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Just for the record, before dwarf form was changed to be usable while mezzed, both toggles were mez proof while activating.
Useless for the nova form, but you were able to switch to dwarf form, got mezzed meanwhile, but still able to finish your transformation.
This was changed when dwarf form got the break free effect. Not saying it's also counter-intuitive with the break free effect
Sadly, given the way they care about kheldians, suck it up, it won't be fixed, like all other kheldians bugs -
Quote:Not a pseudo pet.I more specifically would favor having it inherit buffs, as it seems to be the only pseudo-pet in the entire game that doesn't (even burn patches will inherit their caster's buffs...).
You can see the photon seekers in the pet control panel, target them, and check their inherent buff and AI (even if you can't change it). Exactly like controller type pets
Pseudo pets don't show in the pet control panel, and AFAIK, they also don't move. -
Quote:ThisI wouldn't bother slotting it in any AoE, because although the idea sounds good, nothing really lasts long enough for the -res to really have a chance to work.
The -res IO can do wonders, but only if many attacks use it. Unless you're planning to slot 2 or 3 of it on your main attack chain powers, it won't help much, even vs AVs.
On the other hand, if used on many attacks, it need a boss level opponent to start being usefull.
On a rule of thumb, using proc need at least 2 of them on a single power to be really usefull and not just a mere bonus. But only after you already have 95% damage bonus through enhancements on the same power. A well sloted aoe/pbaoe attack can be really destructive, if properly slotted while also using 2 procs. -
Quote:I did, on NA servers. Until the lastest changes, especially the increase in the damage level, most pb were tri forms. I am also one since a long time.I think if we are talking Warshades you would be right, but I haven't seen very many tri-form PB's.
Only recently, mid level kheldians are trying a human only build (shades too, it is much more viable now)
I still fail to see lv50 khelds played frequently. On the most populated server, I feel like being the last pb (my main toon). -
Quote:I have answered a lot of thing in my post just over this one, but just to address your remarks :I don't think that is valid when talking mez protection really, most mez is AoE and from range, so will hit you wherever you are.
Also the Warshades hardest hitter is a melee attack.
It's true most mez are AoE, it's in fact exactly the roots of the problem with lack of mez protection in human form. But there is a subtle difference when you have to be in melee range, and when you can stay behind those in front.
For the warshade's hardest hitter melee attack, please, we're talking about just one attack. Which has been changed to deal more damage without reason, as it's of negative type damage. True, the old excuse saying mobs lowest resistance is versus negative was false nearly since it appeared. It's also funny to note Galaxy bosses using gravitic emanation also has their damage greatly increased.
For PB we're talking about 3 heavy hitter attacks, 4 if photon seekers is included given the effect using the seekers at point blank range it has, a 5th with the pbaoe mez pulsar power -
Quote:Not that I am a ********, even if it sounds like, but it's tiring seeing the same arguments coming and coming because people didn't check before what the state is, don't bother reading the op, and don't have a complete sight of powers relations between them.I'm sorry to dissagree (wait, no. I'm really not.).
Your Human form Peacer "NEEDS" mezz protection in human form the same as my defender who took flurry and likes to melee or my blapper who decided to not take any ranged attacks. Your choice to play a certain way (IMHO against the grain of the design intent of Kheldians) and ignore key powers for concept purposes is not in any way a design flaw in the AT. You have mez protection (higher than most AT's) the fact you refuse to take it because it is included in a package deal that is limiting as well as (to some) ugly in no way means you do not have access to mez protection.
I want Granite Armor and Rooted, without the hinderances and with an order of french fries and a coke.
What? I'm crazy for asking you say? Yes, yes I am..
First and foremost, everytimes is forgotten the fact kheldian human forms are designed to have mez protection, from the i-link inherent power. Allowing to sustain the 3 shields both AT have in their secondaries. The main failure of this design roots in both the fact kheldians were designed to be team oriented AT with a very particular team composition in mind. And the lack of foresight in mez amount in higher levels.
This last point who was decisionnal in a drastic blaster mechanic change, allowing them to still attack while mezzed.
Second is the fact both kheldians have 3 self shields toggles in their secondaries, but the non working mez protection design prevent kheldians from using them correctly. No other AT have those options in their secondary and not able to sustain them.
