Knockback is garbage

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demogear wrote:
current knocback just breaks the game. Mobs get stuck in the walls and drop no loot


That's the biggest issue imo, not that knockback is "not powerful enough". It's plenty powerful if you use it on the right skills and/or pick the passives to increase kb range, the problem is it's extremely annoying to use on many of the maps because it pushes mobs through stuff moving them in weird directions or simply bugging them. Try a GMP flame totem with a kb support, even a lvl 1. Nothing can even get close to the totem and with faster projectiles they're pushed back like an entire screen. It's really strong with the correct abilities, but meh at losing loot.
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Coldust wrote:
there's a keystone named fending and other 2 passives near the templar area

2 x + 15% knockback distance
1 x Fending: + 15% chance to knockback on hit and +15% knockback distance

i've been using this with sweep on my staff templar and doing great, if you stack enough attack speed + high quality(attack speed) sweep with faster attacks all melee monsters can barely touch you.

still im not sure if this is viable in higher lvls.


I would really like to see a video of this if you could.

It sounds like, when done right, it's similar to 100% stun threshold reduction. Just another way to keep monsters away.
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CrystalisQualinthi wrote:
:-P :-P


just go away
Knockback on heavy strike is so good. When I'm fighting a heavy hitter, the last thing I want is him standing still while I dps him down, I want him to move around and pull more dangerous mobs to make the game more exciting.

That's why I'd never use glacial hammer because that stupid thing just lets me tackle difficult targets without moving around...
Last edited by MrMeowMeow#1120 on Feb 20, 2013, 5:28:31 PM
Knockback interrupts actions / spellcasting as well yes?
Alexis
*smiles*

=@[.]@= boggled
=~[.]^= naughty wink
Or you could just use those cute flame totems that hit 14 times a second
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Kwonryu wrote:
Knockback interrupts actions / spellcasting as well yes?


I don't think so, no. It might cause melee monsters to miss by pushing them out of range, though.
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CrystalisQualinthi wrote:
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StinkFinger wrote:
Should rename the node "Tickle"...

I figured it would blow when I used PW on mobs and saw their Tourette's Syndrome shakes...

Searching the forum beforehand only confirmed my suspicion...

Yes, it is garbage...

I'm sure some "apologist" will come in here and plead his case for it not being horrid, they always do, with EVERYTHING...


Hey stinky, good to see you're sitting around being constructive and helpful to the community as usual. :-P

Also, as a fervent 'apologist' I can say I will never plead my case about you not being horrid, which means your claim that we apologize for 'everything' false. :-P

Lol - the Stinkmeister's just sulking because everyone's onto his embittered whining now.
IGN: ScrubcoreRulezBitch
Alt: HardcorePwnsScrubcore
@kwon no it doesn´t interrupt any actions

In most circumstances it´s even contra productive because you´re pulling things out of your action radius. Though there was a time when Sweep was superior in melee due to knockbacking melees so you remain untouchable.

The problem is here when you comparing knock back in a vacoum. Compare it to other passive nodes and support gems and it will look weak or not as strong as other supporters. Right now. I think it will get really abnormal strong with the fitting skills GGG will release.

Or meta gaming with skills/passives not tried allready. Knockback can be a really strong CC.

What can never be lent or earned?
Somewhat, that devours everyone and everything:
A tree that rush. A bird that sings. It eat bones and smite the hardest stones.
Masticate every sword. Shatters every shrine. It defeat mighty kings and carry mountains on lightly wings.
What am i?
"
Incompetent wrote:
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Kwonryu wrote:
Knockback interrupts actions / spellcasting as well yes?


I don't think so, no. It might cause melee monsters to miss by pushing them out of range, though.


I'm pretty positive melee attacks are interrupted (that or they're being pushed out of range). I am running a Bow duelist with Fending and my attacks combined with my ranged totem's attacks are causing enemy melee attacks to miss.

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