Knockback

Cholfo

Staff Emeritus
I've been curious for a while what exactly the logic behind adding a knockback effect to the various stun spells of SoD was. I mean, I understand the impact a good knockback+stun on the main tank of a raidforce can have, and an unexpected G-flux can turn a good raid around fast, but why should the gnolls I'm soloing bounce around the room, forcing me to give chase or my group to whine? I'm not complaining or anything, but it's had me wondering for a while. I'm guessing there's some kind of reason relating to balance.
 
Nope, Paladin. And Words of Thunder can make a mob jump far enough to inconvenience the back-meleers at least, tanks too if I happen to be auxing.
And I don't see how mob positioning and knockback relate to one another at all. So long as you've got the mob far enough away from adds(which any group worth its salt ensures with or without stuns), then it's little more than an inconvenience from what I've seen. The direction of the knockback being unpredictable does nothing but further confuse me. The only reason I can come up with is possibly balance issues. Because, you know, stuns are so obv imba agro+damage that they need to move the mob and make you re-align your melees.(take that sentence lightly kthx) :toot:
 
Mobs in corners that get knocked back sometimes get walled. When it's a 6-10 second stun, that's a pretty hefty loss in DPS.

That said, if there was no downside to Words of Thunder, it would be an overpowered spell. It's killer aggro and practically an AOE mez. The spell is fine as is. Likewise with the single target version. If you're looking for simple interrupts, stick to cease and desist, or divine stun. If you're looking for a 10-second unbreakable mez, it's going to have a downside =P

Of course, if it could be made so that mobs never got walled on knockback, that would sure be nice... doesn't happen all that often, though, from my experience.
 
Words of Thunder is the single, you're thinking of Words of the Crusader, which is AE. It is pretty good agro, and 6 seconds of no mob attacks is good for a round of casting for sure, but I'm not sure, if it's as powerful of a spell as you make it out to be, that mobs bouncing around the room a little balances it out substantially.
In short, that might make sense, but seems to be lacking in substance.
And again, I'm not making any suggestions for changes. I just want to know why it's there.
 
Granted, I don't spend much grouped time trying to whack stuff with a stick, but I seriously had never noticed this. Odd.
 
Spiritplx said:
Melee classes who complain about moving around suck at playing MMOs.
Cholfo said:
Words words words
In short, that might make sense, but seems to be lacking in substance.
And again, I'm not making any suggestions for changes. I just want to know why it's there.
Cholfo said:
I've been curious for a while what exactly the logic behind adding a knockback effect to the various stun spells of SoD was. I mean, I understand the impact a good knockback+stun on the main tank of a raidforce can have, and an unexpected G-flux can turn a good raid around fast, but why should the gnolls I'm soloing bounce around the room, forcing me to give chase or my group to whine? I'm not complaining or anything, but it's had me wondering for a while. I'm guessing there's some kind of reason relating to balance.

Alright. Again. I am not complaining about anything. I just want to know what the logic behind implementing knockback was. Stop with the "omg stuns are fine as is stop whining" posts.

ITT: We talk about the logic behind knockback.
 
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