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Quote:I don't know what it means, to be honest. Sometimes I get the vibe that he's going to wait and see how things go (with more of the implication that they are going to sit), and other times that more are to come. We should at the least be getting some more animation changes.To me, it says they're done with Peacebringers for a while, and aren't really interested in our feedback at this point.
Quote:This is probably my last spreadsheet on the topic. Pretty sick of doing them, to be honest. First Evil Geko, now you. *sighs* I dunno, I understand the frustration and feel it as well, but I hate to lose people that help bring attention to the topic. It's regrettable that we aren't hearing more, but it doesn't mean the devs aren't listening.
It would be nice if Kheldians did get more work on par with the fix to Dominators. That was a wholesale AT problem, and I think much of what bothers Kheldians is the overall design, mainly Cosmic Balance. -
Yeah, I'll probably be up for a Trial or two tonight, now that 2XP is over. Sadly, I did not level my Ill/Rad Controller as much as I wanted. I meant to get him to 49 or 50, but the Posi run I joined on Saturday took too long on another character to get him much more than a couple of bars, alas.
I was hoping to get him through the Maria J arc with some others, which should have brought him to 49 or 50. Grrr, I rather wish we could have 2XP apply to a few hours of our choice, rather than a weekend. I really can only play one night a weekend with my schedule. -
Quote:You know, comparing human form to dominators is a great way to think of it. Not sure why I didn't think of that with all my comparisons to the inherent with them, heh. They have some control and some damage and some mitigation. Best comparison I can think of.In my opinion, human form is most analogous to a Dominator Assault set. A mix of range and melee with a couple of utility thrown in for flavor.
Thankfully, I finally got my PB to 50. Going to finish the Ramiel arc just in case they ever fix these things right, but other than that, I'm done. Peacebringers are fine in teams. They usually have enough buffs from Balance to make them work quite well. But they have all this KB.
In a haze of grinding, I wasn't even trying to use Solar Flare well and wound up knocking a group of Red Caps out of a Tar Patch. And then when chasing another, I got out of range of the healer (which was OK, I healed myself). The defender in question just got a laugh out of it. I play in SG groups a lot and they know I know how to play. I was just too tired of this character to give a crap.
And boy, even that comparison makes me sad. Doms do better damage (just on a quick comparison to Energy assault and PB attacks) and have more control, and they get access to fairly regular mez protection without a crash.This is the reason we keep arguing for improvements for Peacebringers... they just look wonky and shoddy if you compare to other ATs. Sure, they can play the game, but not nearly as smooth or well as other ATs.
The Dom comparison at least is an argument for changes to Pulsar and Solar Flare we have been asking for, if not an adjustment to our Inherent and overall damage.
Quote:Don't suppose there's any chance of us getting the A. Hawk (or Any dev) to comment on this stuff again in this thread is there?
I swear I've seen less and less communication from them over past few years.
Like I noted earlier, they are much more chatty in closed beta than they are when things open up more. Synapse was posting everywhere in Closed, for instance. I'm not sure if that points to a policy of sorts to be more quiet in Open, or something more sad, like they've made the adjustments they're going to and they leave it behind for future stuff. Hopefully that's just doom talking.
I will keep hoping and posting for more changes, however. There is merit to what we are saying. -
I should also have noted earlier that I would be more than glad to get human form more like Scrappers, at least for damage. I'd be more than willing to get some hard caps in there for resists to compensate, and/or adjustments to Cosmic Balance to even things out consistently. Which is again a big issue for Khelds and balance, kind of like Dominators and Domination before their fix. And Nova really could be more blasteriffic... I wonder if they could rework Dawn Strike to be an add-on for Nova only, so it wouldn't throw off human's balance? I actually would not mind that, if Human were fixed up as well.
Probably hoping for too much, as that would be a change to powerset order, etc., something they don't generally do. I do think Kheldians kind of need such a big adjustment, though, to even them out.
Quote:I've just never been able to justify it in build because of its weak damage. I might try fitting it in once we get three extra slots... that's also been a problem for me with fitting it in.I used Proton Scatter a lot on my Human Form PB this weekend. As the only AoE that doesn't have KB, I did everything I could to make it worthwhile (procs, recharge, etc.)
Quote:So, Solar Flare is keeping Knockback, in all it's personal and teammate annoying glory, because doing otherwise would make a PB too powerfu compared to a Tank/Brute with Footstomp!!!
Am I reading this right?
