Emberly

Legend
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  1. Quote:
    Originally Posted by Ironblade View Post
    As a general statement (the way you are presenting it), this is false.
    Knockback depends strongly on the circumstances and there are plenty of situations where the benefit to the team VASTLY outweighs the benefit to the enemies.

    If you don't like knockback, fine. But to say that the benefits are "infinitesimal" and that it benefits the enemies more than teammates is total BS.
    I'm sorry if I've pushed your buttons. That wasn't my intention. I'm trying to respectfully and politely present my viewpoint. I believe I've presented, and will continue to present, enough support for my opinion that it shouldn't be dismissed as "total BS," even if you do disagree with it.

    I don't agree with your assessment. Knockback absolutely protects enemies far more than teammates. Spawns that would be dead almost immediately get the scatter-and-rally, knocked out of debuff patches, what have you. I've never been in a situation in-game where AoE knockback was the best choice (or even a good choice) for mitigation. In this game, killing the spawn is the best mitigation possible, and AoE knockback largely slows that process. We can pretend that the spawn was a deadly threat that had to be knocked on its *** lest the team die, but in reality, it's just another spawn and almost certainly wasn't going to cause much harm. Where's the benefit in prolonging the life of a spawn? Knockback increases spawn lifespan and that causes more incoming damage, because sure, the spawn spends a few seconds getting up, but then is all over the place and not nearly as subject to AoE attacks.

    I'd like to hear about a typical, mixed-AT teaming situation where knockback is a meaningful mitigator without slowing down everyone's fighting. By meaningful, I mean regularly makes a big difference in survivability, like ice shields or rad debuffs. Knocking a bunch of baddies across the room when they are no threat already isn't anything but an annoyance. Knocking a bunch of baddies that are a threat across the room doesn't do anything but limit AoE attack effectiveness, aggro control and crowd control, while also helping to redistribute aggro to the user of the knockback powers.

    My opinion is based on my experiences playing the game, and coming to the realization that while typical AoE knockback is iconic and fun in and of itself, it absolutely, positively makes any given encounter last longer*. That's not up for debate; it's a demonstrable fact. Melee ATs suddenly must stop attacking to give chase. AoEs that would hit ten or more targets suddenly hit two or three. Crowd control powers hit fewer enemies. Enemies that would be happily glued to the tank via Gauntlet or a taunt aura are suddenly free to target whoever they would like, quite possibly the squishy that just knocked them across the room. The best case scenario is that this was a trivial spawn and everyone sighs and kills it in double the time. The worst case scenario is that this was a challenging spawn, and now the team is in a worse situation to handle it because the spawn is all over hell's half-acre. Put simply, no encounter is sped up via knockback*, and it's been my experience that the longer an encounter lasts, the more dangerous it is to the squishier members of the team.

    I've found two places in-game where knockback is a big help, but it's got nowt to do with mitigation. Knocking mobs away from the terminals in the KIR iTrial is great. It's not a help for survivability at all, but it speeds up the tiresome process of unlocking those terminals. Similarly, the prisoner phase of the BAF iTrial has some great uses for knockback, in that it messes with enemy pathing, but it (obviously) has no mitigation value.

    *The exception is that almost-imaginary player who lines up his knockback, or uses from hover, or belts things into a corner. I've never met him or her, but I hear they're out there. Come join my teams, Mr. or Mrs. Competent Knockbacker!
  2. Quote:
    Originally Posted by Doctor Vivian View Post
    Either way, it needs to be made clear that this will cost several hundred real dollars at the minimum, to several thousand at the high end, simply from the extensive amount of time that good base building takes.
    I just want to clarify this: people ask for hundreds of dollars of actual RL cash money to design and build internet superhero bases? And people pay these fees? And this doesn't violate any ToS stuff?

    I am laughing outright at the idea that anyone could ask for thousands of dollars of actual money for a "high end" supergroup base. I must be misunderstanding this. I always assumed, and saw in chat, that people asked for and received ingame items and inf for their services. If it's true that base builders are actually making real money at this, I suddenly have a much clearer understanding of why there is even a demographic that identifies as base builders and also why they are so out of joint about the lack of base attention. It's still crazy, but it's at least understandable.
  3. Quote:
    Originally Posted by Kailure View Post
    I fully support changing reds to Hurtmores.
    Yeah, this is pretty much awesome.
  4. One thing often overlooked by knockback proponents is the fact that knockback is mitigation for the mobs too. Knocking enemies out of AoEs, debuff patches, and out of the range of the walking blenders we call melee characters prolongs the life of the enemies. In teams, the mitigation provided to players via knockback is infinitesimal compared to the mitigation already present from buffs, debuffs, taunts and controls. Any player mitigation is far outweighed by the mitigation knockback provides to the enemies who are now temporarily safe from at least part of the team's powers. It's very like caging powers that render enemies intangible. Sure, you're technically safer from enemies thus affected, but they are in a lot less danger from you too.

    Solo all this goes out the window and knockback is great mitigation. It's only on teams that knockback's marginal utility decreases so drastically, and almost certainly provides far more protection to enemies than to players.

