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Posts
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Can we finally get word on whether you are going to offer these packs in the new store for City of Heroes? The magic pack was given as an example by a producer (can't recall who) when giving some potential price examples, but I still haven't seen this on the store in beta.
I'm not sure what the reasoning is behind this reticence, but an answer would be nice. I personally do not like having to get all the parts piecemeal, and think it would be a great idea to still offer these boosters for a certain amount of points. If you're planning on removing this option entirely, let me say that this is a BAD idea. Yes, sometimes a booster only had a couple things someone would want, but at others, people want the whole thing. And you should have competitively priced options for both camps. -
Quote:Hopefully Glamdring and Orcrist will get some billing in the new Hobbit movies. Speaking of which, I don't think the LoTR movies ever showed Gandalf's sword glowing like Sting did (other than when it was struck by lightning), which seems like an oversight. Or am I forgetting something?That's because, while Orcrist, Glamdring and Narsil were probably more powerful and awesome, Sting was the cool and memorable blade in LotR and the Hobbit.
Sting is pretty cool, though. They should have had Bilbo do what he does in the book: stab it into a massive wooden beam and pull it right back out. That's a pretty good sword, in my book. -
Quote:It was more of an acknowledgement that it's clunky to have powers requiring a character to be on the ground when their inherent gives them two fly powers. Arbiter Hawk pointed out that you can now use Solar Flare from above as well, and I don't see the huge benefit to it. It still requires you to worry more about your positioning than any power with KD, and it's still hard to keep being in melee range after using it. Mobs flop around and are probably moved to the side a bit from bouncing or from you not positioning yourself perfectly, meaning you are prevented from using your best attacks, just like if they had been pushed a longer distance away. Also, Kheldians are spread thin for slots, so trying to scrounge some up so you can slot Combat Flight enough to move at a decent pace with it is rather hard to do. Both my PB builds are tight and don't have any loose slots to just throw around anywhere. I'd still rather be able to use super speed to stealth in if I choose.All the complaingin about the comparison to SS AoEs seems to be clouding over the fact that the Devs have given us a way to reduce the knockback from Solar Flare since it can be fired above the heads of mobs now just as with the Nova knocback attacks so it's more like knockdown. It's not perfect but it's more than a bone they've thrown us this time.
I haven't quite been able to test this, but I'm guessing Solar Flare is rather spherical in its effect shape, meaning that the higher you move up to minimize the KB on your targets, the harder it is to keep them all in range of it.
Last but not least, it requires you to use Hover. I don't mind using it on my few hovering characters, but on my other character, I want to be able to leap or dash around. How I move is a huge part of what a character feels like, and to be required to hover just so I can *kind of* use a PbAOE attack that is KD in other melee powersets just is bothersome.
Don't get me wrong, I'm glad that we can now use Solar Flare while hovering (it was one of many indications I had that Arbiter Hawk had been reading player feedback on the Kheldian forums, as a few people had pointed this out). I just don't think it's all that beneficial in reducing Solar Flare's KB. It's more or a red herring than a solution to the problem of KB in the power. It's great that Combat Flight is not a drawback in combat for human form, though.
*added*
Zenyth, we do have a lot of long recharge powers, so unless you are in perma Eclipse or Light Form range, it could be helpful. Though as you said, the end drain would make it tough to use, or so I would think. -
Quote:Ah, I guess I misinterpreted the QoL stuff, somewhat. Though toggle suppression would be a performance boost. QoL usually refers to mundane stuff you have to do all the time, like ease of using a base, the AH, etc. Toggle suppression would be a boost to how we play (depending on how it was implemented), which is beyond QoL, to my mind. We're the only AT that has to worry so much about retoggling, outside of ATs with a crashing Tier 9 (and those are hated because of the required retoggling).Oh, I wasn't referring to the changes that have already happened as QOL changes- I was talking about things I would like (ie: toggle suppression) being QOL suggestions.
