Knock down/back effect on 0CD BA

It’s written a “knock down” but in fact it’s knocking back.
I reviewed some debates on the “knock down” effect and I concluded the two sides like:
Positive: the “knock down” effect stops some healer or Arcane monsters, so they want it to be reserved.
Negative: the “knock down” is in fact a “knock back” effect, which let them have to move so the DPS is wasted.

Then why not make the “knock down” a real knock “down”? I see some “knock down” effects that pulls monsters close, so I think this could be achieved technically.

Ideas on knock down effects are appreciated.

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Agreed. I recently played a Vitality Blade Arc build, which by its nature was already fairly slow. Having to then chase down each monster individually as they roll away like bowling pins kinda defeats the purpose of having an Arc to Blade Arc after a few attacks. That and the damn terrify retal on Hungering Void made it feel like I’m fighting a broken glass of mercury. It was nice when you could push a trio of healers into a corner and just keep them on their back until they die. Not so nice when each flapped in a different direction. Knockback has been a negative more than a positive since D2. GD’s knockdown seemed like an exceedingly elegant solution to that problem, now if it only worked as it sounds.

I like the knock back, because my characters are not as strong as yours. It gives me some breathing room and time to run if I need it.

same as last time it was brought up
i like knock back in grim dawn, just from entertainment standpoint, it might not always be optimal dps/clear speed wise, but i think it’s good fun
more knock back skills :raised_hands:

Same with Wraithbourne Legwraps, it’s supposed to be knockdown but instead mobs fly, not very useful when those legs are BiS for aether jacks, a melee build

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