So a second effect then would be to make kiting a lot more potent. if you can push away a melee character or jump away yourself, then getting into melee range would be in large part due to a mistake of the kiter rather than the skill of the attacker.With fixed knockbacks, even simple arrows would push back a target a bit. This may make closing the gap very hard, and keeping up with someone determined to avoid you almost impossible.
Would wall of force get more or less potent? Would fire knock ups still behave the same or be even stronger? Those are things that we need to monitor.
We will not limit the camera movement.There are other ways to fix jump spinning that do not limit the player's control of his character.And remember that by the end, jump spinning was a perk in competition with others. We'll use that system, and then see if more is necessary.But it is certain that something needs to be done to control kiting.
This is the purpose of this thread.Kiting was balanced back then, we agree. However the context will be different due to displacement effects being fixed and the game trying to have more viable playstyles.Just melee knockback working on moving targets will improve kiting immensely.We are trying to pick your brains on other side effects we have not noticed yet. That way we can design potential fixes now and have them ready to test during InDev.On melee, we consider it already the highest single damage source. We still need to see what lower average gear and diminishing returns will do to the TTK.That will need play testing to adjust, since these feature will push in opposite directions.