EvilGeko

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  1. Quote:
    Originally Posted by Texas Justice View Post
    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.
    What foe(s)? And what character are you playing?

    Math is needed for that situation however. If you knock the foe away from your heavy hitting melee attacks, what have you really bought. For example.

    Energy/Energy Blaster. You knock a foe away, they are no longer in range of Energy Punch, Bone Smasher and Total Focus. Bone Smasher and Total Focus do more damage than any of the blasts except the Sniper (and knock doesn't buy you enough time to use that). Energy Punch activates faster than ANY blast attack and Bone Smasher is faster than the T2 and T4 blasts. And by moving them away from you, you're giving up the chance for the VASTLY more powerful stun secondary effect.

    So I'm not ready to acknowledge that you're better off in the situation you posit.
  2. Quote:
    Originally Posted by Arcanaville View Post
    Its a statement of fact, and its false.
    Prove it. Prove how your infallible knowledge counters the collective wisdom of the playerbase.

    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.
  3. Quote:
    Originally Posted by Arcanaville View Post
    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.
    Ice Blast and Fire Blast have secondary effects that cannot be identically optimized. Ice Blast's slows and -recharge is valuable in places where Fire's DoT damage isn't. At times both are useful. Never, in my experience, have either been a detriment. I can't say the same for Knockback. In my opinion, Knockback is not an example of a good tradeoff of advantages/disadvantages. It's mostly disadvantage. Which means it's an obviously poor choice.

    Quote:
    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.
    The advantages of Knockback are not worth the disadvantages. That's not an opinion. Knockdown offers almost all of the same advantages with none of the skill required. In general, I agree with your premise. I think whenever a power or effect requires greater skill to leverage than average it should offer greater advantages. But that's not what Knockback is. It's almost the opposite. It offers inferior advantages to similar effects while at the same time requiring specific scenarios and skills to shine. That's broken.

    Quote:
    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.
    Well, I disagree that it's mechanically correct. I think that's absurd. Over the years folks have offered what I thought would make KB mechanically correct and that is additional damage when KB applies. KB then provides a benefit for its higher skill requirement. Now it offers nothing. The game design benefit I see is that players who care can now eliminate the detrimental aspects of knock effects while retaining their benefits.

    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?

    Quote:
    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.
    Players right now have tools to eliminate scatter from their game. I can choose never to make an Energy Blaster, kick any I see from my teams or quit teams where I'm not the leader. I can fully escape knockback in this game. All this IO does is allow me to play certain sets and still escape this pernicious effect.
  4. Quote:
    Originally Posted by Tenzhi View Post
    Self Destruct.
    Correct, a fun power that comes as part of a costume pack offers a non-debt death. Is that death sold as an advantage? Is it not implied that the secondary effect isn't necessarily a good thing?

    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.
  5. Quote:
    Originally Posted by DarkCurrent View Post
    The one change I'd like added would be for the AoE invis to be some toggle aura that also adds some dmg/control. Something like WoC perhaps. Or OG sans self-dmg.
    Personally, I want the set just as it is. No changes whatsoever. Probably won't get my wish, but Illusion doesn't need anything.
  6. Quote:
    Originally Posted by Arcanaville View Post
    Most powersets also lose effectiveness from dying. Willpower, Dark Armor, and Fiery Aura are notable rare exceptions. Why does the game allow players to die?
    What powers have dying as a secondary effect?
  7. Simple suggestion. Right now the Forums are organized:

    City of Heroes Forums > English; Beta Forums > Sub-sections of Live and Beta.

    Just focusing on the "English". That made since when we also had French and German sections, but we no longer do and soon those servers will be in English as well. It doesn't seem to make much sense to call the basic forums "English" any more as the language contrast doesn't exist. However, since we tend to have a beta forum up now at all times, I would suggest that the section known currently as "English" now be called "Live Forums".

    So the new breakout would be:

    City of Heroes Forums > Live Forums; Beta Forums > Sub-sections of Live and Beta


    That's it.
  8. Quote:
    Originally Posted by McNum View Post
    It's a Damage IO, Hurricane doesn't do damage. It's going to make Tornado... interesting, to say the least.
    The thing is, I am absolutely sure this is only the first such proc. I would be really shocked if the devs don't offer other means to accomplish this. Hopefully, sooner rather than later as it's well overdue.
  9. Quote:
    Originally Posted by Tenzhi View Post
    My energy blaster has benefitted from having all enemies on their back, whether scattered or otherwise.

    But for my part, I've always preferred KU to KB/KD. If I had a set with all single target and AoE KU, I'd slot for it in every power. All the awesome visual of tossing people around with none of the drawbacks of KB.
    That just illustrates why people are so excited. In this game KU and KD are in the vast, vast majority of situations superior to KB.
  10. Quote:
    Originally Posted by Aura_Familia View Post
    This.

    anyone that offers to buy one for another player is a build fool you shouldn't be teaming with anyway.

    KB or don't KB I really don't give a flying **** when you team with me.

