Heavy strike knockback is just a bad design
I just want new trigger gem - Cast on Knockback. Sweep+Shock Nova could be fun to use.
|
![]() |
Heavy Strike Knockback works fine for me. Desync sometimes is a problem though, but if you stop hitting for just a moment desync ist usually gone.
ign Elmi_EQ
|
![]() |
i suggest popping a QSF while using HS
or only use it when the monster/boss is up against a wall "Now I am become Death, the destroyer of worlds."
|
![]() |
Heave strike has 10% more damage effectiveness than double strike and 5% more attack speed with 20q. This compensates for having to take a step after every barrage of attacks and if you are in the middle of a giant pack you often dont have to move at all (or if the mob is against the wall/unmovable).
The main thing most people don't seem to realize is just how strong defensively it is. While you get a small damage penalty for having to take a step now and then the monsters literally attack half as often because they are being knocked back and trying to reposition themselves even if they are unwavering. Just try it on kole or his map versions. He will literally have problems doing his groundslam and will only be able to get 1 or 2 regular attacks in before dieing. Dernière édition par Splift#4377, le 10 déc. 2013 à 20:12:48
|
![]() |
Physical still doesn't have a crit effect, something GGG said they might do eventually.
They should make it knockback, with distance determined as a proportion of damage : monster life. Knock blood monkeys back a full screen every crit. That'd be fun! Devolving Wilds
Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” |
![]() |
The problem with heavy strike knockback is angles. Just a tiny amount of desync (normal and harmless most of the time) can throw off the angle that the knockback is traveling. 1 knockback in the wrong direction is not much of a problem but many in a row that started at the wrong angle throws it way off. This could be fixed by syncing just the monster/player that is being knocked back, whenever they are being knocked back. It wouldn't look like the rubber banding(resync) that people complain about because things that are knocked back are instantly moved anyway.
Berek's Grip Ice Spear
http://www.pathofexile.com/forum/view-thread/780707 Budget Magicfind and/or Hardcore Flame Totem http://www.pathofexile.com/forum/view-thread/1211543 |
![]() |
" This would be great, actually. I started a KB/Stun Spectral Throw character, and the KB was actually super useful as a hybrid defense mechanism and damage multiplier. But the defense gained was immediately lost tenfold by the amount of desync a GMP supported ST causes against a mere pack of 10+. The problem was exacerbated far worse than with something like heavy strike,as ST would often inflict multiple concurrent knockbacks after 3-4 attacks were traveling in and out simultaneously, with a mob being pushed behind those traveling out and closer to those traveling back. Devolving Wilds
Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” |
![]() |
if there is something usefull WITH KB (like in dota's Spiritbreaker - it gives ms on knockback and %added dmg based on ms) its stupid to have kb in pve, in pvp is good (just get some nice boots with ms) .....
|
![]() |