Heavy strike knockback is just a bad design

oh god dont remind me about multi strike heavy strike . its so shit , it hurts to think about it
Dernière édition par Saltychipmunk#1430, le 3 déc. 2013 à 13:24:48
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Zelpo a écrit :
Try it with multistrike, good times


Even with voidhome, ondar's clasp, frenzy charges, rat's nest, etc it's not THAT bad, sure you can get a bit faster dual wielding some rapiers or something, but it's nowhere near the broken that is multistrike flicker strike.
Ugh, whats worse is Knockback on Sweep. DAMNIT, I do NOT want to knock the enemies out of my AOE! What the hell were they thinking?!
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aleksandor a écrit :
Ugh, whats worse is Knockback on Sweep. DAMNIT, I do NOT want to knock the enemies out of my AOE! What the hell were they thinking?!


The idea is probably that the knockback helps in not getting hit, pity it also helps in not hitting things.
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MrMisterMissedHer a écrit :
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aleksandor a écrit :
Ugh, whats worse is Knockback on Sweep. DAMNIT, I do NOT want to knock the enemies out of my AOE! What the hell were they thinking?!


The idea is probably that the knockback helps in not getting hit, pity it also helps in not hitting things.


stun is what stops hits , not knockback
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MrMisterMissedHer a écrit :
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aleksandor a écrit :
Ugh, whats worse is Knockback on Sweep. DAMNIT, I do NOT want to knock the enemies out of my AOE! What the hell were they thinking?!


The idea is probably that the knockback helps in not getting hit, pity it also helps in not hitting things.

leap slam into a group of ranged enemies. Sweep a few times until they are all pushed out of your sweep radius. They keep shooting you, though. Fun times.

Knockback truly sucks. If there was a keystone which said 'You cannot knock things back', many people would get it, even if it didn't do anything else. It would open up so many more build possibilities.

(Of course, a keystone that did something like 'Cannot be knocked back. You cannot knock enemies back.', and was called 'Roots' or 'Up close and personal' or something, would be much more likely to be implemented, since at least then GGG can pretend it has a downside and an upside.)
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756
knockback just should never be on a melee skill: Period. I've said this many times in every Action RPG i've ever played, but it just doesn't make any sense: its as bad as Increased light radius, its like something that just keeps getting grandfathered in because "D2 did it!".


Now, knockback on Ranged attacks? Yeah, that makes sense. But on Melee? WTF.
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aleksandor a écrit :
knockback just should never be on a melee skill: Period. I've said this many times in every Action RPG i've ever played, but it just doesn't make any sense: its as bad as Increased light radius, its like something that just keeps getting grandfathered in because "D2 did it!".


Now, knockback on Ranged attacks? Yeah, that makes sense. But on Melee? WTF.


I think knockback can work fine on melee, the knockback should never extend out of the skill range though.

That'd mean it actually has good damage properties and higher knockback would have really good defensive properties (since you could adjust it to just knock things out of range to hit you, but still within the skill's range, adding value to knockback itself).
Either way, I'd suggest replacing Sweep and Heavy strike's knockback chance with a lowered stun threshhold instead (something low, since we're trading shit for something useful, like maybe 10% reduced stun threshhold. Fuck, You could REMOVE it for all i care)
HS need rework and delete knockback, better if stun or something.
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