I was just thinking about suggesting to the devs a enhancement type: Knockdown.
It already exists as an attribute to attacks, so the reprogramming would be minimal. It would do different things, though, depending on what it was slotted to:
- For a power that already has knockdown, it would increase the chance moderately (per damage and acc).
- For a power that does damage but doesn’t do knockdown, it would add a moderate percent chance (per the above case) to do so (if it’s a non-kinetic attack, assume that it causes muscle spasms, or a weakness of the knees and brief dizziness)
- For a power that does knockback, it does a large percentage transfer of KB chance to KD chance (e.g., you figure out how to take folks legs out from under them, etc.). Suddenly, energy blasters can (if they choose to invest) remove a major weakness of their power, etc.
Overall, this provide another way for folks to differentiate their powers and tactics without introducing new powers.
Thoughts? Like to make this coherent before I offer up the suggestion.
Ummm…
There already Knock*back* enhacements…most all knockdowns are a function of Knockback. Puck has several powers that already use Knockback, but all three of them use it differently.
Zazi has one on her Katana that does a tiny up and off their feet move, like a trip.
Yes, but KB is different from KD. Wouldn’t KB enhancements actually, well, increase the chance of knocking someone *back*? As opposed to *down*?
Lift – Which does nothing more then lift people up into the air…Up…not back, is sloted with one knockback.
Golden lotus – Which is also a knock up, can be slotted with knockback.
So, if I can knock up with a Knockdown enhancement, knocking down woud be the same thing.
So that would seem to cover case A above — powers that have KU/KD(?) get that enhanced at present with the KB enhancement.
I’m still interested in something that would convert KB to KD/KU.