New Skill effect: Knock Back

Drithlan

Drithlan

Krytan Explorer

Join Date: May 2006

Antioch, CA

R/

Knock Back would basicly Push the foe a back a little and "stun" them for about the same length as Knock Down, so instead of being adjacent it would now be near by. Skills such as: Shove: Deals X damage and Knocks Back Foe, Whirling Defense: Initial effect Causes Knock Back to all adjacent foes, Whirlwind: Deals X damage and Knocks Back Adjacent foes, and some smiting as well as various other spells, Could also combo with Cripple and Cause Crippled foes to be Knocked Down.

Keyez

Keyez

Lion's Arch Merchant

Join Date: Feb 2007

Australia

Would this require anet to implement a new animation?

Drithlan

Drithlan

Krytan Explorer

Join Date: May 2006

Antioch, CA

R/

Most Likely.

M @ T

M @ T

Wilds Pathfinder

Join Date: Sep 2006

South of heaven

S E X Y Shinigami[SEXY]

W/

Not animation for the skills(if that is what you mean)unless you want the knocked back character to tumble or something. But programming for sure, because after you get knocked back they will have to calculate what is going to happen depending on where you stand afterwards, like lava. It doesn't sound very hard, but it will change a lot of things in PvP and PvE too. Flaggers will absolutely hate that in GvG for isntance

Drithlan

Drithlan

Krytan Explorer

Join Date: May 2006

Antioch, CA

R/

I doubt it would be implemented but if it was it would give combat a nice little addition it needs. As for the animation I mentioned would be of the knocked back person stumbling back.

headlesshobbs

Krytan Explorer

Join Date: Apr 2006

Diablo had knock-back as well as an interrupt to normal attack animations, this always makes be feel like GW is missing something.

nkrumsvik

nkrumsvik

Academy Page

Join Date: Aug 2006

Norway

The Last Reinforcements [Last]

W/

Sounds a little bit like the Kurzick Juggernauts in JQ, knocking back foes and knock them down.

Drithlan

Drithlan

Krytan Explorer

Join Date: May 2006

Antioch, CA

R/

They Knock back? I never noticed.

~ Dan ~

Forge Runner

Join Date: Dec 2006

D/

Quote:
Originally Posted by castroman101 View Post
Would this require anet to implement a new animation?
I don't get why people still use this forum for serious ideas. Do you think anet has the staff & time to do anything other than a decent skill balance?

Or do you guys post these ideas for postcount?

gameshoes3003

gameshoes3003

Forge Runner

Join Date: Feb 2006

Erm, would you like to explain what "stun" would do?
If it's going to be the same thing as knock down (no casting, no attacking, no moving), I see no need for it.

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

Sounds too much like Knock Down, but with a different animation. If it IS something different, then it becomes a huge balance issue. We already have enough issues with balance, we don't need to add more.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

A knock back can be 'faked' in GW by forcing an enemy to shadow step and then knocking them down.

Some knockdowns in the game would be better if they worked that way, but adding entire new animations for the models it's probably out of the question.

Eragon Zarroc

Eragon Zarroc

Atra estern?? ono thelduin

Join Date: Jan 2008

Madness Incarnate

[Duo]

W/P

just sounds like a disabling feature similar to KD that looks different. not to mention it would be annoying to implement the feature where the opponent is physically knocked backwards to be standing further away.

martinross

Ascalonian Squire

Join Date: Jan 2008

I find it rather cool and useable, especially the example with Whirling Defense. Maybe if the knock back just knocked foes back, like 'get away from me', so you could either run away yourself, or get an extra second to activate a skill.

Yes, all you, who surely know everything about how Anet work, you can easily find difficulties in implementeing the effect. But as an idea, and maybe something for Guild Wars 2, I find it viable.

/signed

Reverend Dr

Reverend Dr

Forge Runner

Join Date: Dec 2005

Super Fans Of Gaile [ban]

W/

With as bad as the terrain already is for getting someone stuck, this would only exacerbate that problem.

Zodiac Meteor

Zodiac Meteor

Imma Firin Mah Rojway!

Join Date: Aug 2008

At the Mac Store laughing at people that walk out with anything.

