. The analogy Arcanaville sets up is inapposite. The game allows players to die to represent failure. I'm not sure, but it seems that Arcanaville is saying that knockback is in the game to represent failure.
If that's what she meant, I agree and am glad we are finally getting a way to correct that mistake.
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.
If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.
Black Pebble is my new hero.
Some people don't like scatter but I'll bet even more don't like dying. And yet the game explicitly tries to kill you, while it does not explicitly force you to scatter enemies nearly as often. I should not have to state the obvious, that just because players don't like a thing that does not mean the game would be better without that thing, and therefore any attempt to argue the justification of a game element by appealing to the percentage of players that explicitly enjoy that game element is, or at least should be, worth exactly nothing in and of itself to a game designer.
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In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
Knockback is sold as some kind of advantage, when it is almost always a detriment. The analogy Arcanaville sets up is inapposite. The game allows players to die to represent failure. I'm not sure, but it seems that Arcanaville is saying that knockback is in the game to represent failure.
If that's what she meant, I agree and am glad we are finally getting a way to correct that mistake. |
Knockback is one of those rare effects in City of Heroes that is tactically neutral: it can have advantages or disadvantages depending on how it is deployed and depending on the skill of the player, and depending on the particular situation it is used in. Eliminating or greatly curtailing that aspect of knockback would be a case where the devs elected to take one of the few mechanically correct things in the original design of the game and nullifying it for no game design benefit. If the only game design benefit is "players would rather not see scatter" I reiterate that more players do not want to die, and accepting one preference without accepting the stronger one and altering the design of the game around it is not something I would be proud to put on my resume.
** Anything that doesn't offer such choices might be good, but its not a game
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In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
The conversion (Knockback to Knockdown) happens 100% of the time; if the power you slot this in does not have Knockback in it then it adds a proc to do Knockdown. |
Both this IO, and the inevitable reaction from the haters and forum goers pretending to do whatever suboptimal strategy for the sake of looking different and "cool".
Just beautiful.
All good game designs - all of them - offer choices to the players that do not have obvious optimal solutions**. Choice with obvious optimal solutions are not real choices, at least none a legitimate game designer should take credit for. The most obvious way to provide non-trivial choices to players is to atomically bundle different things that cannot be identically optimized. Basically, that's the heart of advantage/disadvantage game design that no one alive has found a way to improve on, and I think is very likely to be mathematically impossible for any game that values player choices explicitly within its design.
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Knockback is one of those rare effects in City of Heroes that is tactically neutral: it can have advantages or disadvantages depending on how it is deployed and depending on the skill of the player, and depending on the particular situation it is used in. |
Eliminating or greatly curtailing that aspect of knockback would be a case where the devs elected to take one of the few mechanically correct things in the original design of the game and nullifying it for no game design benefit. |
Further, I think it's incorrect to say it's being 'nullified'. A toggle that turned KB off at no cost would be nullifying it. What is being done is providing a reward that allows those who wish to nullify the detrimental aspect of knock. That's no different than putting an endurance siphon IO in Dark Regen. That eliminates the downside of that power's endurance cost. That's what IOs do, they allow you to be more than you are at base. But you have to earn or purchase them. How is this different?
If the only game design benefit is "players would rather not see scatter" I reiterate that more players do not want to die, and accepting one preference without accepting the stronger one and altering the design of the game around it is not something I would be proud to put on my resume. |
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.
Welp.
Personally I plan to take full advantage of this proc, hopefully to such effect that the devs notice how broken it is to be able to keep things permanently controlled while also doing farmy-damage to them. |
There is an issue with knockback, but this thread isn't the one to deal with that. There's way too much joy of getting break the game in this thread to have any kind of constructive debate on knockback here.
Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"
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In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
Yeah, I think I'll go with this stance, too on that IO. Go ahead, abuse it. See what happens. Maybe nothing does, maybe it turns out that the IO is too powerful in some powers, maybe even to the point of breaking something. I kind of hope it does, really. Not quite sure what power it'd be that would get that awesome from this, although I have a kindling of an idea.
There is an issue with knockback, but this thread isn't the one to deal with that. There's way too much joy of getting break the game in this thread to have any kind of constructive debate on knockback here. |
there is only one IO made that was too powerful for the powers it was slotted in. Instead of fixing the IO, the devs removed the entire IO type from being slotted into the powers that use it a specific way.
Key game show music....
That IO was Triumphant Insult : Chance to Disorient. That one IO changed changed taunt auras to no longer accept IO sets. It is by far the most powerful IO ever made.
YMMV---IMO
Ice Ember
What are discussing again? The fact that there shouldn't be a way to turn KB into KD? Or the impact this IO will have on the game in general? Or the Slippery slope or the possible future of the Devs scrapping Kb? All of the above?
there is only one IO made that was too powerful for the powers it was slotted in. Instead of fixing the IO, the devs removed the entire IO type from being slotted into the powers that use it a specific way.
Key game show music.... That IO was Triumphant Insult : Chance to Disorient. That one IO changed changed taunt auras to no longer accept IO sets. It is by far the most powerful IO ever made. |
Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"
EDIT: Let me take a stab at the counter-point. KB's advantage is that it removes an NPC from combat for a certain amount of time and it allows a player to position NPCs into hazards (like lava...oh wait, or over ledges, etc.) The disadvantages of KB is that it interferes with a large number of powers that rely on NPCs staying in a tight cluster. An abridged list of those powers include:
BLASTERS:
Fireball; Fire Storm; Inferno; Ice Storm; Blizzard; Rain of Arrows
CONTROLLERS:
Shadow Field, Quicksand, Volcanic Gasses, Conductive Aura, Static Field, Ice Slick, Spectral Terror, Carrion Creepers, Poison Trap, Venomous Gas
DEFENDERS:
Sleet (Freezing Rain), Tar Patch, Repulsion Bomb, Choking Cloud, EM Pulse, Disruption Field, Liquefy
TANKERS:
Taunt Auras (all); PBAoEs (all)
SCRAPPERS:
See Tankers above. Also see powers that are not taunts but PBAoE buff/debuffs
I would go on, but I need to get to KB's other disadvantages. Unless a player has a ranged attack, KB requires that the player close the gap to melee in order to defeat the knocked entity. That takes away time that could be used in killing. KB also can encourage some NPCs to switch to ranged attacks. Where you're dealing with AoE knockback this can make combat even more dangerous because now the NPCs are spread out and can't be easily dispatched, but can still attack the player. This hurts both melee and ranged characters to some degree.
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.
There are often times I'm fighting foes that have either few ranged attacks or weak ranged attacks. Most of these have some heavy damage melee attacks. Their AI seems to prefer closing to melee range.
When I knock them down they get back up and are quickly in range to use their heaviest hitting melee attacks. When I knock them back they get back up and either use a weaker ranged attack or take the time to run back into melee range to use their heavier attacks.
That's an advantage to knock back that even an elementary school student can understand.
The only disadvantage in that situation for knock back is if the foes are knocked through a geometry hole so that I cannot target them or attack them. And for that you blame the geometry holes, not knock back.
EDIT: Math not needed for that situation.
If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.
Black Pebble is my new hero.
Claws
Kinetic Melee
Peacebringer
Storm Defender/Corr
Bonfire
Repel from Kinetics would be worth taking
ect!
*That is if you prefer KD to KB.
I can see this IO selling for lots.
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