    All that said, single target knockback is a nonissue. One enemy suddenly pushed away from my scrapper isn't going to matter a whit; I am just going to detarget and retarget something closer. It's the AoE knockbacks and radial knockbacks that suck. Running into a mob and firing off a PbAoE is frustrating in the extreme when the mob is suddenly scattered to the four winds by a low-damage high knockback power, and nobody is made any safer by prolonging the entire spawn's lifespan by protecting it very effectively from AoEs and debuffs.

    edit: I have never seen a team become less survivable by improper use of knockback. I don't know who would argue that. It's just that knockback increases frustration and doesn't provide much benefit in a team. The perception of "yay I knocked the spawn on its *** and now it can't hurt us!" is not very accurate. The more accurate perception would be "damn, I scattered the spawn out of the AoEs and for what? They were already taunted, I have shields from the cold dom troller, and the rad was animating Radiation Infection on them. Knocking them around didn't help us any, but it sure helped them."
  5. Works fine for me and only uses 80 MB of RAM, which is insignificant.
  6. As a Virtue player, I am really looking forward to seeing F2P people come to my server. Turning it into some kind of snotty gated community would suck.
  7. Sort of a Frostwork-type of thing? I wouldn't complain.
  8. Quote:
    Originally Posted by UnicyclePeon View Post
    Bill (and everyone else),

    When you say Claws is better on a Brute, is that at ALL recharge levels and/or throughout normal gameplay when you are just cruising on generics? Or is it endgame when you may have a ton of global recharge and etc? Or is the (slight) advantage at all levels and all price points?

    Lewis
    Claws for brutes is awesome as soon as you get Spin and it only gets better from there. It's great to level up with and great at high end.
  9. Claws is better on brutes, and WP is better on brutes. Claws/WP is better on brutes.
  10. Well Chad knowing that those changes to Poison are coming down the pipe makes me hope for poison ruptors/trollers. Poison is such a turd live that I can't imagine wanting it at all, but making Envenom/Weaken AoEs and giving Poison Trap a hold certainly helps. Too bad PT is keeping the worthless recovery debuff, but I guess we can't have it all.
  11. i21 confirmed for issue of the year for all possible years. Broadsword brutes? **** YES. Energy Aura for scrappers being not a piece of ****? **** YES.

    poison corruptors/controllers? LOL WUT
  12. Emberly

    The Chest Slider

    Every one of my female characters gets the minimum chest slider size because this game can't model breasts for ****.
  13. Teamed with a thermal last night who clearly hadn't read your guides. Hopefully he sees this in here and corrects his many failings.
  14. I have it, use it, love it. It's a one-slot wonder. Sometimes you run into a low-end WP or whatever build that isn't at or near HP cap and so would totally benefit from some more HP. That said, it's tied with snowstorm for most skippable power in the set. I wouldn't feel bad about dropping it if I needed to do so.
  15. I can barely get people to stop running away like morons when they get disintegrated; these badges should be interesting to get.
  16. You will get to pick the slots you want opened once CoH:F launches later this year. You will also have some extra slots to available based on your previous paid time, purchased expansions and purchased character slots.

    edit: A reference.
  17. Alpha was retired for a combination of reasons, not the least of which was the failure of the timeout command to kick inactives. This led to the channel filling up. Join Virtue LFG Beta. It's the replacement channel. Same great mods, less full channel sorrow.
  18. Emberly

    Numina TF in i21

    Quote:
    Originally Posted by Clouded View Post
    Perhaps I'm missing information and I know GC is getting a revamp...but where was it stated Hellions would not be found in GC anymore?
    Well, seeing as the revamped Galaxy City will be strictly the tutorial zone, and you won't be able to return to it, I don't know that it matters if there are Hellions in it. Not sure how they will handle it, as the Oro Galaxy won't be accessible to rogues who might be running the TF.
  19. For real it's a great picture, just... Sister Psyche looks like something Rocco Siffredi used up and threw away, and BABs is inexplicably white.
  20. Quote:
    Originally Posted by _Psi_ View Post
    Fairly certain this one's new too. At least... I just noticed it yesterday.

    This is a great billboard and the idea behind it is sound. Any flying, bulletproof jackass can play the hero. It takes real guts to be a normal girl or guy with a gun standing firm against injustice.
  21. Emberly

    Buffers rejoice!

    Son of a *****. I joined a team on my unmothballed Kin and was promptly told "no SB please" by four members. I politely mentioned that they can now turn off the runspeed bonus with a quick trip to Pocket D. Three of them said in team chat some variant of they would eventually but right now please don't speedboost them. The fourth sent me a tell explaining that the onus was still on me to accommodate his needs, because he shouldn't have to change a setting in the game to avoid powers from other people.

    Being as it's AoE now, I cheerfully targeted only the three that wanted SB and let the splash buffs land where they may. Now that there is a means to deal with the "problem" of speedboost, I am quite content in referring to these people as the whining **** that they are. I had a suspicion that the ability to negate the supposed downside of SB wouldn't eliminate the crybabies, and lo! I was right.

    My Cold fender is rejoicing in ways illegal. On the MM end of things, my thermal MMs have become a joy to play where once they were tedium made flesh. Truly one of the greatest QoL improvements to the game since launch.
  22. Quote:
    Originally Posted by CaptainMoodswing View Post
    Did you notice there are a lot of bright light sources?
    Quote:
    Originally Posted by Zombie Man View Post
    I notice there are really bright lights at noon, on a broadway stage, and on the set of theatrical films, and yet, no one of African descent winds up looking Caucasian with Asian hair in those situations.
    I have often been a POC under bright illumination. I would like to confirm Zombie Man's observation.

    People of colour are not, in fact, merely white people in a dim light, so lighting us up doesn't make us whiter.
  23. Quote:
    Originally Posted by InfamousBrad View Post
    OMG! Whatever they're looking at, it scared Back Alley Brawler white!
    Literally the first thing I thought.