DkSharktooth Posted April 6, 2013 Share Posted April 6, 2013 (edited) ★ Riddle Me This... Mercs/Commandos: What's the point of a knockback if they can just jump right back to you? The slow doesn't even matter if they can instantly get right back on you with additional rage due to the leap, 10% dmg boost, or 3 second CC immunity. If mercs/commandos are truly going to be the escape denial class in 2.0, their knockback should add a 2-3 second force leap denial, otherwise mercs/commandos have to wait till the warr/sent leaps, then use their knockback, which isn't how an "escape" should work. You cannot use it to escape if you have to wait till a leap is on cooldown, even if you pillar hug, because leap activates so quickly. Edited April 6, 2013 by DkSharktooth Link to comment Share on other sites More sharing options...
CaptRavenous Posted April 6, 2013 Share Posted April 6, 2013 What I really love is how they gave a knockback to some mobs, that also have a pull, so they knock you back, then pull you right back into melee combat, defeating the whole purpose of a knockback. Or how they gave a knockback to some melee mobs, who use it, then run right back into melee with you. I'm expecting combat mechanics in this game to make less & less sense over time. Link to comment Share on other sites More sharing options...
Phrase Posted April 6, 2013 Share Posted April 6, 2013 What I really love is how they gave a knockback to some mobs, that also have a pull, so they knock you back, then pull you right back into melee combat, defeating the whole purpose of a knockback. Or how they gave a knockback to some melee mobs, who use it, then run right back into melee with you. I'm expecting combat mechanics in this game to make less & less sense over time. Yes, I farm those Kintan's in Section X for biochem mats. At times, if we sync our knockbacks properly, it looks like some bizarre space waltz. Link to comment Share on other sites More sharing options...
DarkPharohEclip Posted April 6, 2013 Share Posted April 6, 2013 Riddle me this, riddle me that, who's afraid of the big black ..... Link to comment Share on other sites More sharing options...
DarkPharohEclip Posted April 6, 2013 Share Posted April 6, 2013 I don't like it... I don't like it one bit! Link to comment Share on other sites More sharing options...
Savej Posted April 6, 2013 Share Posted April 6, 2013 ★ Riddle Me This... Mercs/Commandos: What's the point of a knockback if they can just jump right back to you? The slow doesn't even matter if they can instantly get right back on you with additional rage due to the leap, 10% dmg boost, or 3 second CC immunity. If mercs/commandos are truly going to be the escape denial class in 2.0, their knockback should add a 2-3 second force leap denial, otherwise mercs/commandos have to wait till the warr/sent leaps, then use their knockback, which isn't how an "escape" should work. You cannot use it to escape if you have to wait till a leap is on cooldown, even if you pillar hug, because leap activates so quickly. Are these pvp questions? Wait for the knight/warr to leap to you first, then hit him with a knockback and a snare and he won't be able to attack you for 10 secs+ if you play your cards right. Knockbacks (and snares) are good vs some other classes as well, not just leapers. And they're great on maps with deathtraps or bridges or cliffs. Link to comment Share on other sites More sharing options...
ZirusZero Posted April 6, 2013 Share Posted April 6, 2013 I want the real concussive force/afterburners back. It made stockstrike kinda like a switchblade. Link to comment Share on other sites More sharing options...
AlexDougherty Posted April 6, 2013 Share Posted April 6, 2013 It's an interupt, if your enemy is unleashing a powerful attack (or at least building up) your knockback interupts them, wasting the ability's use, so it then has to cool down before they can try again. This helps more against NPCs than players but it is useful. Link to comment Share on other sites More sharing options...
Alec_Fortescue Posted April 6, 2013 Share Posted April 6, 2013 Uh, what...? Is he talking about Juggernauts? Find me a Juggernaut that is using Vigilance (and the 3 second cc immunity) in PvP. I thought CD on Force Charge was way too long to charge back right away, unless he used Force Push. Someone can't handle the heat? Link to comment Share on other sites More sharing options...
