Knockback has an added effect of interrupting any charged or channeled skill, even skills that have activation animations. Knockback is no longer an affix on items in Diablo Immortal, but a side effect of specific attacks used by either the player or monsters. With some really bad luck, the same thing can be done to players by enemies. Knocking said enemies into a wall can remedy this, and in addition, causes their hit recovery animations to begin, effectively 'stunlocking' with no ability to retaliate. On the flip side of the coin, if the character is a Zealot, Knockback may be a bit more annoying, as your specialties lie in fast, powerful melee strikes. If, for example, the hero is a ranged physical attacker, such as the Amazon, or a Throwing Barbarian, Knockback is helpful because most monsters will not be able to reach you, leading to surviving many fights without the need for healing. Knockback can be either helpful or detrimental, depending on the situation your hero is in. The target must be hit to knock it back, missing will do nothing. The distance is set so multiple knockback modifiers have no effect. If the target is against a wall or another obstacle, it will not be knocked back. If a weapon or item has the Knockback modifier, any hits that landed upon a target will knock the target back a certain distance. General rule is that Knockback does not work on most Bosses. This makes the target leave the melee range and be briefly unable to perform any action (while moving). The general concept is forcibly moving the target backwards on a successful hit. Knockback is an element of gameplay and a type of Crowd Control effect, usable by both players and monsters.
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