Warhammer 40,000: Inquisitor - Martyr

Warhammer 40,000: Inquisitor - Martyr

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Undead Clown Jan 15, 2018 @ 6:14pm
Knockback / stun against player needs to be looked at.
The way the current knockback system works it very anti-fun. If you get caught out with no way to recover suppression and there are more then 1 enemies with knockback you can basically get stunned to death.

As it stands with cover dying in 3 seconds you are very limited on suppression recovery. Devs maybe add some type of diminishing return system on cc effects against the player. Example: if the player gets stunned x times in x number of seconds give a 5 second immunity to cc. It would really help with being able to run to cover / jumpjet / get a heal in.

Also, can we please get rid of knockback / stuns canceling animations such as the jumpjet attack and grenade throws, those should be uninteruptible, its absolutely zero fun getting stunned out of the air when you jump at enemies.
Last edited by Undead Clown; Jan 15, 2018 @ 6:15pm
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Showing 1-15 of 46 comments
thecannibal Jan 15, 2018 @ 6:43pm 
i would also like to add the removal of holding the shift key to target exploding cylinders. worked just fine in previous game builds. it is way too cumbersome when a mob is shooting to hold down shift to target a cylinder, just click to shoot it like you do 90% of the time anyways.
Diogenes Jan 15, 2018 @ 6:52pm 
Originally posted by Undead Clown:
The way the current knockback system works it very anti-fun. If you get caught out with no way to recover suppression and there are more then 1 enemies with knockback you can basically get stunned to death.

I've had that happen with Ogryn and Leman Russ Battle Tanks on imperial guard maps.

Those shotguns shred your shields, and the tank just runs you over.

Then, if your really really lucky, you get one of those big plague beasts to deal with also...

God forbid you run into Grenade Launcher equipped Black Legion Space Marines too...

It got that bad at one point I just rage quit the mission.

Combine that with the 3 death system, and it's just pure stupidity.

Especially when your more or less forced to use cover to get suppression shields back, and on the maps where all you have to hide behind is a plant, it's a horrible experience because you end up right out in the open, with no option other than to just stand there being shot in the head.

You end up having to build your character to play the game the way Neocore want you to, by adding suppression resist to the innoculator, which is of limited use, rather than building your character to facilitate your play style.

It's another example of Neocore not thinking things through properly.
Last edited by Diogenes; Jan 15, 2018 @ 6:55pm
barrmalei Jan 16, 2018 @ 12:22am 
Originally posted by Undead Clown:
Devs maybe add some type of diminishing return system on cc effects against the player. Example: if the player gets stunned x times in x number of seconds give a 5 second immunity to cc. It would really help with being able to run to cover / jumpjet / get a heal in.

Also, can we please get rid of knockback / stuns canceling animations such as the jumpjet attack and grenade throws, those should be uninteruptible, its absolutely zero fun getting stunned out of the air when you jump at enemies.

this is an excellent suggestion and will make the battles more active, because now it looks like "first I have to quickly remove suppression and then just keep the enemy stunned". every fight with a big boss is just a boring routine.
Don Montega Jan 16, 2018 @ 1:26am 
To counter the knockdown/back loops the Psykers Teleport needs to be uninterruptible and instant. Additionally the movement skill system does not seem to work and immunize against slowing.

It definitely is unfunny to die in a stunlock, especially when you focus on melee.
Niebieski klopsik Jan 16, 2018 @ 1:46am 
Well I ended up always using personal void shield.

In most cases I avoid described situations (after it happened to me twice) and just fall back when I see it coming. It can be avoided. But the question remains if this game is about avoiding and always having personal voidshield and heal/suppression inoculator with talent to reset cd on 30% hp?

Other than that it's not as hard to find and maintain cover as OP says, unless it's outdoors map with mushroom-like plants. They literally go down after first round of shots.
Irrelevant Jan 16, 2018 @ 1:55am 
I never leave my house without my personal void shield. Later on you can pimp your inoculator a bit but after all the supression dmg got realy nasty but i like it.
eldadmaster Jan 16, 2018 @ 8:19am 
Stunlocking is a serious issue in any ARPG... I agree, suddenly every encounter with a shotgun Bulgrin turns into a boss fight, and if there's two you just need to run... Stunlocking makes melee builds unviable against certain enemies, because it even stops you from using the jumpjets...
FlameWar Jan 16, 2018 @ 8:28am 
Originally posted by Undead Clown:

As it stands with cover dying in 3 seconds you are very limited on suppression recovery. Devs maybe add some type of diminishing return system on cc effects against the player. Example: if the player gets stunned x times in x number of seconds give a 5 second immunity to cc. It would really help with being able to run to cover / jumpjet / get a heal in.