Adding to the strange connection that statement makes, Dwarf Form is what relates to Tanks, clearly. Human form is a little confused, but it's closer to Scrappers and Stalkers than Tanks. Solar Flare should be stronger than Foot Stomp for tanks, and it really isn't at this point, especially with the KB. -
Quote:I don't see why it would be an issue, as it was an open post in the closed beta and the thinking still applies here. Arbiter Hawk has also said the same to me and others in PMs. Much better to quote it here than have me and others keep paraphrasing what he said. I just wanted to mind my Ps and Qs and not have a dev be annoyed with me for posting it. I honestly can't see the issue.Thank you for posting that Grey Pilgrim. I seriously hope it's not something you get in trouble for since while it can be disappointing, it has a fair amount of insight to the thought process and we'd be better served to see how the discussion progresses.
I found the comment on looking at things as a whole rather interesting since in a lot of ways it seems like they actually aren't doing that, especially compared to other sets. As noted, double stacked Rage, damage boosting defense sets like Shield Defense/Fiery Aura, and high damage epic pools all contribute to push Foot Stomp's damage up. In a way, it seems like Solar Flare is being viewed in a vacuum as opposed to "out in the field" so to speak. In theory it's high damage if enemies get knocked into a corner and kept there but they have to get there first. I'm generally pro KB but don't feel this is being handled well.
I'm somewhat forgiving about Pulsar since it was noted that it's underperforming yet the devs wanted to err on the side of caution due to the other buffs. My concern is that they are being TOO cautious and in the wrong way, especially since I think Pulsar is the power among the two more in need of a buff. I mean, to actually acknowledge that a power is underperforming yet not do anything to buff it when it's a strength/numbers problem (as opposed to animation) feels like folly.
I think the bigger concern is that it almost feels like we as testers aren't fully being trusted. Granted, things like the AE farm explosion happened so trusting the players may seem unwise. However, this is Beta--a controled environment where changes can be reverted if they look overpowering. The majority of us want to help out but we can't do that if we're got being given the chance.
I also have the feeling that Arbiter Hawk is being extremely cautious. I have said more than once that I applaud this, as I don't want things on Live given to us and taken away, but I think he's being overly cautious. That quote above especially confuses me when it mentions AOE damage. I noted this in the closed beta forums, as I'm not seeing how Peacebringers are monsters of AOE damage. Their two ranged AOEs are weak and do KB, and our one good PbAOE is hamstrung by doing KB. Photon Seekers is nice, but still on a long recharge, and the nuke has a crash and on par with Rain of Arrows for Blasters, which has no crash and recharges much more quickly.
We're actually rather mediocre for AOE damage in human form. I use it more for good ST damage, to be honest. It's not far off of Nova, from Smiling Joe's numbers, but I think Nova's range makes it all work better.
I don't know. We're kind of running into issues of our inherent again. I would like to see human form made more competitive with Scrappers and Stalkers, and Solar Flare would be a welcome part of that. We're always going to have less health than Scrappers (and apparently a little or no mez protection), so I don't see how giving our damage a roughly equal footing would be a problem.
I appreciate the need to look at the overall equation (we've been noting how much Cosmic Balance muddies things), but I really do think they're being overly cautious with Solar Flare and Pulsar. For the rest, I think Kheldians would work better if their Inherent was adjusted to work better at all times, not unlike the methodology behind Domination (forget who mentioned that idea, but it's a good one). -
Quote:Yeah, the Peacebringer one is like... RoA's damage. Only it has a crash, etc. It's not terrible when used with Build Up and especially if your team is giving you some damage buffs, but it still could use some help. That's... yet another thing that Kheldians need adjusting with. The devs are scared that they're somehow going to get overpowered, but their different capabilities are really not even in line with the ATs they're supposed to be able to mimic.I tried WS nuke for the first time tonight. Oh..I thought I could nuke and then quickly leech health back from dead bodies. The problem is..where are the dead bodies? lol They flew like two miles away from me!!
I do not like strong pbaoe knockback.
Kheldians have similar problem. Their base damage isn't high enough to see the true potential of a nuke. If things are not dead, then there is no point in nuking. Save your endurance and keep on fighting. WS at least has one good power to leech all endurance back with just one blue inspiration.
Quote:If Nuke is designed to be a "panic button", then it's gotta come out fast. Fortunata's nuke is what I consider the best nuke in the game. It has no crash and its damage is pretty high. The best thing about Fort's nuke is the stacking Stuns and the fact that it comes out so quick. Total activation time is still about 3s but it comes out first and then you are stuck in that animation. It is better than jumping in and waiting for 3s for the nuke to come out. -
Quote:Well, it would be nice to not need to respec unless you wanted to (especially since our respec system is lengthy and difficult to use... and this would cause a LOT of respecs for most players). But more important, I wouldn't want an enhancement randomly deleted on me. I'm more than happy for this to wait until they can make it work... it's not like we haven't played without the slots for years now.I don't think this is vital, especially if it's causing a bug. I expect I'd potentially want to respec anyway with extra slots in most cases, so if they just do the usual freespec that would cover it.