And I have to disagree that Warshades only perform well with an IO build. I don't really play any of my 50's on SO's, but I can tell you that I didn't have any more difficulty leveling my Warshade up through the game than I did anything else.
I'm not saying that Warshades or even Peacebringers only perform decently on an IO build. However, IOs really help them shore up their slot crunch, and weaknesses. Recharge is plentiful via IOs as well, which also helps Khelidans and their many long recharge powers enormously.
But no matter what enhancements you are using, you have to look at base performance, and what you can build off of. Kheldians are just goofy in that regard, even if I like their overall approach. There are clashes with their caps and inherent, etc.
Quote:Doing a little read-catch-up here:
Um, yeah. I would hope so. Or are we saying that Peacebringers should be happy having the relative damage output of a tank? Don't want to over power them peacebringers. Next thing you know, they could provide almost as as much damage as a scrapper, then the game will be all unhinged. -
Quote:I would agree, I think Two Headed Boy is letting his love of Warshades cloud his judgement a bit. The changes we're seeing on test to Warshades aren't QoL changes so much as balance and power adjustment. Their stealth power wasn't giving defense as it should, and Dwarf wasn't taunting as it should, nor was Dwarf providing mez protection instantly like it should, etc.Yeah, my concern is that warshades -only- shine when heavily IOd. Some changes in the same fashion of the Dominator changes might be good (where Domination +dam was baked directly into the powers). Those changes wouldn't debuff those who are already perma-whatever, but will raise the performance of those that aren't.
Basically, reformulate the powers so that PBs and WSs don't need to be constantly at the resistance and +damage hardcaps to be effective. And we have less ability to reach those caps without outside buffs.
And as you point out and we have before, there are still some wonky bits of design with Warshades. They could work better overall, no matter how nice they can do some things now. -
Quote:Wow, didn't think the trailer looked like WoW, but that gameplay vid sure did, at least for art style. Some of the combat looked interesting, seems like you can dodge attacks if you are sharp enough.
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Quote:What DPS part do we know? Guess I'm not following you there. Do you have some numbers that Dominators can put out? Like I said, I'm sure AOE is probably competitive for a Warshade, but I'm not sure it would be for ST damage. I know my Fire Dom does more damage than other Doms, but he seems to do as well against EBs as my Blasters do (for damage).We know the dps part. The question was how the WS compared to my fire dominator. DPS wise, the PB would probably be behind my emp defender.
Mainly because I simply won't use KB powers unless things are locked down with -KB. At high levels, by the time things are locked down the spawn is all but wiped out from LR and SC from a couple of scrappers.
PBs are pretty far down on the dps chart. On a team its arguable that they lower team dps due to the excessive KB and since a PB doesn't buff team members at all, the slot is generally better off given to someone who can buff the team or do more dps.
If these "buffs" go through, that will probably be it for a long time before PBs get looked at again. As long as they have excessive KB this AT will be a joke.
Edit: Now that my WS has Clarion, I don't care much about mez.
I actually think a Peacebringer does better than a solo Defender, at least in human form. I'm not necessarily the most accomplished Defender player, but I've given up on trying to solo with them. They're teeth-grindingly slow, even with a decent debuff set like Sonic. Beating a boss in Dwarf form takes way too long, but I do okay with a boss against them. But still, it's not all that great.
As for Clarion, it's nice, but it isn't around for most of the game. Going to be glad when my PB gets it, though.
I'm going to keep hoping and arguing for more changes. We know Arbiter Hawk has his eye on animation changes still, and I'll hope he sees the need for other adjustments. He has said more than once that he's keeping his eye on them. -
Thanks, Oldeb. Looks like it would be worth doing this, then. Tier 2 gets you a lot of stuff that would be annoying to go without.
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I'm trying to figure out if a friend or my wife would be a Premium Player if they went with the current "Declaration of Freedom" sale that is going on. I can't remember or tell from the website stuff if Premium requires having paid for a month, or just having bought the game before Freedom goes live. Anyone able to confirm for sure/remind me of something I should be remembering?
