I was thinking about the idea of knockback and how it should be implemented rather than just blowing it off like I did earlier.
The Mystic’s stasis is an incredibly useful tool, yet at the same time it can be used to grief players. It’s still in the game though. I gave knockback a second chance after thinking about that.
What I said earlier in that quote still holds true to some extent, but I’ll ignore it for now.
At the moment an enemy that is knocked back is also dazed. That lessens the effect of players intentional griefing each other. The daze effect doesn’t always make less projectiles hit a player though, so it’s unreliable.
That means the Valkyrie’s weaken status effect ought to be a better fit over daze. But you know what would be even better? If the enemy couldn’t deal damage at all after getting knocked back.
Oh wait…
We already have a class that does that perfectly, the Knight. If a knockback effect were to be implemented into RotMG I’d argue that there are two ways to do it safely.
The first option is to rework the Knight’s shield to both stun and knock the enemy back. That goes against the game’s entire history, but it could make for some really interesting gameplay.
The second option is to make the knockback effect only used on some UT shields. The only issue with this I see is the amount of effort that would be needed for just a few UTs. All the knockback immunities and whatnot.
That pushes the gauntlet’s concept back to where it was before. Probably better off not being a thing in prod at all. There are ideas that could make it fit, (possibly the idea I threw out earlier where a def boost is applied after all damage is calculated) but I don’t think it’s worth the trouble.
Instead of sleeping I thought this up. Maybe I’ll find it easier to sleep now that I’ve got it all written down.