Immediately countering my point, one reason why I can see that they wouldn't want to do that is that I wouldn't be surprised if only VIPs will get freespecs in the future, but Free/Premium players would still get the slots of course. -
This is Arbiter Hawk's last post from the closed beta forums (I'm assuming that is okay and apologize if it isn't). I would keep in mind that all the developers seem to be much less chatty in open beta than they are in closed, and Arbiter Hawk posted only twice in the Kheldian thread in closed beta.
Those discussing things in closed beta have already responded to the post below. I pretty much disagree entirely with the reasoning about Pulsar and Solar Flare, but I hope that he can see it is still needed after the new changes have been around a little more. As great as the current changes are, they still don't fix the many wonky issues Peacebringers have in their performance.
Quote:Hey all,
I wanted to pop in here and touch on some of the feedback you’ve left:
-Light Form: We went into this change with several goals. We wanted to make Light Form a power that could be used across forms, much like Eclipse can be for Warshades. Changing the appearance then became necessary to fix a bug with Light Form which was essentially allowing you to exploit all powers that should root you.-As for just making you invisible when you use the power, we tried it, and discovered odd interactions between transparency and costume shifting – you’d be a puffball when you first used the power, then you’d shift to Dwarf and back to Human and then you’d be visible again. We still want to update this at some point in the future, but it's something the powers team will need to work with the art team on.
-We cannot give the old Light Form as a customization option at this time. It's not a question of using different FX when the power activates, it's a question of fundamentals in the game's animation system. I talked to Tunnel Rat about this issue today and she said she will look into ways to try to fix this, but we don’t have an immediate timeframe for you guys on this.
-Solar Flare - Not going to change knockback into knockdown at this time. While many of you are saying “It should do what Foot Stomp does!”, Peacebringers have more AoE damage potential than Super Strength characters. When looking at the PB’s whole toolkit as a unit, rather than at individual powers, we think they’re in pretty good shape after the changes that have already been made.
-While several posters were correct that it is possible within our powers system to give a power different animations based on whether the power user is in flight or on the ground, it does require additional art time not in the schedule at the moment.
-In order to let it be used in the air, the animation had to change – footstomp just doesn't look believable in the air.
-Dwarf Flare needs to be useable in air. Dwarf only has three attack powers, and can't avoid hovering when using its travel power – we don’t think it feels fun to teleport into a group of NPCs, attempt to aggro them, and just not be able to do anything about it.
-Human form Solar Flare being useable in the air mitigates the longstanding complaint about the inherent contradiction of giving PBs fly and then giving them powers that can't be used off the ground.
-Pulsar - While this power may be underperforming, we’ve made substantial and significant power increases available to PBs in the current build. This is something we’ll continue to evaluate and would consider tweaking up if PBs need help in the future.
-Inherents - We understand many players would like the Vigilance treatment to their inherents. The Kheldian inherent powers are central enough to the AT that changing them is something that could potentially pose significant risk. Because of this, we’re not currently planning on adjusting them.
-Shapeshifting time - We've heard this note echoed many times in the Kheldian community, and we attempted to tweak the activation times of the form powers in this power revamp. However, without adjusting the actual animations, nothing we tried ended up looking good. From a gameplay perspective, we'd like to get these down to 1.5 seconds or below, so hopefully we can tweak the animations to speed them up in the future.
-Arbiter Hawk -
Quote:Might be a good idea to go with, since each AT does have different needs. I think I'd probably prefer a non-crashing nuke for Kheldians, since they tend to have more toggles as well.I think it's about time they go back to old powers and powersets and balance specific powers based on AT's need.
If a crash-nuke works well on Defender (the base damage must be really high), then Blaster's version will be super high.
I am still leaning towards a crash-less nuke for Defender/Corr and an even higher true nuke for Blaster. I think those that play Blasters want that "Wow!" and "Boom!" factor more. Defender/Corr can still use the secondary effects from nukes like stuns, -resist, -endurance drain. With exception of Nova... a knockback is a knockback. You can't really stack kb to get more benefits so Nova needs some help. In fact, I think the whole Energy Blast needs a bit more love. Its DPA is kinda too low. -
I don't think it's an issue to say that the three slots were given at 25, 27, and 29 (so one extra slot at each of those, kind of like we start getting at 31). It did some serious borking to builds (can't recall why, but Synapse did state why), and it needs to sit until they can fix the issue properly. So who knows when it will happen, but it does sound like they do want to get it fixed (that was my read of Synapse's post), so hopefully sooner rather than later.
