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View Full Version : expansion multiple knock backs will ruin multiboxing???



boxblizzard
09-20-2008, 10:23 AM
hi everyone,

dont post much but only when i get i get problems or somehing important to talk about!

ok im getting increasely worried about the expansion coming to release in november 13 (so they so) and im seeing alot of ae knock backs and fears in beta. now as i know fear is a real corrupter for multiboxers as it screws everything up. with the up comign expansion multiple ae, knock backs and fears are going to make multiboxing a serious problem?

those are have seen the beta material will see the dk and the odd classes sch as shaman,hunter with talents to knock targets into the air/ distance.

especially in pvp, imagine knock backs and fears seperating the group and causing chaos for the end user.

i think alot of people havnt considerd this because they cant wait for the expansion, but this may be the end of ease of playability. im a 5 boxer now and i dont want to pick up the pieces during 90% of fights because were flying everywhere, and your not in range and cannot re-group!

anyone else thinking what i am or im just being paranoid? ?(

this might be a long thread



Al

iztehzha
09-20-2008, 10:30 AM
I would say we just have to priotorize our targets differently .. I dont know..

Naysayer
09-20-2008, 11:05 AM
You don't get knocked back very far. It seems no different than when tremor totem would take a second or two to clear fear off, and then we just hit follow again and blow them up.

Now, it's the DK death grip that has me a bit worried. That's going to suck.

boxblizzard
09-20-2008, 11:31 AM
i forgot about the grip, is that the one that pulls you to the dk?

its not single knock backs, im talking about multiple knock backs, from different angles, far as i know there is no limit on how many knock backs you can do to a single target.

blast3r
09-20-2008, 12:14 PM
You don't get knocked back very far. It seems no different than when tremor totem would take a second or two to clear fear off, and then we just hit follow again and blow them up.

Now, it's the DK death grip that has me a bit worried. That's going to suck.

Well, there is no doubt I will end up having to tough it and setup that focusless/leaderless setup. You could just switch your toon if they grab the main and destroy him. :)

mickske
09-20-2008, 01:35 PM
Does grounding totem eat death grip?

boxblizzard
09-20-2008, 01:45 PM
Does grounding totem eat death grip?

nope, none of the tots currently have any prevention against grip/knocks. just tremor for fear atm. im hoping blizzard will make changes with the shaman totems to merge with the extra content.

mickske
09-20-2008, 01:51 PM
Too bad. I thought grounding might eat Death Grip since it has a sort of spell animation. Death Grip is going to be EXTREMELY annoying then. The range is so huge and meh, bleh, it's going to suck. :)

Xenostar
09-20-2008, 03:51 PM
How does Death grip work? Does it drag you across the screen, or is it like a teleport from your location to them?

If it's an animated dragging of your main character, your slave children should be able to follow you for a short distance before you pull away. Perhaps putting them in range of your new DK target? If not in range at least they would be facing towards you, and you could simply hit autorun on all clients and spam your follow macro when they begin to get in range.
If it's a teleport type thing, we might be SOL for easy fixes.

As far as the knock back is concerned, What's the longest knock back? 20yds? Drop a totem, and have your slaves stand on it, then with your main walk out of range of the totem effects. Then tap forward towards the totem until you pick up the buff, I used grace of air 30yd range according to the tool-tip. Now hit your follow macros. From my basic testing it seems as though /follow has a 25-30 range limit on it, so no big deal on 1 knock back.
Now if a couple of people get clever and come in and bounce you around a couple times, it's possible to get out of range of follow. Though, I'm willing to bet there will be a DR or immunity to knock back. If not with 4 or 5 shamans doing round robin knock backs...and spamming chain lightning as the melee runs back into range, between knock backs. It is US who should be feared.

Just my thoughts anyway...

DemonWithin
09-20-2008, 10:25 PM
It will only ruin it for those who dont want to change their style of play for the beta as to how they always used to play but im sure it wont take long to find a way to counter it, its only part of the game, to change with it too it definately wont stop me from playing. If a DK pulls me then i'll thunderstorm and knock him away, run back to my group and charge ahead as a team once again.

EDIT:
You're only looking at one side -
Pushback is going to only help shammy multiboxers seeings we can just castsequence thunderstorm and knock back melee classes everytime they come at us lol

Zaelar
09-20-2008, 11:20 PM
Deathknight pulls leader.
You break follow.
You melt deathknight x4 while running leader back.
As you get your group back together a shaman sneaks in.
Shaman casts thunder.
You now have 5 separated characters.
To your left is a rock.
To your right is a hard place.
What do you do?

Xzin
09-20-2008, 11:34 PM
> Look rock.

asonimie
09-20-2008, 11:46 PM
You don't get knocked back very far. It seems no different than when tremor totem would take a second or two to clear fear off, and then we just hit follow again and blow them up.

Now, it's the DK death grip that has me a bit worried. That's going to suck.^^ I completely agree. As I've been sitting around planning how to hit season 5 full speed ahead, and considering what the new "beat-the-boxer" trick is going to be... its the DK pull that has me worried. I can switch mains with a focus assisting setup no problem... but losing your main screen character, and losing 3 seconds shifting PIP to the new character as your main gets pulled off Blades Edge Arena Bridge.... ouchies... seems to me like DKs are maybe the new KOS target in arenas.

Physics101
09-21-2008, 02:24 AM
Seems like the warlock port back to the rune location will be good for all this knockback fun.

zanthor
09-21-2008, 02:31 AM
Here's the question:

Can you do anything about the expansion and what it will change?

