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Posted (edited)

I call it "Chessmaster Control"

 

Power 1: ST Knockback.

Power 2: ST Knock Toward.

Power 3: Ground Target AoE Knock Left. (If left isn't an option, knockback)

Power 4: Power Build Up. Increased Knockback and adds big damage to these knock powers.

Power 5: Targeted AoE Knock Right. (If right isn't an option, pulsing knockdown)

Power 6: PBAoE Knock to Caster.

Power 7: Cone Knockback with massive magnitude.

Power 8: Ground Target AoE Pulsing Knock Up and Center. (Animation, flipping the chessboard)

Power 9: Pet: Holographic Queen. Do the "Low Rez" body model and then slap one of the crowns onto it. All of it's attacks (Whirling Sword, Headsplitter, Slice, Disembowel) do big knock. Some is back, some is up, some is in.

 

All the powers make black and white squares appear near the target, and then you get a 'gold' line to show where the bishop is moving, or a straight line for a rook, or the L of a knight, etc etc etc. The Tier 2 Knock Toward can be en passant!

 

(This is actually a semi-serious suggestion. It would be interesting to play, but probably a nightmare to balance.)

Edited by Steampunkette
  • Like 2
Posted

Looks fun!

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

Posted

Would rather have knockdown, knockback is one of the worst group effects there are, normally you want mobs tightly together around tank so the PBAOErs can demolish them in no time, knockback is very very counter-productive

 

Regards

  • Like 2
Posted
17 minutes ago, DrRocket said:

Would rather have knockdown, knockback is one of the worst group effects there are, normally you want mobs tightly together around tank so the PBAOErs can demolish them in no time, knockback is very very counter-productive

 

Regards

 

While I can see the suggested set being quite entertaining for a solo player, the good Dr has the gist of the problem.  A significant percentage of the community dislikes the use of KB on a team, and a character built with a powerset that doesn't just have KB as an element, but is specifically designed around the function, would therefore likely have a harder time getting on a team than the Kheldian players used to have when their presence previously guaranteed powerful Nictus and Quantum opposition in a mission. 

 

Posted

Yes. That's rather the point.

 

That portion of the community would haaaate this powerset and think it's the worst and the rest of us would go have a ton of fun flinging enemies around like ragdolls!

  • Haha 1
Posted
On 1/17/2025 at 9:33 PM, TheMoneyMaker said:

It's not a control set without a single target hold and single target immobilize

 

A number of control sets replace the immob with a sleep.

 

The real problem isn't the lack of other controls since guaranteed KB is useful.  Rather, the biggest issue is animation times and server ticks that would make this less fine tuned than it needs to be to function.

Posted (edited)
On 1/16/2025 at 11:39 PM, Steampunkette said:

I call it "Chessmaster Control"

 

Power 1: ST Knockback.

Power 2: ST Knock Toward.

Power 3: Ground Target AoE Knock Left. (If left isn't an option, knockback)

Power 4: Power Build Up. Increased Knockback and adds big damage to these knock powers.

Power 5: Targeted AoE Knock Right. (If right isn't an option, pulsing knockdown)

Power 6: PBAoE Knock to Caster.

Power 7: Cone Knockback with massive magnitude.

Power 8: Ground Target AoE Pulsing Knock Up and Center. (Animation, flipping the chessboard)

Power 9: Pet: Holographic Queen. Do the "Low Rez" body model and then slap one of the crowns onto it. All of it's attacks (Whirling Sword, Headsplitter, Slice, Disembowel) do big knock. Some is back, some is up, some is in.

 

All the powers make black and white squares appear near the target, and then you get a 'gold' line to show where the bishop is moving, or a straight line for a rook, or the L of a knight, etc etc etc. The Tier 2 Knock Toward can be en passant!

 

(This is actually a semi-serious suggestion. It would be interesting to play, but probably a nightmare to balance.)

 

I actually like this idea, though I know a lot of players would hate it.

 

Tuning it in such a way that a skilled player could make it genuinely useful in a team would be quite a challenge, but if that was accomplished it would be a lot of fun.

 

It would require a certain amount of bravery to play, though, since there are a lot of players who just wouldn't team with you even if it was well-tuned.

 

That said, I would suggest adding at least ONE non-Knock control to the set just because you don't want to be completely one-dimensional (because if you run into an enemy with extremely high KB protection, you'd end up useless).

 

Possibly "Capture" as a Hold?  Actually, make that "Check".

Edited by Stormwalker

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