I'm hoping there will be further Kheldian adjustments. Some animation things are on the board for the future when there is time (hopefully), but not sure about any other power fixes, alas. For some reason, making Solar Flare do KD instead of KB and Pulsar give a guaranteed Mag 3 is too much. Confused by that. -
Thread going about this in the Blaster forums. Nukes in their current form are rather weak, either lowering their recharge and getting them to be more like other crashless nukes is the way to go, or upping their damage to match up with their recharge and crash. Either way, it'd be an improvement from what the nukes are now. But it's being discussed plenty there already.
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Quote:Yup... it doesn't add up a whole lot, does it? I don't really get it all that much.::shrug:: I don't mind spending the .5 seconds it takes to chase enemies down, or the .5 seconds it takes to position to knock them into a wall or something. I also don't mind punching them where they fall, should they be knocked down.
Punch'em here, punch'em there. Makes no difference to me, so I won't mind one way or the other.
But I also don't buy the kd=overpowered argument. On another set and archetype - like Electric Melee, for example - it makes more sense. Oh, wait. Electric Melee does knockdown, doesn't it? So all of those EM/Shield scraps and brutes aren't overpowered compared to other sets in their archetype?
Oh, wait. Shield Charge does knockdown too, doesn't it?
Huh.
Quote:But there's no value, and indeed it's harmful to the game and the AT under discussion, to maintain that the top tier shouldn't be a standard of balance at all.
The game reality is what it is. +4x8 and above is a standard that exists, and is not just doable but pretty commonly so. It must be considered too. Clamping your hands over your ears and yelling "na na na na I can't heeear you" at the top of your lungs won't make all the high performance ATs go away.
In fact, all your reasoning smacks of how people talk down about Dual Pistols for Blasters. The set does have the issue that all the damage types buy Fire and Standard aren't all that helpful for Blasters, but otherwise, it's middle of the road for damage. The numbers SHOW IT, but to hear people talk, you would think you were shooting spitwads at enemies. I have a Dual Pistols Blaster and had to point out how wrong that impression was many, many times.
Also, you're going to need to get your measuring stick adjusted if you think +4/x8 is a balancing point for the developers. Some players have that measuring stick for themselves and the sets they play, but that's the advantage of our game having a difficulty slider. They can play there if they want, but no one HAS to. And no powerset or AT needs to be able to, either.
You can certainly point to what other ATs can do and show that Peacebringers or Warshades have issues that the other ATs do not, but you're not going to get any traction if your balance point is that "Kheldians should totally be able to fight +4/x8 with no problems."
The game is designed with SOs in mind, while still accounting for the bonuses IOs offer. That's well short of +4/x8 (which is a level attainable through a build and player ability, which is good to remember as well).
Aganhim, that change to Warshade's Dwarf form was pretty helpful. A lot of players were pointing out that the longer mire in Dwarf Form made Dwarf for Warshades a lot weaker than Peacebringers. Technically, it was a nerf to Warshades overall damage potential, but it did make fighting in Dwarf more valid for them. -
Great! Thanks for the analysis. I think that's the other side of the coin that I have heard before. People seem to want the current crashing nukes to either be like the current ones with a crash, or to do enough damage to justify the crash (I kind of feel the same way about Snipes, to be honest). I guess I'd be fine with either way... just something to justify the crash or make them be up more often and do what the current, non-crashing nukes can accomplish.
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Quote:I write literary fiction (so... like short stories from Hemingway or Steinbeck or Sherman Alexie, to cover a broad range). So no genre stuff like sci-fi or fantasy. I do have some ideas for a fantasy series, but I'm not really trying for that right now.No prob.
What do you write? If it's fiction, I'd be up to putting an extra pair of eyes on it. If it's non-fiction... well, it'd better be really badass or funny, or I'll be bored.
Not sure if that sounds good to you (literary fiction being more about style and engaging ideas and characters than badassitude, though it can have humor), but if it does, I could think about adding you on as a reader. I already have a couple readers (my wife and another writer, both with a lot of reading and writing backgrounds), but more eyes generally does not hurt. We can see about it if you are interested. -
Quote:The dev chat thread also said they are re-thinking the old Tier 9 powers (which I assume means the godmodes for defense/resist sets that caused you to crash when they dropped). Players have disliked those for a long time, and newer "godmode" powers that have a smaller crash for less of a buff are enjoyed much more and used more. I know I actually use mine on my WP and Shield Tankers, as opposed to my Invuln.We can debate about "How we like to use which kinds of nukes" for days. The real question we need to ask ourselves is: Why now are the Devs entertaining the thought of removing crashes from nukes?