Here's the answer:

No.

Go, play, enjoy. When they change things, adapt and overcome.

zanthor
09-21-2008, 02:32 AM
> Look rock.

#The rock appears to be loose.

So my question is who here knows what 'the thing your aunt gave you which you don't know what it is' is?

Multibocks
09-21-2008, 03:30 AM
huh

Zaelar
09-21-2008, 11:01 AM
Law of change: adapt or die.


> Look rock.

The rock looks like it could crush scissors.
An inscriber walks in with paper.
You lose.

Ozbert
09-21-2008, 01:22 PM
Shaman casts thunder.
You now have 5 separated characters.
Last I saw, shaman knockback was only 6 yards. At such a short distance you wouldn't need to round your team up, you could just hit your follow macro.

Vyndree
09-21-2008, 01:37 PM
Last I saw, shaman knockback was only 6 yards. At such a short distance you wouldn't need to round your team up, you could just hit your follow macro.

A common misconception. Even GMs get confused over the intended range.

http://forums.worldofwarcraft.com/thread.html?topicId=9879678064&postId=98786992263&sid=2000#59

zanthor
09-21-2008, 03:38 PM
From the check interact distance API.
1 = Inspect, 28 yards
2 = Trade, 11.11 yards
3 = Duel, 9.9 yards
4 = Follow, 28 yards

A 20 yard knockback doesn't put you out of follow range even if you were already behind a bit...

kayb
09-21-2008, 10:01 PM
It's gonna be tough times in arena. Blades edge quickly comes to mind. The new style will probably be playing extremely defensive. But it's the combinations thats got me slightly worried. The thunderstorm+deathgrip, or even 2xchained deathgrip. Still, I don't really think we'll see too many 2xDK or DK/Ele Shammy combos in 5vs5. If those rare setups play well, they're probably gonna be unbeatable with a 5xshammy team for instance. You'll probably not "own" the bridge as before. You could get pulled down, bounced down and pulled up, and the combos will just get frustrating.

Rushing team with unholy DK: You wont be able to nuke an unholy DK, unless he is sleeping on the job. And he will be able to run right up to your group with no real worry. Popping antimagic shell while approaching (5 seconds), deathgrip one of your characters, then continuing into the rest of the group. Pop antimagic zone on top of you (I'm not really sure antimagic zone will be a popular spec for arena though, probably not since it costs 6 talent points, a pretty severe dps drop). This must be countered with Fire nova totems, and only after they pop can you go to town. Now for pvp I assume most dk's will glyph so death and decay will have the 2 second horror effect randomly triggered. This effect kicks ass even in duels. Pair this character up with an elemental shammy or a destro warlock and you're in for some mayhem. We'll be suffering since the only option is to stay in a group.

Still going to be pretty interesting. Can't wait to see how Ellay will approach this. The new tier of talents, a new class, new team combos. Everyone starting fresh. Gonna be fun.

bodefeld
09-22-2008, 04:40 AM
A 20 yard knockback doesn't put you out of follow range even if you were already behind a bit...

.. unless your characters are knocked in different directions.
-> No more show off spread outs :whistling:

boxblizzard
09-22-2008, 05:44 AM
im not put off by this,but i do feel its going to cause some big headaches its more of a trouble shooter id like to see some theorys/methods on how to counter this when it comes out so i could have some idea on counterattack.

many of you have given ideas an thoughts which is nice to see, so keep posting or if someone is in beta can they give some feedback on the knock backs from hunter/dk/shaman and any other classes which will be a threat.

thats me for now :D

dk grip... bubble up!

Anjuna
09-22-2008, 08:49 AM
Now, it's the DK death grip that has me a bit worried. That's going to suck.

I've been hit by that a couple of times in beta. You're just walking along.... and BAM! you're being pulled across the screen. Its got a long range too.

I suspect a perfectly timed thunderstorm will screw that up though. ;)Heh, I was death gripped through the terrain and into the Pit of Nazjan (?) leading to Azjol Nerub. No way he could have been in LoS, but he sure as hell pulled me down there and proceeded to donkey punch me with 4 of his buddies.

Good times! Glad the GY was 10 steps away. lol

Bena
09-22-2008, 11:01 AM
The DK grip is pretty annoying when there's 2+ more of them.. was
playing around in Wintergrasp and you end up just bouncing around, not
able to do anything.

Tonuss
09-22-2008, 11:32 AM
nope, none of the tots currently have any prevention against grip/knocks. just tremor for fear atm. im hoping blizzard will make changes with the shaman totems to merge with the extra content.Stacked grounding/tremor totems are one of the things that make multiboxed shaman groups so popular. If grounding or tremor was able to negate or minimize knockback effects, you'd see even more shaman teams than we do already. In some ways I wonder if this was one way of discouraging more shaman groups, by giving players another method of breaking up a group that cannot be dealt with via totem spam.

TheBigBB
09-22-2008, 12:55 PM
None of this stuff will ruin multiboxing. It'll just be something else to deal with. Since knockbacks and whatever aren't causing a real loss of control for the group, arrow keys and other movement bindings will handle most issues you'd have with this stuff.

Gurk
09-22-2008, 05:46 PM
Fight fire with fire. 4x shaman 1x DK. Your DK pulls their DK, then BOOM. Rinse and repeat. People wont be able to pillar hump if they are getting pulled into the open.

It most likely wouldn't work out well at higher ratings, but it would be fun.