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Quote:You're not looking at Joe's numbers or comparing very well if you think the last is the case. Yes, Light Form and Inner Light are nice, but they're not tipping the balance that much. And again, I love my Peacebringer, even if he's not where he should be.ive tested the light form.. in many personal test in pvp and pve.. and its not that bad.. see the light blinking .. hit conserve.. and soon as you crash hit a heal.. its not that bad.. and 30 sec lata its back up.. so yeah factor in the new light form.. incarnate and io's pbs are not to snuff at.. but i say buff are always good..
imho whats left to look at is
inherent
dwarf
nova..
human form pb as it stands right now is golden.... -
Quote:No, they're not really all that close for damage for PBs. Energy Assualt's damage blows what PBs can do out of the water, and the comparison gets worse for Fiery Assault. Looking at straight damage numbers, Incandescent Strike is the closest thing to being competitive, but then it recharges and animates more slowly, as well as not being a ranged power (while Doms do have melee attacks, they do have mostly ranged attacks, and good ones at that, something that cannot be said for human form). And of course, PBs can't mez like any Dominator can easily do. Even if they got Pulsar at a guaranteed Mag 3 AND Solar Flare did KD, they wouldn't be in the same boat.Comparing my WS to my fire/fire/fire dominator, I would say they are fairly close in damage but I would give the edge to the dominator. The Dom has more single target, control and Mez protection but the Warshade is much tougher. Its a fairly reasonable tradeoff.
I certainly appreciate Smiling_Joe and Grey Pilgrim keeping this topic alive for PBs
My first fix for PBs would be to change KB to KD. I don't see why that is so hard to change.
Warshades are in a better boat for mezzing, but I wouldn't say they're on par with a Dominator. I'll grant that they're probably good enough there, though. Damage... it's harder to say. Depends on what your settings are, etc. I'd say I would need a spreadsheet comparison of the two. Anyone know what some proven DPS numbers are for Dominators? We could compare those with Joe's Warshade numbers easily.
Of course, Cosmic Balance can muddy this comparison slightly for Peacebringers as well. The problem there is that I don't think there is any set damage level I can depend on as a Peacebringer, and I don't necessarily like the AT being balanced around that. As I have said before, it's better for us to have more guaranteed performance solo and on small teams, with lower buff numbers from Cosmic Balance. The inherent is nice and cool, but it's still designed with an 8 man team in mind (and we've all discussed whether it buffs as well as it could since then). To put it simply, Dominators work well solo or on a team of any size, whereas Kheldians are all over.
Quote:Status Resists? But dwarf form already gives that, to the tune of 155%. The problem with Dwarf Form is that its attacks are too damned slow for the damage they do, and the resulting damage levels are too damned low to justify the fiery aura resistance levels.
By status resists, I meant slows, end drains, etc. I thought those were thought of as status ailments, compared to mez. Dwarf really could use those. And as for Dwarf's damage... yeah. It takes forever to drop a boss, a problem I don't have on my Tanks at all. Not sure if this is a Cosmic Balance issue or what, but I feel like Dwarf should at least have the ST damage to keep up with a tank, it's not like it is that huge (and Dwarf is supposed to be on par with a Tank).
Last but not least, I saw the rating thing before looking at this thread, via Dev Digest. Question marks by our capabilities are not clear, nor do they show what we should be able to do. Other ATs vary a fair amount by powerset, and the Devs should be able to give a ballpark for those numbers.