My theory is that the Devs' numbers show that nukes with crashes are not being used often, probably even less now that Judgement has been around for a while. I know that, in my case, this holds true. I use Rain of Arrows at least 10 times as often as other nukes. While half of that maybe to due to the extraordinarily short recharge time, another part of it is that, after I've launched it, I can go right into using any of my other attacks without having to pop a blue, or run in to use some endurance recovery power. And nowadays, I would much rather launch my Cryonic Judgement and be able to keep on shooting rather than launching Blizzard, having to hit a blue, having to re-toggle 2 or more powers and THEN keep on shooting.
In short, I believe that those that use their nukes as often as they are up are in the minority. While "less damage" sounds bad in my head, I know I would use my nuke attacks far more often if I didn't have to worry about any end crash. And considering how seldom I use crashing nukes now, I probably wouldn't notice the damage difference.
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I do want to say this: If such a change were to occur, I think PBAoE nukes and ranged nukes should be treated differently. As has been stated, an Elec/ or Ice/ blaster does not have to worry about being surrounded by anything their nuke does not kill. As to how to do that and keep things balanced between power sets, and in relation to the game, I do not know, there are a lot of variables to consider.
The problem for nukes has also been the same: too much punishment for the benefit it offers. If they make the current nukes like Beam Weapon's, I'd like that (it has higher recharge than RoA and co., but also does more damage). It'd be up faster than other nukes are currently, wouldn't cause a crash, and would do heftier damage than Judgement can.
Which is another reason that I think they are looking at nukes. Yes, incarnate powers are nice, but they are all, in essence, a crashless nuke. I use them at the start of a mob without thinking on my Blasters or any other characters (for the most part). This is not the case with crashing nukes. Crashing nukes do need a buff, and I think this is potentially in the right direction.
And remember, everyone, this is something they are thinking about doing. I doubt we would see these changes (if they happen) before I22, and we don't even know what the specifics would be. Still, couldn't hurt to tell Synapse about this thread, to have some feedback to play with. I think I will do that. -
Quote:Few things here. Glad you caught the numbers issue, as I was confused as heck by what you were saying. I KNEW there was no way that Human Form AOEs were as good as Nova like you were saying (though Solar Flare is competitive). Now, if Synapse does make nukes not crash anymore (like he said he was *debating* doing for them in the recent dev chat... that's not a guarantee, of course), that would be a nice boost for human form AOE damage. Might use that nuke a little more than when it sounds like fun.HOWEVER, I do think Nova should have more damage potential than that. My reasoning is that a Nova can cap its damage much, much quicker than human form. My wish for Nova form is that the 45% damage boost be removed and a balanced amount of that damage be added directly to the attacks. That way Cosmic Balance won't cap Nova's damage potential quite so easily.
But my point is that I can do that right now! So long as the flying bodies are still within range of my follow-up's aoe when I start the animation, they'll still take the damage, even if they're across the room and back on their feet when the animation finishes. The MOST I would be able to do with KD verses KB is throw in one more PBAoE after the second, because Luminous Detonation, Photon Seekers and Dawn Strike all would still do KB. I suppose I could pop off a Pulsar before I laid down the second AOE, but that doesn't really add to my damage potential.
That being said, the KB in Solar Flare doesn't bother me one way or the other. I'm just not seeing how KD would give human form that much extra damage potential.
Wait, what? Knockback has always been sold to us as a mitigation tool that we should learn to use and be happy about. In other words, it's there to make us even more powerful through mitigation. Entire sets are based on knockback as a mitigation tool, but Arbiter Hawk's rationale of knockdown in solar flare making Peacebringers overpowered would seem to indicate that he views it - at least in this case - as a negative balancing factor. In other words, it's there to rein in our power.
How ironic.
I would agree that Nova needs some adjusting, probably an improvement to its ST damage so it is competitive with Human Form.
I also think Cosmic Balance needs some adjusting so it works more nicely with forms. Things like making Nova have a higher damage cap to work with it better, or making CB buff less so our other powers can function better while solo or on small teams (or when we move a little away from our teammates), etc., would all be helpful. I think CB is making things more difficult to balance than it should, even if I like how insanely you can be buffed on an 8 man team.
For the KB in Solar Flare, I know you can land another attack right after it goes off (AOE or otherwise), but that's it. I make use of this with all my Blasters (M80 followed by Full Auto is helpful on an AR Blaster to cut down on return fire while Full Auto is animating).
It's still less useful on a melee AT, because once the target is out of range, you can't land any more hits. That's why KB on a melee AT is a detriment. It really shouldn't be seen as a surprise that the devs are acknowledging this, either... they did as much when they made all those melee KB powers do KD back in I10. Still, I would say KB is kept in ranged powers because it is a help there. Nova form or Blasters don't really care if it gets KB'd, because they can follow up just fine.
