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Wavicle

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Everything posted by Wavicle

  1. Yea, it happens. And sometimes other weird issues with the location keybinds, such as the drop appearing on a surface below where the intended target is actually standing. Those keybinds were added into the game at some point and don't always quite work properly, and it does vary by map and location.
  2. Here's an idea: Slotting Knockback Enhancements into powers that have a chance to cause knockback should increase the CHANCE instead of, or maybe in addition to, the duration. Powers that already have a 100% chance should have get damage added to them if the Knockback is enhanced.
  3. Not really, no. That could be neat too, but my suggestion is primarily for characters that have unlocked free access to various prestige items by gaining badges that unlock them, such as Assemble the Team, Return to Battle, etc. But thanks for the tip, that may help.
  4. Yes, this is what I meant. So I can go to ONE place in the vendors menu and see everything that is available for no Inf.
  5. Add a new category to the START vendor that shows all the things that you've unlocked through badges and such in one place.
  6. I'm pretty sure this perfectly explains why they aren't going to give us a much easier option, however much we might want it. In many, many cases, KB>KD is a big increase in DPS. I think the best we can expect, and we should keep asking for these things, is more access to Draw In powers, more access to -KB in AoE abilities, and possibly another set or two with KB>KD IOs (with more flexibility than Sudden Acceleration, hopefully) AND, maybe, some modifications to KB CHANCE in AoE abilities.
  7. Their powers don't have penalties to overcome. It's still balanced.
  8. I agree some of them need a tweak.
  9. You're describing Epic powers, some of which do include TK.
  10. Power Boost doesn't even work on KB anymore because it was deemed unnecessary, so why is there a whole enemy faction that basically gives themselves that effect?!?!
  11. Seems to me the devs could help a lot by simply ELIMINATING KNOCKBACK VULNERABILITY in mobs, such as Clockwork.
  12. I doubt they'd ever do it, but I'd prefer a toggle given to Energy Blast characters and Peacebringers. That way they can change it on the fly, and I don't really think anyone else needs it.
  13. Now I wonder if a power like Nova could have some kind of tricky internal mechanics so that slotting it FOR Knockback could have an outsized effect, just in case someone wanted to get back to the classic "enemies go flying", Nova. Because I understand what CP is talking about when they say KB "feels" powerful. It's true. Sending enemies flying with my Nova was definitely an early fun experience back in 2005. That should be available without too much effort, even if it was ever changed from the default.
  14. Maybe just Explosive and Nova would be enough? And if you really have a problem with Torrent, there's KB>KD.
  15. It's true that KB powers are some of the only abilities in the game that require actual player skill to use properly. That's too much for some folks, clearly, and the folks for whom it is too much are themselves too much for other folks, also clearly (and fairly, I think). Probably direct attacks with AoE KB (Peacebringer AoEs, Energy Blast AoEs, but NOT Storm Summoning powers, Bonfire, etc) should be all made KD or KU by default. Single target abilities with KB should probably be mostly left as they are.
  16. I think at the time I made the guide either RV was level locked or I just didn't know about it yet. You are absolutely right, and RV is indeed mostly how I get the portal these days. I'll be editing the guide sometime soon when I feel like making the time.
  17. I wouldn't complain if many KB powers were turned to KU instead, Storm, PB, Energy, and more! There might have to be some exceptions for certain abilities meant to be positioning tools, but that's only a few specific powers I think.
  18. This is why I think modifying Power Push into some kind of utility to minimize KB problems is a good way to go. Those who like the set as it is don't currently take Power Push (almost no one does), so changing it won't affect them, but it will give an option for those who do. Most other powersets combos only have a couple of KB powers and can use KB>KD enhancements if they want. PBs are just SOL. 😕 More of their powers should probably be KD by default.
  19. That would be cool. I just figured, to kill two birds with one stone, it should be Power Push that gets the Axe Cyclone treatment, in order to make it a desirable pick. Call it Power Pull, or call it Energy Vortex. It could just be a location based field, or I thought maybe make it react to your other powers. While Energy Vortex (a tag on the target of your Power Push that lasts, let's say, 20 seconds) is active, all your Energy Blast attacks cause nearby enemies to be pulled toward the target of the Vortex INSTEAD of their regular KB effects.
  20. Power Push should be redesigned to do that in some way, which I've suggested before. Wouldn't help Peacebringers, Storm Summoners, or anyone else though.
  21. Not even remotely comparable.
  22. It's really not necessary to put it in the single target attacks.
  23. It's obviously a big increase, that's why people do it. It's true a bit for Energy Blasters, but not everything is about Energy Blasters. Adding KB>KD to Lightning Storm or Bonfire are both CLEARLY big DPS increases. Everyone knows this, that's WHY people slot those. If this was really the case then what is everyone complaining about? Why does this thread even exist?
  24. I'm not entirely sure, but on the off chance you aren't just trolling me. The reason teams want you to add KB>KD enhancements is because NOT having them slows down the speed of killing, aka decreases DPS. Therefore adding them is a DPS increase. If adding them was NOT a DPS increase, people wouldn't care.
  25. The power is using the mobs to strengthen you. That is something done to them. That's why it alerts. The fact there is no debuff, control, or damage is irrelevant.
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