I'm startled that they think the current question marks are clear to anyone. A new player would just be confused, and older ones would think it's a bug. I'm not going to go to "the devs do not know what Kheldians are capable of, but it certainly doesn't look good that they could even fix a rough amount (which is all those numbers mean, anyway). -
Quote:That's why I said *maybe* to the stacking. But it's also why I have always said Pulsar needs a guaranteed Mag 3. If you want to look at it that way, Solar Flare as KD would help round those things out as well. I dunno, Warshades may once again be the thing to target for, at least for mezzing capabilities (but Doms can definitely beat a Warshade at crowd control... between domination and all their powers, it's far easier and constant for them to do it). Not sure if Warshades in human can match up with Dominators for ST damage (probably for AOE) from the numbers Smiling Joe gave. I just don't have the analysis to know exactly with the DPS. I can just see how much Energy Assault outdoes PBs, and I think Energy is generally a middle of the road set.I would say Warshades are already competitive in terms of crowd control. Inky Aspect, Gravitic Emanation, and Unchain Essence can stun entire groups... That's on top of the single target hold. I really don't think Warshade's Human form needs any more damage added on since it's already very proficient with utility.
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Quote:Do you mean Arbiter Hawk? Doubt I've ever seen Ghost Falcon comment on them, and I don't think powers is really his purview.Ghost Falcon is on record stating that he's (paraphrasing, here) more or less fine with our damage numbers, so much so that he's afraid that fixing an admittedly underperforming power like Pulsar will overpower us.
O.o
So just what is the area in which we are supposed to excel? We could toss ideas and pet suggestions out all day long, but I'd rather have a direction, if for no other reason than to know the new proper way to respec my main character so he isn't mistaken by other players as my "B Team" (as it was so eloquently put the other night - kinda made me sad).
I think the problem is that we don't really excel anywhere, with the current setup. I guess Warshades can excel at AOE damage, but I'm not sure how well their numbers compare with other such groups like Blasters. Still, I think Nova form should be more on par (for both Kheldian types) with Blasters. Same thing for Dwarf with Tanks. The autohit taunt is nice, but some status resists would round things out more, since Dwarf WILL be hit. I guess I can understand not having psi resists, since not all Tank sets do, but the status resists would be helpful.
Human form is still the sticky wicket in all this. However, I think if the above happens, Human form can safely be made to be more like a Scrapper or Dominator (and more competitive with those two ATs: at the moment, both blow away what a Peacebringer can do, and probably a Warshade). This is because each is significantly different, with its own pros and cons. There is also reason for a Kheldian to want all three forms, or to choose one or the other in a given situation. Each would also work as a single form focus as well.
I'm sure this cannot be done for I21, but I think it is something that should be done in the near future. Until the form's are adjusted to work and work well (both just for Kheldians and how they compare to ATs), we're still going to have issues. The current changes are good and getting better, but they're still not all the way there.
*added*
I should add what I mean by competitive. I think human form could be competitive with dominators if the KB was reduced more to KD (not necessarily in all powers) and Pulsar was made a guaranteed Mag 3. Probably also an ability for WS and PB players to stack with their AOE mez and ST mez as well (since both of their STs are hold). Damage would also need to be looked at there as well, because Dominator sets do more damage and more mez, from what I can see. However, even if all of the above were done, Doms would still be better at their jobs as they will have more crowd control tools. Kheldians would just be similar and at least on a level to compete.
Scrappers would be a different direction, but again, I'm not thinking Kheldians have to be better than those respective ATs in their form. Just competitive. Human form certainly does not compete for damage with Scrappers as it currently stands. -
Quote:Not too keen on those. The end reduc would be moderately helpful for Human form, but I think there are other bonuses that would be more helpful. Range would do nothing for me in Nova form, either. For Dwarf, were you thinking +HP, or greater healing from the healing powers? The latter could be helpful, but again, not as much as others.COUNTER-PROPOSAL:
- Human Form: +Global Endurance Reduction and +Global Endurance Modification
- Nova Form: +Global Range Enhancement
- Dwarf Form: +Global Heal Enhancement
Quote:I for one would like to see Nova and Dwarf Forms simply cost zero END to maintain, just like Hide for Stalkers. At zero END cost, the toggle(s) will not drop when END is drained to zero. Unfortunately, that would mean that you would (probably) have to take End Rdx/End Mod enhancements and sets *OUT* of the permitted slotting for Nova and Dwarf Forms, which I suppose plenty of people would consider "disappointing" since they like to slot Performance Shifter into these powers.