    This hysteria comes from the same place as all the supposedly kicked defenders back in the day. It is overblown, plain and simple. Sure there are idiots everywhere and I'm sure some people won't place nice once these are available.

    But those folks aren't worth playing with anyway.
  11. Quote:
    Originally Posted by Everything_Xen View Post
    I cant believe this IO isnt on the Market.
    Yet. But I think they know that this:



    would be the result of putting these on the market.
  12. Quote:
    Originally Posted by RevolverMike View Post
    The proc is unique, meaning only one of your powers will be changed to KD. All the rest will still do knockback. Yeah, not happy about that myself. Was going to level my NRG/NRG blaster.
    For Peacebringers, you really only need it for Solar Flare!
  13. Quote:
    Originally Posted by Zombie Man View Post
    This can't be emphasized enough: It will affect just one power of a character because it's unique, and only powers that do damage. So, Nemmie Staff and Whirlwind will still do KB.
    Of course, now that the tech exists, we can start campaigning for a common Damage/KB to KD IO to be created. And all the standard objections fall out because such an IO already exists!
  14. Quote:
    Originally Posted by mercykilling View Post
    I actually hope you're right. But...my actual -experience- with elitist gamers tells me this will happen. Call it a gut feeling that it will happen when this goes live, unless they change the proc before then. *shrug*
    Not going to lie, I may no longer tolerate Solar Flare without this IO on my teams. Or I might just do what I always do, run ahead and kill on my own like a proper Scrapper (even if I'm playing a defender. ).
  15. I'm transferring my PB right back to my main server as soon as that KD proc launches. Sorry for the threadjack, but I want to dance.
  16. Quote:
    Originally Posted by Golden Girl View Post
    You run over to them and punch them - MA is all about movement
    While my Fire Scrapper has taken down the rest of the room, I'll leave it to the MAs to chase their critters!
  17. Quote:
    Originally Posted by Doc_Reverend View Post
    A note on the KB proc: by the looks of it, you can only have one. So it's not "buy 9 of them for your energy blaster." It's just put it in one that's always really annoyed you. Heck, I see the addition of Knockdown to a power without Knockbacks as a bigger deal. Why? Because I might just go and throw it, say, in Caltrops.

    And sit back and watch the hilarity.

    But really, to me? The proc is just gravy. I don't have any plans to use it on my Plant/Storm controller to knock down Tornado's KB. Why? Because I took the set for the knockback, and I'm gonna damn well get it!

    Might throw it in my Tanker's Laser Beam Eyes though.
    Even as a unique, it's still a major game changer. Solar Flare, Repulsing Torrent, Shockwave, the list goes on. Even for Energy Blast, I'll probably put it in Torrent or the AoE.

    OMG...just so excited!
  18. Quote:
    Originally Posted by McNum View Post
    At the expense of others? No, never.
    A team leader has the right to kick someone now for any reason or none. How is this any different?
  19. Last the devs said, they just said they were scared to port it directly. Which means they are going to break it when they do port it over like they did with Blaster Psi Blast. It will probably be another boring cookie cutter control set.
  20. Quote:
    Originally Posted by Thirty-Seven View Post
    It's optional... yes. Until it isn't. I think what has McNum mad is the idea that there is already friction against folks with knockback powers... and the mere fact that this IO exists may convince some that it is required, and kick folks who don't have it slotted on their PBs, etc.
    Let's assume that's will actually happen. And I'm sure there is someone out there that will do that. As a team leader do they not have the right to enjoy the game they way they wish?
  21. Quote:
    Originally Posted by Golden Girl View Post
    Why? When you give someone a superpowered kick in the face, you expect them to fly across the room
    But you can't kick them again!
  22. Quote:
    Originally Posted by mercykilling View Post
    Except not. I can fully see people kicking someone with KB from the team with the reasoning being "you don't have the converter proc. And I hate KB."

    I have in the past been kicked from teams simply because I did not have a certain power that everyone else picks or an "optimal" build that softcaps all positional defense ratings.

    I'm sorry, but I don't find playing "cookie cutter" builds fun. If everyone is running around with the same powers/set bonuses/etc., where is the individuality to the game?
    Play whatever you want. You don't want to play with people who demand that anyway.
  23. Quote:
    Originally Posted by Zyphoid View Post
    KB is the devil. The rest is up to you. For me it means there are powers I can now enjoy on my scrappers and stalkers. This will go right into Crane Kick on my MA toons. CK has kept me from enjoying the MA set for 8 years now. Finally I can enjoy that power set.

    Not to mention my PB, the cone I skipped in KM, Shockwave! WOW I am so excited by this!
    OMG, I forgot about that. I think I'm going to swoon!
  24. Quote:
    Originally Posted by Golden Girl View Post
    You number crunching types do know that there's more to this event than just some enhancements, right?
    Is not!
  25. Quote:
    Originally Posted by positron View Post
    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.
    FINALLY!!!!!!!



    So Happy right now!