E/Mo

I had a similar idea, save for GW2 and knock people off cliffs. THIS IS ASCALON!

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Wait, what?

Ok, let me get this straight. Warrior hits monk with a hammer. Monk gets knocked back. Now warrior has to run after him to hit him again, potentially slowing down his dps? Meanwhile, the monk is "stunned"? How stunned is he? Can he still move? Can he still cast? Is he interrupted like he would be by a knockdown? This seems to be a bit ill-defined.

But even with just the little you've mentioned, this would affect everything in the game and fundamentally alter the way it is played.

Effects I can foresee right off the bat:

- People bullrushing each other into walls to prevent them from moving or doing anything

- Lower dps for any melee using this new mechanic (since they have to chase after their targets)

- Tons of builds becoming ruined due to skills being changed to incorporate the new mechanic

- IMS becoming more important than before, and even becoming important in PvE

- Melee knocking targets out of their nukers' AoE

- Casters utilizing spells with knockback as yet another form of melee-hate

- People pushing their way past melee-based monsters (or vice versa) to get to the casters, eliminating body-blocking as an viable tactic in PvE

- Numerous monsters using knockbacks at once, pushing a single character very far away

- Parties getting spread out across an area due to being separated by knockbackers (to the point that they can't even be healed by their monks)

Plus, as a whole new mechanic, it would require a large degree of time investment in a game that is already near the end of it's lifespan (some would say it's passed it), as well as many skill functionality changes. It would open the door to untold numbers of bugs or overpowered builds (there wouldn't be the possibility for the proper testing that such a huge addition to the game would require). There's just too many unknowns.

And for what? You haven't given us a reason as to why this mechanic should exist or how it would make the game better. If you're trying to change the PvP meta, there are other ways to do it that aren't as fraught with danger. And if you're trying to change the PvE meta, you'll not only piss off a lot of people by invalidating so many old strategies and builds, but also most likely introduce more imbalance.

I've made a couple of suggestions that are pretty radical, but this is too far out there even for me.

/notsigned

Thenameless Wonder

Krytan Explorer

Join Date: Aug 2009

W/

Quote:
Originally Posted by Zodiac Meteor View Post
I had a similar idea, save for GW2 and knock people off cliffs. THIS IS ASCALON!
Two thumbs way up!

The Drunkard

Wilds Pathfinder

Join Date: Nov 2007

Still looking

Rt/

This game doesn't have a z-axis so it would cause a lot of problems with programming

/notsigned

Drithlan

Drithlan

Krytan Explorer

Join Date: May 2006

Antioch, CA

R/

@reaper with no name
I never said this effect would happen with every attack only certain skills.
@The Drunkard you don't need a z-axis to push some one back a couple of steps. It's just like walking except in a forceful manner.

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

/notsigned

CC abilities are pretty annoying and only exist in other MMOs usually because of the large scale of the fights. For PvP (8v8) or PvE (8 players against 4-8 high level monsters) this isn't really necessary.

Marty Silverblade

Marty Silverblade

Administrator

Join Date: Jun 2006

/notsigned. If it was going to be implemented it should have been done at the start of the game, not where we are now. Adding a new mechanic is unnecessary and would create a lot of new balance problems.

Zodiac Meteor

Zodiac Meteor

Imma Firin Mah Rojway!

Join Date: Aug 2008

At the Mac Store laughing at people that walk out with anything.

E/Mo

GW1 has no z-axis, built with it, can't change it.

GW2 will have z-axis, jumps, swimming, the works.

It will be better in Guild Wars 2, Charr/Golems will have something special to this ability.

IntrospectivePirate

Academy Page

Join Date: Dec 2007

Evil Association of Trollers (EAT)

Me/Mo

Quote:
Originally Posted by castroman101 View Post
Would this require anet to implement a new animation?
I think this should just be the same animation as ROJ going off.

-IntrospectivePirate

GW

Drelias Melaku

Drelias Melaku

Wilds Pathfinder

Join Date: Dec 2006

Avatar by unsolvedenigma.deviantart

Denizens of the Underdark [Nite]

N/Me

Cool idea, but we already have knockdown. If it offers pretty much the same effect, why bother? If you want to be a few steps away from your opponent, knock 'em down or snare.
/notsigned