this kinda reminds me of the old speed boost issue, most people loved SB a few didnt so they added an OPTION to make everyone happy. more options please
My earliest and fondest memory of coh is chasing a mob while shooting them (before travel power suppression) it was my omfg "i love this game moment". and yes the steamroll does get tedious at times but what about when you are trying to beat a TF within a certain time frame? remember chasing all those little clockwork in a synapse TF? anyway we arent forcing anyone to remove the KB if they like it. we only want options. And at the end of the day isnt that one of the things that makes coh so wonderful? all the options.
first of all leo chillaxe bro we are just spitballing there's no need to get so defensive. second of all its not that i disagree with you im just having a hard time understanding your position it looks like u oppose this because......"no" (stomps foot)?
u do realize there are multiple, multiple knockback IO sets that enhance and reinforce knockback (for those that want it) and they come at no additional cost. one of them is counterproductive as it enhances knockback with every piece only to take it all away. People complain about the weird behavior bosses perform when you throw rad debuff on em but aside from some grumbling the whole team just engages in game of "tag". Nobody is saying do away with Knockdown we just want it managed and controlled without a cost just like every other secondary effect
exactly, since other secondaries dont have unreliable secondary effects can KB powers get a little more freedom in exchange? *cough* like global KD instead *cough*
removing all mitigation instead of reducing it is a fair price? i could see changing the KB to disorient or some other secondary effect but removing it entirely seems a bit heavy handed
thanks guys for coming to my defense i really appreciate it. Also i played wow for a week at launch dropped it and never looked back so my wow info is limited to panda commercials lol.
I just don't understand what people have against more options....i mean you aren't being forced to use said options so why argue against more choices?
widows gets a really bad rap which is a shame cause they are really really nice characters when built well. You can easily cap all your positional defenses and get tons of buffs plus nigh irresistible psi damage make them an excellent jack of all trades. in fact a ranged/defense capped widow plays much like a psi/SR sentinel except they do WAY more damage and their buffs are really helpful teamwise.
However i will agree that they require some endurance modification tweaking. the initial passive they get simply isn't enough to support all the toggles that become available to you without serious IO building
i hear u, i also dont like to rely on incarnates to fix a hole however there is a lid for every pot....although im not sure that analogy works here but you will find that the elec armor is very very immune to sappers.
Again this is a strategic issue, simply target the problematic foe 1st and take them down. For invuln its psi foes for elec its toxic for Rad its cold. I do feel your pain im sure kheldians want those void specific foes gone too.
theres lots of ways this can be implemented, it could be a toggle accolade, a new incarnate choice, a global IO, null the gull. the possibilities are endless
the power pool powers are easily to implement because there are less powers and are therefore easier to balance. COH code is really really really complex so while wind power is on the docket there are higher priority things to implement and fix. Remember the devs here are UNPAID they do this for love. All good things come in time