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Found 9 results

  1. Hi all. It was suggested that I post this here. Please bear with me, as I attempt to layout the situation, though many already know of it and read as I propose a possible solution. Goal - As of right now I've personally witnessed that there is a growing majority of players that don't like Knockback. In Solo, it's not too bad once you learn how it works. But in a team or group environment, it seems it can mess up the group dynamic to the point of generating tempers. This suggestion is not about removing the knockback mechanic, but instead offering a modification to it.
  2. (Is anyone here getting semantic satiation out of the word 'Knockback'? Just me?) The Problem So there have been a lot of Knockback threads, and my personal pet peeve is that KB to KD IOs tend to be a bit of an IO tax on high, random knockback powers that people want to use constructively. I've previously suggested a powerset revision myself, but it occurred to me in the shower that there was an easier way of dealing with the problems. First, let's review the problems with Knockback. If you're not interested in reviewing my ennumerated list of current problems, you can skip do
  3. I think it's time we bring this up again 😉 Knockback is something that many of us find very fun in CoH, but has been controversial in how it works. Without rehashing the specific complaints about it in a team sense, I'd like to touch on what I feel KB is missing. When you knock a guy into a wall, or off a ledge it doesn't seem to bother the enemy at all aside from a minor inconvenience, and with some enemies they don't really seem phased as they will continue to use ranged attacks after a moment of getting back up. In most media, slamming into a wall or off a height generally is a
  4. This does not seem to be working. Hurricane is still scattering mobs, making it still so situational that it probably will just be left off, since it always seems to do more harm than good. Do I simply need to respec out of Hurricane?
  5. What: Knockback themed Superteam that practices "Social Distancing" by knocking enemies far away! Where: Excelsior - On the star in Nova Praetoria When: Fridays at 8pm Eastern US (first meeting on 8 May) Who: Brought to you by the Justice Superteamers (the folks behind the Justice TA, Traps, Radiation, Blades, Earth, Gun, Darkness, Time, Water, Sonic, and Nature Superteams). We're also currently running an Electric team on Sunday nights. Why: FUN, Fortune, and glory! The Justice Superteamers run many projects to leverage the power of stacked (de)buffs and explore common themes to a
  6. I do love knockback. It's pretty fun and has an element of control in it that is different. With proper application it can dominate an encounter or even a conversation. I am okay with knockdown but to be honest I prefer stun to knockdown. There's a learning curve with knockback just as other powers. It's just not subtle. Few really see Enflame being applied and it being the cause of a target start running around, There are tips and tricks available. There are also plenty of threads on the topic like:
  7. Wondering if there are any Knockback-friendly SGs on any of the HC shards/servers? Knockback-positive would be even better. I kind of want to build a pepsi-popper and really slot it up for knockback, but I don't want to be the jerk on the teams throwing opponents out of everyone's range. Don't really care which shard it is in as I've got characters on all the shards, just looking for a group of people who love to drop kick opponents across the map. My in-game handle is @V.V
  8. Not having any kind of knock mitigation is a tremendous glaring disadvantage. As my DA character gets stronger it is becoming the only way of taking him out. The game just plinks away, eventually I Dark Regen it all back and the train keeps rolling. But the instant something with even a hint of knock-back arrives, I just get juggled to death. Makes it feel like DA should be way stronger in other ways to compensate for being auto-dead when someone has knock. I know there is a flight IO that reduces knock mag, Blessing of the Zephyr. Are there other ways to control knock?
  9. I have been running some tests on my Electric Armor/Energy Melee Tanker over the past few days and I have run across an issue I think should be looked into. As many of you might know Electric Armor comes with a power called Grounded that gives you Knockback Protection at a whopping Mag 15.6, and in most cases this is enough to get you through just about everything. Most people don't slot other AT's past a Mag 8 for Knockback. So, I figured this would be good enough for my Tank. Then Lord Recluse happened ... Old spider-butt couldn't hurt me, b
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