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Melee and knockback
Posted: Thu 01 Aug, 2013 12:46 pm
by Blessed Spartan
Hi guys, this is my first post, where ive tried to make an input into the balance of the game and i think ive got a pretty okay idea. sa sa sa
Now, ive always found how random the game a quite annoying and how a sync kill can really be the difference between winning a game or losing it, essentially i dislike the lack of control a player can have over his units.
so here it goes :
Remove knockback from units/ copy below
Change knockback on melee heroes so that it becomes an ability and can have a timed cool down.
the rules of melee skill will still apply
Change sync kills so that the units/heroes can use it as "Finish move" that can only be used on the last model of a squad or a hero with low health. to prevent players from abusing this, make it so that the finisher takes normal damage when doing the move. This will make the move risky, harder to pull off but more rewarding (DAYM U LOOK COOL SA) and also remove the frustration of a unit doing the special attack and getting them self killed or allowing the enemy to escape as a result.
it sounds complicated, but if u guys understand the gist of it, an explanation can be expanded.

Re: Melee and knockback
Posted: Thu 01 Aug, 2013 1:12 pm
by Asmon
Knockback as an ability would be OP. And how would you keep the MS mechanics with such a thing?
Taking normal damage while doing a sync-kill is equal to a suicide in most cases.
Re: Melee and knockback
Posted: Thu 01 Aug, 2013 1:18 pm
by Blessed Spartan
I dont think u understood what im saying. MS would stay the same, units where have higher melee skill cant be knocked back, unit swith the same melee skill can, the abilty is not spammable.
AND how would it be op, banshees doing tripple knockback isnt op????
all it means is that the user can use the move at the right time, ofc it has a cooldown so it cant be abused. That would be in no way, OP.
Lastly as i said, sync kills would then become risky but its up to the player if they want to use them, simular to gears of war 2 where it looked cool but could be punished if done in the wrong situation
Re: Melee and knockback
Posted: Thu 01 Aug, 2013 1:28 pm
by Kvek
Blessed Spartan wrote:
AND how would it be op, banshees doing tripple knockback isnt op????
shees are shees.
Re: Melee and knockback
Posted: Thu 01 Aug, 2013 1:31 pm
by Asmon
Blessed Spartan wrote:I dont think u understood what im saying. MS would stay the same, units where have higher melee skill cant be knocked back, unit swith the same melee skill can, the abilty is not spammable.
Ah. Well it would be like the biggest bs then.
Re: Melee and knockback
Posted: Thu 01 Aug, 2013 1:37 pm
by Blessed Spartan
speaking of which tipple banshee kb just happend XD, and so why would it be bs?
Re: Melee and knockback
Posted: Thu 01 Aug, 2013 1:50 pm
by Ace of Swords
I always tought it should be in this way, but instead of melee skill granting immunity units with higher melee skill would have a lower CD on their knockback.
Re: Melee and knockback
Posted: Thu 01 Aug, 2013 1:50 pm
by Wurgl
Blessed Spartan wrote:Hi guys, this is my first post, where ive tried to make an input into the balance of the game and i think ive got a pretty okay idea. sa sa sa
Now, ive always found how random the game a quite annoying and how a sync kill can really be the difference between winning a game or losing it, essentially i dislike the lack of control a player can have over his units.
i never, ever in my 2k hours of dawn of war 2 have played a game that was decided by a sync kill
chain knockback sucks, I agree, but the meleeskill is a pretty well implemented mechanic. its part of the high risk high reward theme of melee combat
Re: Melee and knockback
Posted: Thu 01 Aug, 2013 2:34 pm
by Orkfaeller
Just quoting my lousy post from the steam chat

DoW is not an e-Sport and never will be. And I feel a bit tired of people trying to press it into a minimalistic super competative form. If I want a game without ANY dice where I have TOTAL controll over EVERYTHING I play SC2. I play games like DoW / CoH because they can deliver a far more exciting, cinematic Experience this way. my 2cents
Re: Melee and knockback
Posted: Thu 01 Aug, 2013 4:42 pm
by Dark Riku
Changing how knockback and such works isn't going to work I'm afraid.
I would wish however that pressing retreat cancels a synch kill.
I really don't care it would look stupid. Better this than having your leader being in a long synch kill while the rest is being butchered in melee.
Re: Melee and knockback
Posted: Wed 07 Aug, 2013 8:06 pm
by Batpimp
Dark Riku wrote:Changing how knockback and such works isn't going to work I'm afraid.
I would wish however that pressing retreat cancels a synch kill.
I really don't care it would look stupid. Better this than having your leader being in a long synch kill while the rest is being butchered in melee.
+1..this i would agree is fine. making KB an ability is too much