I dunno, I guess I'd be okay with it if other things were working better in our powers, though. It has seemed odd to me that the forms need to have an end requirement, though. -
Quote:We talk with our devs a lot more than in other MMOs, so keep that in mind. And they're never going to tell us everything, even what they are planning for the future. I was surprised that Synapse said he was thinking about adjusting the crashing for nukes, since it's obviously something he is just thinking about doing (or so I gathered from the dev chat summary). Whereas the more common approach is to not say anything until it's actually in a build.I don't think its entirely impatience (thats some of it but not all). The sheer lack of communication between devs and players is a very very scary thing. The whole bit about pbs having more aoe potential than SS characters more than shows that. If we got someone, anyone, to come in here and start discussing this stuff with us, what we want, what they want, what is actually do-able, what isn't ect. that'd be enough to stifle me until whenever the devs can get around to it, because that would atleast offer some form of solid hope as opposed to the horrible opposite of uncertainty.
Heck, we just got a couple of adjustments to Kheld powers in the newest build on test out of the blue. We're just going to have to deal with the uncertainty and know that we're being looked at. I do hope Hawk will be a little more talkative at times, but we're not going to get much more than we do now.
Quote:An autohit taunt would be a start, and a higher hp cap would be nice, but the only debuff resistance that would help a dwarf is damres debuff resistance, and a dwarf's built in resistance already provides that. I'm not terribly interested in regeneration debuff resistance, tbh.
Slow resistance might be tempting, but on an already slow form I wonder how much good it would do.
No, they do not. Page one rewrite suggests that forms are a broken idea, which they are not. The overall concept of Kheldians is a good one. Their particulars is where they are messed, which is what the changes before now (and currently) are adjusting. I think looking more at some powers and caps and Cosmic Balance could help, but the overall idea of Kheldians is a good and fun one. -
Also, I always disagreed with Castle that Dwarf Form HAD to have mez protection to make it viable. Other things would do that, if he had been willing to do them. Things like an autohit taunt, a higher HP cap (beyond what Essence Boost gets us), some debuff resistance, etc., could make it a stronger Tank form and better than Human. If that is what you wanted.
To make each of the forms viable from each other, they just need to make them excel at what they do, and make those things different enough to make them different choices. The above does it for Dwarf, and some kind of damage boost (to the actual powers, not our damage boost... so either to the actual damage mods, or maybe a DoT or chance for a proc) to Nova could make it better. And making Human form work more like a Dominator could make it different enough and viable enough for that. It's probably too late to take out its ranged powers, but I probably would have limited those more when the AT was designed, if I had a hand in it.
The main point is that balance is possible between the three, and mez protection does not have to be the crux of that balance.
*added*
Joe, Hawk joked around that they do indeed read the forums on their own, so we shouldn't get too depressed about things. I do know that they don't necessarily see everything (I PM'd Synapse to point out a thread in the Blaster forums that I started on a possible change to crashless nukes, and it sounded like he hadn't known about it yet), but I know Hawk has been watching things here in the Beta forums, and he has read the Kheldian forums a lot. -
Quote:Yes, I was surprised we even got anything for I21. I wasn't sure we were ever going to get another look, so I was really happy when Second Measure told another player that Kheldians were being looked at for I22. I've gotten away from the excitement of that lately, because we really do need more adjustments, and we're supposed to be giving feedback on the changes. I think the assessment would be good, but not enough, at least from our end.Don't get the wrong idea here, I still think that Peacebringers need work... But at the same time I am glad that the Dev's have taken the time to give us what they have when there is obviously so much going on as of late. I see it as a welcome step in the right direction. We have every indication that they have been paying attention to the Kheldian community's concerns we have addressed in our forum and I think the fact that any buffs are happening at all in i21 was a big surprise to most of us. They never said ahead of time that these changes were coming, so we have no indication that more changes won't follow.