What is surprising is that Arbiter Hawk is seeing that and a change to Pulsar as too much of a change on top of the changes we have now (this is an important distinction to make, probably... he just doesn't want to give us too many adjustments and then have to take some away, or so it sounds like). I disagree with that and am surprised by it, since those two requests aren't as changing for performance as an adjustment to Cosmic Balance or something like that.
Quote:I was about to rip into Bill for his response to my rant about the KB vs KD for khelds.
Then I read his further responses and realizes that he makes a lot of sense. It is a playstyle choice. However the questions is which playstyle choice should the devs favor. For now it seems they feel that taking out the KB would may PBs overpowered. I disagree.
As to whether IOs should be taken into account? They should be, HOWEVER, Bill's point is still correct. There are IO builds and then there are IO builids.
A build that can solo +4/x8 IS NOT the baseline. Period.
However, at the same time, a pure SO build is not really something I realistically think should be the baseline. There ARE things inbetween a pure SO build and PURPLED to the theeth.
And then I have characters that definitely could not do it. I'm fine at being at x2-x4 on most of my guys. That's where I'm comfortably between too easy and too hard, and where I have fun.
I do wish KB had another, similar setting (you KB or KD). Probably the best option we have right now is to make Solar Flare KD, and you can slot for the KB if you want. I know that still won't make some happy, but I think it's better than where we sit right now. -
Quote:Much as I love Nova and would like to describe it in those terms, there are plenty of targets still alive after I use it... and I don't have the endurance to do much about it. Ageless does help with that, technically, but I hate having to even retoggle after using my Nuke. Adding to that difficulty is that the current crashless nukes really do hurt mobs, so a reduction in damage to their levels (or higher, if the Tier 9 for Beam Weapons is used as a targeting point) would not be a bad thing.Please no... I pick crashing nukes for one purpose: to blow the hell out of a spawn. I do like the crashless nukes but when I grab Nova or Inferno it's because I want to make an entire spawn disappear in a huge explosion...
I also rather hope the recharge would be reduced on the Nukes (since their damage is lowered), which would also up their utility considerably. -
Quote:I said this on the closed boards and I'll repeat it here. The game is set up now so any AT can work in any type of content. This is to the point where people playing the same game can argue with equal force that Scrappers, Tanks, and Brutes are all going to replace each other (when the real reason is that they all have different but equally valid tools to get the job done). There is no reason for Nova not to be roughly equivalent (rather than weaker) to a Blaster. Same for Dwarf with Tanks and Humans with Scrappers. Kheldians aren't going to replace those ATs if they were more in line with them, just offer a different experience and way of getting the job done.Which is what I think Flux was trying to say...the thing is think of how long it took us to get these changes, and more importantly how long it took us to get our last pass. They SHOULD buff the forms, they should keep all three forms buffed and at some level of parity with each other and the game at large in their respective roles. We just aren't likely to get the amount of dev time needed for that though, so if you had a choice...keeping all three forms in parity with each other but weak overall now, or getting one form up to snuff with the rest of the game...which would you go with?
Quote:The warshade is funny because you can do silly things like blow up corpses. But I always pick the peacebringer first because the amount of damage it does is absurd. No one has ever complained about the knockback because it's not like they have to chase after targets that are already defeated.
When I saw the changes on the patch notes I giggled a bit to myself, because my most overpowered character is now going to be even more insane. Especially with the extended build up and reduced recharge to photon seekers.
So after reading this thread, I can only wonder one thing. What the hell is everyone else doing so wrong?
Does everyone just assume that Warshades have a permanent 2 or 3 pets out with out a hitch? Sure, in a perfect world. But how about when you're doing an incarnate trial and there's loads of AoE damage all over the place. And what about AV fights? the pets expire, then what, where are you getting the new ones from? And the lack of targets for eclipse, healing, mire... How do all your "formulas" take care of that?
And people do complain about the KB from human form Khelds because their best attacks don't drop things that significantly. Even with Photon Seekers followed by Solar Flare, I still don't drop most minions in a mob (especially on a trial or anything above +1). It's more equivalent to what a Energy Blaster can do with their two AOEs, and those are up every mob they fight (and the Blaster can pick off the survivors quickly while they struggle to their feet. A Shield Tanker can clear a mob of minions with Shield Charge + Foot Stomp, and that's a combo possible far more often than PS + Solar Flare. And they're able to do it without sending mobs flying to the four winds.