Hm, that seems like very intersting idea.
They could throw in a basic 10% or so stacking stun/freeze/''debilitateingeffect'' resistance/reduction into the game for both players and enemies, and give skill tree options to affect it. E.g. throw a few perks into the supression tree to bring that down a few percent on enemies (and very importantly for melee, make it so that counter doesn#t count overlapping stuns fully, otherwise fast attacking stuns are screwed).
And one of the hp, or defense, or whatever skill trees could get increased % resistance per consecutive stun for the player.

Throw in a generic '10% per second' reduction once you aren#t stunned any more, and voila, you got a working system.
Diogenes Jan 16, 2018 @ 8:33am 
Originally posted by SMERF POGROMCA WOŁYNIA:
Well I ended up always using personal void shield.

Yeah, exactly, so did I.

The problem though is that your not creating the class that you want to play. I would prefer to put a Psyhic Focus thingy in that slot for the extra Psyker skill, but I can't, because I need the suppression regeneration.

You end up creating a class based on how Neocore tell you to build your class, and end up playing the game their way, and not yours.
Last edited by Diogenes; Jan 16, 2018 @ 8:35am
Carmenta Jan 16, 2018 @ 8:45am 
What i dont like aswell about the Knockback effects is it cancels all your buffed abilities as a Psyker (dont know about other classes). The amount of times i've went into a fight using my CD buffs for them to be instantly removed from an Ogryn shotgun blast is really annoying.
Diogenes Jan 16, 2018 @ 9:04am 
Originally posted by Noodles:
What i dont like aswell about the Knockback effects is it cancels all your buffed abilities as a Psyker (dont know about other classes). The amount of times i've went into a fight using my CD buffs for them to be instantly removed from an Ogryn shotgun blast is really annoying.

Yeah, I have also seen that. I casy Fiery Form a lot and the shotguns cancel out the spell, even though it doesn't say anything about it in the description of the spell. Same thing with Molten Beam, it stops you from chanelling the spell.

All you can do is run away and cower behind cover, which is what I'm sure all tough 40K Inquisitors end up doing... Doesn't help though, when the cover you hide behind, ends up being a shrub which gets destroyed in one hit from the same shotgun.

I rage quit a couple of times because of it, in fact. I just ALT+F4'd out of the mission. It felt like all I was doing was hitting a brick wall.
Last edited by Diogenes; Jan 16, 2018 @ 9:07am
Irrelevant Jan 16, 2018 @ 9:47am 
Psykers have a higher r ange then shotgun Ogryn. If the whole thing is about this then you did something wrong. If you are so close to a Ogryn with a char who shouldnt be close to anything the problem is between the chair and the screen.

I'm sure that noone will like this awnser but for real, when i play Psyker nothing comes close to me besides jumppack marines when I dont give a ♥♥♥♥. Melee builds suffer a lot, everyone who playes a ranged toon and get knocked over just made an error.
Herodotus Jan 16, 2018 @ 10:12am 
Also, Kockback/Stun has replaced Grenades for the Crusader This DEFINITELY has to be looked at.
Morty2989 Jan 16, 2018 @ 10:48am 
Originally posted by Irrelevant:
Psykers have a higher r ange then shotgun Ogryn. If the whole thing is about this then you did something wrong. If you are so close to a Ogryn with a char who shouldnt be close to anything the problem is between the chair and the screen.

I'm sure that noone will like this awnser but for real, when i play Psyker nothing comes close to me besides jumppack marines when I dont give a ♥♥♥♥. Melee builds suffer a lot, everyone who playes a ranged toon and get knocked over just made an error.

Not my fault the ogryn has super healing for some odd reason and my crappy left click can't kill him. It's either go fire form and run in with bio-lighnting or have him chase me all the way back to the level and get me anyway. The entire suppression meter is the single worst part of this game by a mile, imo.
Carmenta Jan 16, 2018 @ 10:49am 
Originally posted by Irrelevant:
Psykers have a higher r ange then shotgun Ogryn. If the whole thing is about this then you did something wrong. If you are so close to a Ogryn with a char who shouldnt be close to anything the problem is between the chair and the screen.

I'm sure that noone will like this awnser but for real, when i play Psyker nothing comes close to me besides jumppack marines when I dont give a ♥♥♥♥. Melee builds suffer a lot, everyone who playes a ranged toon and get knocked over just made an error.
The Ogryn was merely an example, the point was any knockback effect cancels all buffs instantly. One that i cant outrange that does it is the rocket turrets. I just think its silly at all that a knockback would debuff the player instantly
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Date Posted: Jan 15, 2018 @ 6:14pm
Posts: 46