Knockdown is supposed to be a benefit to the player but in a lot of situations it acts directly against you. When enemies fly away far from the player, they get out of danger, quickly recover and are free to use their cd abilities that often have decent range and are almost always much stronger than their basic attacks, even if they used basic attacks.
There’s also this strange thing that knocked up enemies avoid projectiles. So things like knockdown on the Darkblaze amulet make even less sense. The stock Binder pants, Wraithborne, have this stupid low dmg knockback that knocks the enemies out of your CT, Devastation, AAR beam, PRM grouping, etc. - again, helping the enemies. Knockdown on Blitz is super annoying, you want enemies together for this skill to hit them at the same time. Instaed you send everyone every which way and need to spend extra Blitz casts on each while the others recover. The examples of this are just countless and apply to the majority of knockdown instances in the game.
I like the reverse knockdown on Judgment and the vertical one on Doom’s granted. But everything that sends the enemies away from the player - I just can’t stand it and avoid it wherever I can, even on non-AA builds.
Can knockdown skills be adjusted on the range of the ragdoll? Would be swell.