Once again, Peacebringers are quite fun, and the changes on Test do a lot to helping them. I just don't want you to keep thinking you were overpowered in the first place. I always argued with people that said they were useless on Live, but I was never going to say they weren't in need of improvements, or that they were overpowered. -
Care of the latest dev chat highlights:
"They've moved away from the Tier 9 nuke type penalties. Synapse has been thinking about maybe lessening the crash from the nukes. But if they did that, they'd have to lessen the damage."
I must say that I would be in favor of this. I don't mind the weaker nukes like RoA, HoB, and Full Auto, because they don't have a crash. I do have crashing nukes on my Energy and Electric Blaster, but I don't use them all that much because of the crash. If those were removed, they would probably be used in my arsenal often, like their Judgement powers.
What do you all think of the idea? I think we'd like it, given past Blaster discussions, but I am curious to see what everyone else thinks. -
Not sure if this has been commented on, but I don't know that Street Justice is necessarily light on the endurance. Those faster animating attacks mean you can mow through your endurance pretty well, though I do feel like I was able to handle it on mostly SOs when I got level bumped to the 40s. In the 20s, I did have to use a lot of blues. I was paired with ELA, so take that as an effect as well, though I was only running its two main toggles in the 20s. The stealth one would have really left me sucking wind.
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I think we're at about 46 or 47. I'm at 45, but I think I am a little behind. You can look at the SG list to see where the current run is at... if you see a few of us at 45-46, aim for that. Not sure if the demonic rodent has posted the new level range or not.
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Quote:The adjustments the devs made are quite good. The better costumes weren't seen in the SDCC pics, unfortunately, but those worse ones did get improved (I hope you saw that). The hoods and glowing eyes are back for most enemies, and none of them are only in tights anymore. The look is different, but it is pretty good now, and keeps enough of the old vibe (at least to my mind, and CoT are one of my favorite enemy groups).Yes this new look means they look less like some kids with bad acne living in their parents' basements thinking their D&D Live Action group is real!
I cannot say now I fear not your Natural D20 when looking at these guys!
Makes me sad.
Quote:So no comment on the Time Manipulation details? The set looks pretty dope so far.
The mechanics of the set sound pretty fun as well, and should mesh pretty well with Gravity, I think. -
Great... forums ate my post. They really, really need to stop doing that. And I need to stop forgetting to copy what I type before pushing send.
Quote:Heh, I'm more just telling you all what Arbiter Hawk has said in posts and a couple of PMs to me. If I didn't have that info, I would be right along with others in asking for more animation changes to Light Form and our shapeshifting time if he hadn't told us that they want to adjust those, but it has to wait on Art and FX time.And to Grey Pilgrim for taking the impossible position of... well... arbiter (little "a").
Now, if we don't hear anything about this for I22, I will certainly be asking questions. And I do hope some of our other suggestions get listened to (outside of those animation changes, I'm not sure how convinced Arbiter Hawk is about doing more changes or not... he's said wait and see to most ideas). I just want everyone to know where we sit.
Quote:How so? Peacebringers would still be doing less damage and won't be any more survivable.
In fact, given that knockback provides a healthy amount of personal soft mitigation, they would be less survivable.
Ask to change kb to kd because it annoys you, but arguing that it will magically fix our performance issues isn't going to hold water.
Also, to respond to the above, Solar Flare would up a Peacebringer's damage and survivability. Pulsar and human form's best two attacks are all melee ranged, meaning Solar Flare scatters them away from your best follow up powers. If Solar Flare did KD, you could use your best AOE power, and follow it up with either some direct mitgation or your best damage. Arbiter Hawk has explicitly stated that he did not want to make Solar Flare KD at this time, because it might overpower Peacebringers after the other changes on Test. I do not deny that it would improve our performance, but I do disagree that it would overpower Peacebringers. It would bring them more up to level with Warshades and other ATs, as well as allowing their powers to work together more effectively. -
Quote:I keep arguing for more changes as well. Peacebringers in particular had so many powers that did not synch up or perform well that a lot of changing is needed. If Warshades are seen as balanced or at least competitive with other ATs (which I assume they are, given they have sat as they are and are now getting a few tweaks), then that is why I keep comparing to them for Peacebringers. Light Form and Inner Light seem roughly equivalent and competitive, though it seems that Photon Seekers still aren't going to cut the mustard with how they currently sit.Pilgrim, if you truly feel it is balanced as is, I can get behind it. But I don't think its current level of power should be an excuse to let the abysmal damage or other problems be overlooked though. The other changes are a massive step in the right direction, but they are not fixed yet, as Joes numbers demonstrate.I still want some psi resist
I don't know if they need to recharge faster and do similar damage to Shield Charge, or what. I kind of like the longer recharge and heavier hit, but maybe performance would be better that way.
