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(Gravity: Crushing Field): Where is the -Knock Back?


Solarverse

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I seem to recall this power having -knock back in it at one time in the way way way far back years of the set. I could be wrong, but even theme wise, it just doesn't make any sense for the set to not have -knock back in it. So why was it removed? If it was not removed, and I am just remembering wrongly, then why does it not have it? As of right now, it is the only reason I won't play the set. I locked down my mobs and then over and over again watched them get scattered by knock back...so I checked the stats on it, seen it did not have -knock back in the immobilize power and trashed the character.

So what is going on with this set?

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actually, not sure to be honest.

most other immobilizers prevent scattering from kb/fear.

I usually compensate by using a hold before propel to prevent KB.

Propel itself is an odd power as even if it misses the aoe KB effect can still occur, doing no damage whatsoever.

grav also seems to do very little damage which is why is has multiple power interactions.

Containment

overpower

impact

You can set up some nifty combos using the interactions, but they are slightly random.

it's possible something went screwy, or something was overlooked when the interactions were put into effect OR

it might be working as intended and we simply don't know why. 

Its easy to criticize a suggestion but can you suggest an alternative?

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I can't recall if it ever had -KB. I know it has been a talking point. I just find the set a bit of an odd duck and on the middle side in terms of where I would rank it. I think it is the only set which doesn't get it's hold until level 2. It's faster recharging AoE control is a T8. Propel is cool, but Lift is far better DPA. Dimension Shift is well Dimension Shift. The final two powers are fantastic outside of Wormhole needlessly doing KB, but the rest is just average or below. Seriously, lets take a set's most used AoE, allow the player to move a mob to where they want, disorient the mob, and then KB that whole group. (bangs head) As mentioned, there is no way to prevent the KB in Wormhole without an IO since Crushing Field offers no -KB. Wormhole makes me want to put the one ATO set in it, but I can't 6-slot it due to needing to add a KB to KD proc. Gravity is basically the Energy Blast of the Controller sets. It might have been fine in the original design of the game, but it has aged poorly. I intend to get my Grav/ta to 50, but I'm not seeing the desire to really invest in it beyond that. 

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1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute.  10. Chasing Fireworks: Fire/time Controller. 

 

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Gravity's immobilizes have never had -kb (it does have -kb in its holds). This used to be a benefit when immobilizes in other control sets couldn't be used on knockdown patches. It still can be used strategically if you have AoE kb powers in your secondary and want to push mobs together. I slot kb>kd in Propel and Wormhole and really don't miss it.

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On 9/19/2023 at 12:16 PM, Uun said:

Gravity's immobilizes have never had -kb (it does have -kb in its holds). This used to be a benefit when immobilizes in other control sets couldn't be used on knockdown patches. It still can be used strategically if you have AoE kb powers in your secondary and want to push mobs together. I slot kb>kd in Propel and Wormhole and really don't miss it.

 

Yeah, that really sucks. I can't play a Control set that doesn't have -KB in the AoE Immob, especially when one has to do with Gravity. It's a truly awesome set, but not having -KB in the immob just feels like a rip-off to me.

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Immobilizes used to prevent knockback (knockdown was very rare in a power at launch). This would prevent Grav from knocking targets down, which is considered a control (This is before containment)

 

So, they didn't add KB resist/def to gravs immobilize so you could knock everything. It's way behind the time. 

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I remember this being a "feature" way back on live, in that I could stick the Ragnarok: Chance for Knockdown purple in Crushing Field and spam it to keep knocking enemies over. (Back then procs had a flat chance of proccing, 33% in this case)

 

These days, it's just annoying, and I agree it should be changed.

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