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Posted
3 hours ago, Gerswin said:

I love the concept of knockback,  but the mission objective design in CoH rarely favors its use.

 

The real problem is knockback as a secondary effect and, often, an unreliable one at that.  If you have a power that ONLY does knockback then you can use it when you want to KB something and not use it when you don't.  But when it's attached to your main damage-dealing attacks, NOT using them isn't a good idea.  So you either reposition (costing you time), use KD converters (costing you an enhancement slot), or just do it and accept the consequences good and/or bad.

 

I like using a Nemesis Staff to knock Super Stunners away from the team.  Even if one person chases them down to engage, they'll maybe still only hit that person with their rez and not the whole team.  And certainly I've seen KBers knock enemies INTO the pack too.  There's no question it has its uses... if you can control when you use it.

Posted
59 minutes ago, ZemX said:

 

The real problem is knockback as a secondary effect and, often, an unreliable one at that.  If you have a power that ONLY does knockback then you can use it when you want to KB something and not use it when you don't.  But when it's attached to your main damage-dealing attacks, NOT using them isn't a good idea.  So you either reposition (costing you time), use KD converters (costing you an enhancement slot), or just do it and accept the consequences good and/or bad.

 

This is very true.   ST powers with guaranteed KB are very good and I almost always take them when they are available.  

 

I like the way that you frame the issue as well and it argues strongly in favor of a less onerous means to manage KB in powers where it's not the primary effect.

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