Yeah, I don't think the AT needs a complete rework. The overall design is okay, it's the particulars that are goofing it up, caps not working well enough with the purpose of each form, Cosmic Balance making AT balance more difficult, some powers needing further adjusting, etc. And Warshades certainly need less adjustment than Peacebringers still do. -
Quote:We discussed this much earlier in this thread. It's balanced in that both have significant pros and cons, with Eclipse being able to, well, eclipse the resists on Light Form with no crash. Also, Light Form only has Mag 3 mez protection, which is nice, but will be less useful if there is more than one mezzer in a crowd (and most Khelds aren't going to have significant defenses).Lightform gets status protection now? Did it always have that? And does Eclipse? I'm sure I recall being held while Eclipsed on my WS..seems a bit..unfair?
The two are balanced: both sides could easily wish for what the other gets on their "uber" defense power.
Quote:Whoa, there, cowboy! I'm sick of spreadsheets, not Peacebringers! I'm not abandoning the archetype or anything so dramatic as all that. The most dramatic thing I intend to do when these changes go live - and I believe they will go live as is - will be respeccing out of my two non-human forms and rocking a human form build.
Quote:This. AT FIRST GLANCE, that IO is the most poorly designed piece of faldercarp I've seen come down the pike since I started playing this game six years ago.
The Dwarf and Nova ones could be okay if they reworked caps there, but I'm not sure if that is easier than adjusting the IO, or what. Caps would be helpful to all, probably. Dwarf could at least use an auto-hit taunt and a higher HP cap, I would think. Probably some slow resistance to give it a leg up on Human as well. All those would not overpower the form, but make it a more viable alternative to the other two forms, and more Tanky. I wouldn't mind Human doing so much more damage if Dwarf clearly was more of a viable tank.
Quote:Well at first glance it all DOES look like good changes, and they aren't BAD changes; but then you start thinking about caps, and builds, and how you're already bumping against them...and all the other things that could use changing, and then you talk about it, and then you only get silence in return, and then you're getting grumpy, and here we are...grumpy squidlobsters...grumpy grumpy squidlobsters...
Then someone throws fuel on the fire, and the grump ratchets up a couple notches on the Grump-O-Meter.
At this point, I just want some confirmation that Arbiter Hawk is listening to us, and that they aren't going to just shove this back on the backburner (again) because they've given their nod to fixing us for the next three to four years or so.
So, as I have noted before, Arbiter Hawk is reading the thread and monitoring Kheldians. We're probably at the limit of what is going to happen now for I21, but we should all keep making a strong case for what more is needed. It sounds like animation changes should keep coming, as well as an adjustment to the Kheldian AT IO set (if I didn't misread Arbiter Hawk on that, but he did agree that none of the bonuses should go to waste). Development does not happen in two seconds, and we do have good indication that more is being done.
We're just (understandably) impatient and wanting it to happen now. The sooner they fix things, the better, but I guess we do need to be patient. And make good cases for what more is needed: how the AT is not working well currently, besides how it compares to other ATs. We're doing better there now, just reminding us all what works and what does not. -
This set is better than it sounds on paper for Blasters, at least if you're looking at the concept. The ST damage packs a whallop, and your cone is pretty good. It's not too hard to eliminate a mob in short order with your attacks, and Disintegration is getting an increase to its chance to spread soon, which should help. Throw that on a hard target in the mob, and it will hopefully spread easily in the future, meaning your many ST attacks will drop groups in short order.
Haven't gotten to the crashless nuke yet, but it should work well. I am hoping that we'll get a little more mitigation in the set as well... I'd rather have KD in the cone than -def, for instance. -
2XP seemed to be still going on my Posi run this evening. Not sure if it was on my Maria Jenkins team. So, I stand at:
Fire/Fire Dom: 42-44
Claws/Invuln Scrap: 36-39
Ill/Rad Controller: 48-49
Not too shabby for the little time I got in. Scrapper was on an insane team tonight that did both versions of Posi in under an hour, wish some pausing between to get other characters or add new members. -
Quote:If that's how the Scrapper one works, it needs rewording. It sounds to me like it gives them a 20% chance to crit. But imagine a power description needing rewording in this game! That never happens.The scrapper IO is a 20% bonus to the existing percentage to crit right now. Is it 5%? If so, it is another 20% of the 5%.
