This is a very simple idea for QoL improvement for all players across the board.
Change all Knockback effects to Knockdown instead.
This has several pros:
1] This removes the ability for players to grief other players by pushing enemies across the screen in legion events.
(Wasnt just charge barb in S3 as we also had this problem with landslide druids before.)
2] Helps players by not removing enemies out of their own attacks.
3] Helps players by not removing enemies out of others attacks in teams.
I see many threads about this and this change is very simple and straightforward and fixes the issue.
Please +1 if you support this thread and get your vote
!
5 Likes
Knockbacks allow for another type of mechanic to come into play - hitting an object or another monster. In fact that interaction is rather vital to rogues’ fundamental forceful arrow. If it were purely a knockdown it would happen far less frequently, less reliably, and make builds using knockbacks weaker due to how knockdowns would have to be treated (i.e., with diminishing returns to prevent perma-knockdown).
Right now only a couple skills stand out as outliers, and it’s mostly the range of the knockback that’s the issue in groups, not the knockback itself.
3 Likes
So basically a long winded way of saying you hate charge
5 Likes
This is a good point. I would say that changing the skill to knockdown could be incorporated into the new skills so that skills that used to gain a bonus or effect on enemy being knocked back into terrain now get a bonus or effect on that enemy if that enemy already has a CC when you knock it down. So if an enemy is slowed and you knock it down you gain the bonus or if it is stunned ect. If this is harder to do then bonus could be increased. Thoughts?
Don’t go chase the mobs, and/or use a skill that is ranged/pulls enemy back to you?
Some of my favorite altar memories were under-leveled charge barbs knocking heralds away after I cleared waves of enemies. I just stopped attacking and let them die.
Very bad idea.
Don’t fix what’s not broken. Charge is overused, because it got broken this season with no cooldown economy and excessive damage.
It worked well before, because of knockback. It was a very important feature to sweep monsters into a tight group, stun them or make them vulnerable and finish them off with another skills. Cooldown reset only on succesful, well planned hits, you couldn’t endlessly fly in the open.
2 Likes
Players running skills like charge need to learn how to play them effectively. In group situations it better to charge outside-in to keep the mobs tightly packed so everything dies. Most charge oriented barbs on the other hand can one shot everything. When I do events I always sweep the enemies towards the rest of the group, this makes loot collection a breeze when it’s over.
Learning how charge works in this manner is also important when it comes to bossing and can mean the difference between charging through and doing very little damage or charging to and hitting big damage numbers because you have ranged the skill correctly. Because bosses are unstoppable charge behaves a little differently but a player still has control if they understand how the skill works.
1 Like
No…cuz then I could never kick a monster into a wall so hard he explodes.
Wrasslin’!
1 Like
Absolutely right.
But im sure the most fun is to push the enemies so far away from the other players so that everyone else gets angry.
That remembers me of the Guild Wars 2 times. Full screen of players concentrating their damage to one boss. Pling One “lucky” knockback-shot with a bow and the boss was successfully placed out of the damage fields.
People were getting very angry in the chat and the shooter was giggling happily because noone knew who done it.
Yea that’ll never happen, let’s be real. Think about your average player. They want to kill things, fast. They don’t care if their abilities inconvenience people, why should they if they’re having fun? Realistically speaking this mentality will never change outside of a personal group setting with friends.
I used to have Bone Prison equipped back in S1, it was horrible around people, no one liked a necro with it. I loved it myself, kept me safe, and added some utility with its passives. The only time I didn’t use it was when I was grouped with friends, as I knew it ticked them off. Fast forward to S3 and it’s great, people can move through it.
@Urza I personally wouldn’t have an issue if they altered this somehow. Now I understand that knock back can have some interactions with terrain, but if we’re being real how often is that utilized? If all you’re getting is a stun effect from it, that’s easy enough to add to a knockdown, if anything it would be far more reliable. Otherwise all you’re doing is just shoving around enemies like you’re trying to get out a New York subway.
1 Like
I agree , I play both rogue and barb. I prefer knockdown to knockback anyways. Knocodown , the target is not moving.
Had a barb wipe my rapid fire rogue " kill " shot out of the kill zone yesterday in helltides , this was even when the barrage was released and half way to target and , then the arrows went into nothing. I just rolled my eyes and went , whatever , jackass.
1 Like