But certainly Solar Flare and Pulsar are not on par with Warshades. The suggestions I keep fighting for aren't overpowering, but balancing. Currently, they underperform compared to other ATs, and they're less useful for a Peacebringer because of how they work.
For Psi resists, I think I mostly would just want that in Dwarf Form. Psi damage is all over in the 40+ game and the trials we have, which does make it harder to Tank in Dwarf for your teammates.
Quote:I'm a little wary of any promises to improve animation times. Last time a dev said that about a powerset needing faster animations but the animators were busy (Castle concerning Wormhole and Propel), absolutely nothing came of it.
We should be sure to keep reminding them of what is needed in that department, however, just to be sure it happens. Just don't be annoying about it: remind them periodically (and not every day).
Quote:That's all fine and dandy but for now, with these changes, my Peacebringer won't see much action, if any. I have two Warshades I can enjoy the pancakes out of playing instead.
Quote:I always thought the whole idea was Peacebringers were consistent, Warshades had a higher theoretical max that took a lot of effort or circumstance to bring about. Scrappers vs. Brutes.
I wouldn't object to a slightly higher DPS as it does feel somewhat anemic, but I may be one of the few who actually enjoy the KB instead of the "TURN IT ALL INTO KNOCKDOWN!" crowd winning out. My first 50 was an energy/dev blaster; I'm used to dealing with knockback. It's a valuable soft control and a Peacebringer is in a unique position to take advantage of actual knockback thanks to their ranged attack ability. (It makes some sense to turn the dwarf attacks to knockdown since they don't have any range, mind you.)
Smiling Joe, your one post is a bit too difficult to quote and respond to with all of the above as well, heh. Anyway, the previous paragraph is why I asked how you are getting your human form Peacebringer AOE numbers. Yes, Peacebringers technically have a lot of AOEs in human form, however, they ALL do KB, meaning you can at most stack two of them before the KB spreads them so far out that you're no longer hitting them all. It's not really sustainable, and also, I would never recommend taking the ranged AOE attacks to a Peacebringer player. Their damage is anemic and the KB doesn't mesh well with the far better melee attacks you have.
Now for this: "Not to mention that the anemic damage is balanced against an inherent that gives us - among other things - more damage. In fact, it's possible to cap damage with the inherent, slotting and build up/mire. A better solution than direct damage IMHO would be then to nerf the inherent in favor of direct damage boosts to the powers themselves. Not the damage modifier, because that would bring our modifier too high in relation to other archetypes."
I rather wonder if giving a damage boost to the inherent while we are solo or on a small team (like Vigilance) might not be a simpler way of doing this. But having the powers be stronger on their own to make for more consistent performance (while weakening the damage boost from the inherent), as you said, probably would be more useful and the better way to go.
Your Fiery Embrace style suggestion for Seekers is interesting as well. Seems like it would be another way to make them competitive with Dark Extraction (because I would still say Warshades are the balancing point at the very least). -
Quote:I baked double chocolate chip cookies tonight.
They are amazing. I ate until I got a tummy ache.Quote:I knew it wasn't over the money, but yeah, apparently she'd been planning on it... since the big fight we had the night before. Yeah, she's kind of impulsive.
We're also officially broken up now. While I recognize logically that it's for the best to separate myself from someone who behaves that way, it still (seemingly, to me) came out of nowhere, and I'm still kind of in shock over it. After all, we were looking at renting a townhome together in less than a month.
I ended up unable to perform my job today, so I came home and now I'm packing her stuff up instead.
Hang in there and enjoy the chocolate chips, and take time to process this. You're not supposed to get over it quickly.
Same thing for Viv, hang in there!
I'll look into it when I have exhausted all other options. It takes hard work and luck to get a literary magazine to publish a story, but once you get in, it does give you an in to other places. I'm mostly trying magazines right now while I get a bigger project together, which will give me other places to look.
I don't particularly believe self-publishing is a great help, either. There is a lot of stuff being published out there by publishing companies, and while those can have issues, they at least have had a pass by editors, etc. Anyone with the desire and wherewithal can self publish, so the odds of you being noticed even if your work is good is probably much, much lower than getting published by an actual magazine.
Don't get me wrong, it's nice that you can do it, but I don't really see it as a way to get "in" to the writing business. It's different even than blogging, webcomics, or webshows: people that started those out are noticeable and make people want to mimic them, but their success means there is a greater signal to noise ratio (meaning it's harder and harder to be noticed now). I also know that every writer out there has had to work to be published, and most joke about how often they were rejected before getting in... I haven't even been sending stories out for a year yet, and I have plenty more to work on.
Sorry for the threadjack, all.