ZirusZero Posted April 6, 2013 Share Posted April 6, 2013 Uh, what...? Is he talking about Juggernauts? Find me a Juggernaut that is using Vigilance (and the 3 second cc immunity) in PvP. I thought CD on Force Charge was way too long to charge back right away, unless he used Force Push. Someone can't handle the heat? I use vigilance in PvP. It ain't bad. Link to comment Share on other sites More sharing options...
Alec_Fortescue Posted April 6, 2013 Share Posted April 6, 2013 I use vigilance in PvP. It ain't bad. I use Vigilance for PvE and it ain't that bad! But nowhere close to any of Marauder's skill trees, if you get me Link to comment Share on other sites More sharing options...
Kissakias Posted April 6, 2013 Share Posted April 6, 2013 (edited) ★ Riddle Me This... Mercs/Commandos: What's the point of a knockback if they can just jump right back to you? The slow doesn't even matter if they can instantly get right back on you with additional rage due to the leap, 10% dmg boost, or 3 second CC immunity. If mercs/commandos are truly going to be the escape denial class in 2.0, their knockback should add a 2-3 second force leap denial, otherwise mercs/commandos have to wait till the warr/sent leaps, then use their knockback, which isn't how an "escape" should work. You cannot use it to escape if you have to wait till a leap is on cooldown, even if you pillar hug, because leap activates so quickly. knockback is perfect to throw them out of a bridge or cliff wish vanguards have it also vangs are so crap AC, no stealth, no 1 min cc, no pushpack waiting for a pay to AC change to be mando and my self Edited April 6, 2013 by Kissakias Link to comment Share on other sites More sharing options...
darkov Posted April 6, 2013 Share Posted April 6, 2013 I just accept the fact that if someone gets into melee range then I'm probably dead on my Commando (assuming they know how to play their class), not sure 2.0 is really going to change that. Link to comment Share on other sites More sharing options...
Jay_Stocker Posted April 6, 2013 Share Posted April 6, 2013 Please dont waste your time trying to think of positive changes to Commandos Link to comment Share on other sites More sharing options...
aeterno Posted April 6, 2013 Share Posted April 6, 2013 Yea it's really a design flaw that melee have gap closers. God these angst filled 1.0 mercs/commandos, wishing back the glory days of missle/grav round domination are getting so tiresome. You're a friggin turret class. Set up shop on a flipping cliff and unload. If you don't like it, it's not the class being broken, it's the universe beckoning you to reroll a slinger. Link to comment Share on other sites More sharing options...
Tweaked Posted April 6, 2013 Share Posted April 6, 2013 Yea it's really a design flaw that melee have gap closers. God these angst filled 1.0 mercs/commandos, wishing back the glory days of missle/grav round domination are getting so tiresome. You're a friggin turret class. Set up shop on a flipping cliff and unload. If you don't like it, it's not the class being broken, it's the universe beckoning you to reroll a slinger. QFT. My main's a 'Mando, love him to pieces... My first alt is a 'Slinger... and oh dear lord do i love that class! Link to comment Share on other sites More sharing options...
DkSharktooth Posted April 6, 2013 Author Share Posted April 6, 2013 Please dont waste your time trying to think of positive changes to Commandos Ouch, that hurt :/ Link to comment Share on other sites More sharing options...
Kubernetic Posted April 6, 2013 Share Posted April 6, 2013 ★ Riddle Me This... Mercs/Commandos: What's the point of a knockback if they can just jump right back to you? The slow doesn't even matter if they can instantly get right back on you with additional rage due to the leap, 10% dmg boost, or 3 second CC immunity. If mercs/commandos are truly going to be the escape denial class in 2.0, their knockback should add a 2-3 second force leap denial, otherwise mercs/commandos have to wait till the warr/sent leaps, then use their knockback, which isn't how an "escape" should work. You cannot use it to escape if you have to wait till a leap is on cooldown, even if you pillar hug, because leap activates so quickly. With the slight exception being that when they leap in at me, and I fire off the concussion charge, they go flying backward, and can no longer use their monkey smash on me. Now I've got some additional time to open up the floodgates on them if they don't have a leap, or if they do, then I at least interrupted the smash... Link to comment Share on other sites More sharing options...
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