So it is not stupidly overpowered.
Oh, and Chad is right. Street Justice is the Bee's Knees. With savory awesomesauce mixed in.
Also the First Ward arcs are fun to play. You may outlevel them if you run with a team over 4 people, but those mishes would scale to a fun, ridiculous level at x8
New sewer trial, also very nice for early leveling.
I have liked most things I have seen in the beta. Love the Underground trial.
Street Justice is indeed good fun. First Ward is as well, and thankfully it's now 20-30, so you're more likely to get it all in. It was 20-26 at first. -
Quote:Wow, is it really capped at that? That's not terrible, but I think there are Tank sets that outdo that, if I'm remembering the pylon thread correctly.don't the other sets that are archetype specific give defense instead of resistance...?
between the brilliant "peacebringers do more AOE damage than SS" and this it's just...
what the heck are they thinking when designing anything with peacebringers?
also, fun thing to note:
at the damage cap of 300%, peacebringer human form single target damage is only 229~ DPS according to smiling joe's spreadsheet.
just.. lol
very cool to include the damage cap as part of the calculations though.
Quote:depending on how it works, it might not be. if it just add a bigger buff on top of the 40% it just gets us that much closer to the cap which my WS is already hitting anyway. seems rather pointless if it works like that.
Quote:Okay, first off, with the latest changes Human form needs more resists like it needs a hole in the head. So Im giving that one a big "NO! Bad Paragon!" on that one. Give us something else...anything else really, how bout some defense? Or Recovery? Or just about anything BUT resist. We don't need resist...really we don't...
Nova, more damage, our damage cap is 300%, nova grants 45%, we'll potentially be able to stack inner light...at least twice, so around 56%-57% from that...and then we're getting 20% from every defensive AT we've got on our team. Thats not counting any people running assault, or fulcrum shifts, or fortitudes, etc...so we're skirting the damage cap fairly close too (Warshades are banging their heads against it). Right now theres shift times that'll keep the stacking of inner light down, but if/when they do/should lower them...well, right now its 3 seconds every 30, if it stacks that'll go down, if shift goes down it loses alot of the annoyance factor for keeping it running.
Dwarf...eh, more HP is more HP...but we cap off essence boost don't we? I don't recall the exact max HP for us, I just know essence boost good, and use it..heh
Anyways...on to a serious point.
We're doing alot of grumbling and griping right now, and rightfully so, more wonky decisions for a wonky AT that we've been claiming has had wonky decisions for years now. I do however want to make it clear, that I do appreciate Paragon actually making some attempts at this, I really do...I just definitely want them to get it right, and I really wish they'd talk to us, bounce ideas off us, tell us why our ideas may or may not work... -
Well, this probably will further confuse us. Anyone see what the current special IO is for the Kheldian set? Picture is below. I just... Nova is great for more damage, but the last thing human form needs is more damage resistance. I am so confused as to who is designing these things and why.
I know they're not the final thing at this point, but it's still odd.
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Keep in mind that you do get to pick the epic powers earlier on in your character's career, so it should be more likely that you can pick a power at 49 that you do not need to give more than three slots to.
Not sure what to think of those AT enhancements. The Scrapper one seems really strong (20% extra chance to all crits, or just in that one power) for an already strong AT. Seems odd that they are going there when the VEAT one is so obviously "we don't want to make this over the top AT even more crazy strong."
The Kheldian one is... terrible for human form. It doesn't need more resistance at all. Nova is nice for more damage (but Nova hits the damage cap so easily), yes, but not sure the +hp is going to help Dwarf all that much. I hope they gave all the other ATs something unique over a damage proc as at least.