Yes Mechanically they are similar, but you find a tank,a ctually having to hit you with his shield to knock you back a few feet isn't as visually pleasing as just having some range graphica nd tiihen you becoming "stunned" for x time? It's the context of the action, you see WHY you get knocked back,w hat caused it, etc, it just looks more in-line with the action going on.
As far as casters go, you see to me, I'd like to see things more out of hte box for their CC.
Having a mage that could say, throw a fireball and have it actually AOE knockback applied, in a radius (so it knocks people away from the center of the fireball and where it lands).
This could be used in MANY varied ways, that you simply don't get in other games. From using it to strategically knock someone off a cliff/higher terrain, to using it to create distance (if the knockback could apply to youreself or friendles).
Or imagine aii "tether" type of ability where you can throw out a tether, if you use it on an enemy, you can then chooes another space (within x distance of course) to send that player there, so bascially it works similar to a type of teleport. For friendlies if you hit them with it, they have the ability to choose to port to you (so you can help someoen get out of a sticky situation, etc).
Perhaps I've been playing League of Legends too much, but there's just a lot more "variety" of cc tactics out here then your traditional stun/mez/roots that I'd like to see in the game, something more varied, visceral and tactical about being able to do certain things.
Don't get me wrong, I expect CU will have your traditonal stuns/roots and things, but I'd just like tos ee knockbacks, and things that I personally find more visually apealing for combat.
Did you ever play Warhammer Online? I dunno if it's still like it because I haven't played end game since 2009, but AoE knockback, pulls/tethers, and everything that is bad is in that game. It isn't fun and was one of the biggest complaints that caused a LOT of peope to quit playing.
I did play for a little while, and I never anyone complain about combat, I found it fun for th emost part. The only annoying thing to me was the "pull" feature, but the knockbacks I thought added to the game with the tanks and things, I didn't sense that a lot of people "hated" it as you put, at least no one in chat or the forums back then when i palyed.
When I talk about the tether I meant it more as a tp, that can be used both on enemies (to warp them to a spot you point to with your mouse or such, within a certain distance of where they are at) or for friendies to be ported to the caster (to help someone escape/get out of a bad situation).
You have to lump "pulls" and "punts" in with CC. So, there's a red flag right there. "Charge" is another matter. The combat in WAR was horrible due to all the CC and AoE spam.
I think the right way to go for MJ is to eliminate "pulls," be very careful with "punts" and "charge."
Emeryc Eightdrakes - Ranger of DragonMyst Keep - Percival
I voted for all three. I think all can be fun and add to strategy if implemented well.
What about friendly pulls? Do those that dislike hostile pulls have a problem with those as well? IE a healer uses a rescue type pull to save their friend.
For hostile pulls, maybe make them harder to get off on the intended target such as make them a line attack that hits the first target it connects with. Think Blitzcrank from League of Legends. That way a tank could take the hit and get pulled instead of his squishier friend or block/counter it so that no one gets pulled.
Knockbacks I like as well to knock a melee DPS off a healer.
Leaps are just a gap closer. Playing a melee would be a pain if there were no gap closers at all, so I don't see the problem with leap being one of the styles of gap closers available.
Does anyone here play League of Legends? While not an mmorpg , it's a very strategic/tactical game (it's a moba, like DOTA).
Tehy have plenty of "CC" in the game, from stuns, to roots, to knock backs, leaps, knock ups, and many others, more variations and combat that is quite frantic.
One of their newer heroes, Thresh, is built around a lot of CC and he can have some amazing plays in games, both to help kill enemies and also to help save allies.
Here are two videos showing off two great saves from two separate abilities he has.
This first one is his "knock back" which he uses to save his ally from certain death. It's a clich knockback that literlaly catchest he enemy "in the air" as he's going to kill his ally:
In this next video Thresh throws out his "lantern" which bascialy is an ability that he can throw out, to both give vision and to allow it to be used as a "life line" where an ally can click on it to be warped back to Thresh.
That is two examples of the kind of "CC" abilities I'd like to see in the game, that kind of variety and ability to help your friends and also help get kills with the cc.
Comments
I did play for a little while, and I never anyone complain about combat, I found it fun for th emost part. The only annoying thing to me was the "pull" feature, but the knockbacks I thought added to the game with the tanks and things, I didn't sense that a lot of people "hated" it as you put, at least no one in chat or the forums back then when i palyed.
When I talk about the tether I meant it more as a tp, that can be used both on enemies (to warp them to a spot you point to with your mouse or such, within a certain distance of where they are at) or for friendies to be ported to the caster (to help someone escape/get out of a bad situation).
You have to lump "pulls" and "punts" in with CC. So, there's a red flag right there. "Charge" is another matter. The combat in WAR was horrible due to all the CC and AoE spam.
I think the right way to go for MJ is to eliminate "pulls," be very careful with "punts" and "charge."
Emeryc Eightdrakes - Ranger of DragonMyst Keep - Percival
RED IS DEAD!
I voted for all three. I think all can be fun and add to strategy if implemented well.
What about friendly pulls? Do those that dislike hostile pulls have a problem with those as well? IE a healer uses a rescue type pull to save their friend.
For hostile pulls, maybe make them harder to get off on the intended target such as make them a line attack that hits the first target it connects with. Think Blitzcrank from League of Legends. That way a tank could take the hit and get pulled instead of his squishier friend or block/counter it so that no one gets pulled.
Knockbacks I like as well to knock a melee DPS off a healer.
Leaps are just a gap closer. Playing a melee would be a pain if there were no gap closers at all, so I don't see the problem with leap being one of the styles of gap closers available.
Does anyone here play League of Legends? While not an mmorpg , it's a very strategic/tactical game (it's a moba, like DOTA).
Tehy have plenty of "CC" in the game, from stuns, to roots, to knock backs, leaps, knock ups, and many others, more variations and combat that is quite frantic.
One of their newer heroes, Thresh, is built around a lot of CC and he can have some amazing plays in games, both to help kill enemies and also to help save allies.
Here are two videos showing off two great saves from two separate abilities he has.
This first one is his "knock back" which he uses to save his ally from certain death. It's a clich knockback that literlaly catchest he enemy "in the air" as he's going to kill his ally:
http://www.youtube.com/watch?v=Yb2i4lgZRtA
In this next video Thresh throws out his "lantern" which bascialy is an ability that he can throw out, to both give vision and to allow it to be used as a "life line" where an ally can click on it to be warped back to Thresh.
http://www.youtube.com/watch?v=Yb2i4lgZRtA
(another http://www.youtube.com/watch?v=YhCVUS8KLec)
Then here is an example of his "hook" ability used on an enemy to help secure a kill/save his ally from dying:
http://www.youtube.com/watch?v=pVPzMfNDKl4
That is two examples of the kind of "CC" abilities I'd like to see in the game, that kind of variety and ability to help your friends and also help get kills with the cc.