I wish i could turn of knockback on my skills...

Because as melee there is literally ZERO situations where I want my sweep or my heavy strike to knock back my enemies. The only reason that I can think of for these two skills having knockback would be the idea "Okay, knocking back an enemy will prevent damage from them", but it doesn't: stunning an enemy prevents damage, Knocking them back just makes you have to chase them. And it HELPS ranged enemies.


Knockback has its place on Ranged attacks: NOT on melee skills. I would give anything for a gem to turn knockback into more damage or stun or something. :/
+1
IGN: ScionHasTheNicestAss (SC)
Yeah this is subjective, I do appreciate my sweep having some knockback, it could function better though (as we discussed).
I know what you mean - it can be a annoying. Personally, however, I like KB most of the times. Nailing an enemy to a wall sometimes makes it easier to kill them. And on sweep it is really nice to have the KB, since when you're surrounded by monsters and you sweep and some of them get knocked back you get that little moment to recast Molten Shell, cry enduringly or whatnot. Also don't forget that sweep can also stun, so you knockback your enemies and stun them at the same time (ok, I don't know if it is possible that both occur at the same time).
But since this is so, a support gem like you proposed might be a good idea. Let people that like KB have KB, the others can convert it to damage/ higher stun chance.
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Those pesky necromancers that despite their huge bulk always seem to pop out of nowhere can be knocked back out of summoning range. You can also use a decoy totem to aggro one mob and knockback another mob out of decoy totem's range to separate the two monsters or one from a pack. Could be really useful with an exile, a reflect mob, or soul eater/conduit mob. Another instance is knocking a totem back out of ranged mob area so the ranged mobs don't get the benefit.
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Skaarlok a écrit :
Those pesky necromancers that despite their huge bulk always seem to pop out of nowhere can be knocked back out of summoning range. You can also use a decoy totem to aggro one mob and knockback another mob out of decoy totem's range to separate the two monsters or one from a pack. Could be really useful with an exile, a reflect mob, or soul eater/conduit mob. Another instance is knocking a totem back out of ranged mob area so the ranged mobs don't get the benefit.


No, just, no. Please stop, it's people like you why heavy strike is terrible and unless you're doing some very specific thing you would always want to go double strike instead.

Heavy strike ALREADY has disadvantages:
- It deals one big hit - it rapes you on reflect.
- It knocks shit away - it causes IMMENSE amounts of desync in certain places (hello doorways it's a good thing monsters don't camp doorways, right? OH WAIT.). It also LOWERS your dps to BELOW double strike. You cannot use multistrike with it because of it (at least not without losing dps).
- Arctic armor mobs - if you knock them back you stand on the chilled ground and have lowered attackspeed etc.
- Frozen ground/shocking ground effect on maps - you will keep pushing monsters into it almost all the time.

Guess what almost all those issues are caused by? KNOCKBACK.

Knockback doesn't help, because you have delay in the game. They'll almost always STILL hit you unless you outrange them by quite a bit. All it means is that you get less dps and get to walk to monsters between swings.

But I wouldn't want to spend a gem to just turn it off - spending a gem for turning it into damage would be pretty cool though.
@Aelloon
+1 to knockback to damage conversion
A passive node that converts Knockback into stun threshold reduction would make more sense to me, personally.
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Aelloon a écrit :
No, just, no. Please stop, it's people like you why heavy strike is terrible and unless you're doing some very specific thing you would always want to go double strike instead.

Heavy strike ALREADY has disadvantages:
- It deals one big hit - it rapes you on reflect.
- It knocks shit away - it causes IMMENSE amounts of desync in certain places (hello doorways it's a good thing monsters don't camp doorways, right? OH WAIT.). It also LOWERS your dps to BELOW double strike. You cannot use multistrike with it because of it (at least not without losing dps).
- Arctic armor mobs - if you knock them back you stand on the chilled ground and have lowered attackspeed etc.
- Frozen ground/shocking ground effect on maps - you will keep pushing monsters into it almost all the time.

Guess what almost all those issues are caused by? KNOCKBACK.

Knockback doesn't help, because you have delay in the game. They'll almost always STILL hit you unless you outrange them by quite a bit. All it means is that you get less dps and get to walk to monsters between swings.

But I wouldn't want to spend a gem to just turn it off - spending a gem for turning it into damage would be pretty cool though.


You forgot to mention the advantages of Heavy strike over other ST melee skills like Double strike. Don't look at only the bad side.
+1 Switch KB from heavy strike to increased stun duration plz.

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