Third is the relation between forms and human form powers. And that a question Castle still hasn't answered yet, and certainly doesn't want to : enforcing the use of dwarf form as the main mez protection source. Thus completly negating both primaries and secondaries, as forms completly disable all other powers.
Not even speaking about the fact the dwarf form activation is interruptable by mezz. If you're unlucky, you can have to wait for more than 5 seconds before being able to switch to dwarf form.
Fourth, mostly for peacebringer, is the fact their emblematic and highest damage/utility human attack powers are of melee type or very close range, and need them to stay in this state.
It's the case PB differs from shade, as they can play the hit and run with they utility powers, or have the tool to bring the target to them. PB don't have this luxury, and not even able to have access to some as both fly and teleport pools are locked out for kheldians.
Fifth, remember each time arguments are about primaries and secondaries powers. The core powers defining both AT. Not just an idea tossed around using power pools, or comparing a granite tank/brute who's not locked of [b]all[/b) his other power when using granite, and still getting the drawbacks.
Sixth, before I forgot about it again, it's not a complete mez protection we're talking about. It's a mild sleep/hold/stun enough to sustain the shield and keep moving. -5 mez prot should be enough as is to overcome 2 mez of the same type. If more is needed, then the situation is different and the role tank should be assumed through the dwarf form.
In the end, yeah, it's really much more complicated than what it's looks like at fist glance. To a point even the devs, while they tried honorably, don't want to push farther in opening the pandora box. Because they would have to spend so much time on a AT that have near 0 priority given his history, it would be insane. -
Quote:You're coming a long way after the battle already finished times ago.So coming from that viewpoint (Which is the correct one) there really isn't any reason to complain about not having certain things like mez protection. The function is there it is just a personal issue that you don't like it. So the analogy with invincibility is perfectly acceptable, the reason for disliking it may seem to be more trivial but it isn't.
Using the kheldians term is doubtful at best. Peacebringers have needs warshades don't, and vice versa.
Peacebringer in human form are melee centered, where the lack of any mez protection is the reason this issue is raised everytime it can be
Warshade in human form aren't melee centered, thus not really needing it. While it would be nice, it is also accepted not having it is fine as long as the AT, especially Eclipse, isn't getting any nerf.
Note the terms human forms are used, nova shouldn't have mez protection, dwarf don't need it (even more as they have higher mez protection values). While some things should work on every forms, not everything must do the same. -
Same here, passed the 600 mark a long time ago.
Currently at 664 on a Peacebringer. Not sure there are many Kheldians around with so much badges. -
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Us Poor Khelds
[/ QUOTE ]
For the record, I've just got it on my pb. Works for any hero AT, too :
2 players with both the same AT. One create and list a custom battle royal, unrated, 1 kill. The second joins. First change the match type to [u]pentad[u], even if there are 2 EATs, and start the game. After one is dead, the winner must wait some seconds before the badge is awarded.
Works fine with pb and shades, and yes, you only need 2 people.
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When can we expect the "anti Kheld discrimination" march over Atlas Park City Hall?
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We would be turned to invisible and muted ghost if we try it ... oh wait, it's already the case -
Yup, more likely the way they'll handle this.
If kheldians are even datamined ...
Ok, I'm not really fair in regard to the recent work done to kheldians, but I'm still biased to the "re-engineering" work on them when it's only the tip of the iceberg.
On the other hand, there are some changes necessary to the dwarf form anyway. If this form has to be a viable option, currently aside the mez protection and the high resistance interesting for a low level kheldian, it's only utility is taking alpha strikes.
Aside of this, you don't have the tool to manage aggro correctly. And having the same threat level than a scrapper, you can't even keep them safe when they're running taunt auras.
In this, AddamsFamily got it right, the real question is why many players don't see taking Dwarf From as a viable power choice. When this will be addressed, addressing the human form will be more easier. -
I wasn't around these last days, but some people were busy it seems
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Is there a single PB power that isn't a very close clone of another powerset's power? I'm trying to think of one. I mean, Solar Flare isn't quite the same as Foot Stomp, because it has a higher magnitude.
[/ QUOTE ]
Iirc, Foot Stomp used to have the same mag as Solar Flare.
[ QUOTE ]
From Turbo_Ski :
On the issue of Status Protection post-Issue 13, I would say the only change necessary would be change the inherent bonus from 1 mag to 2 mag per controller/dom player. Do not give 2 mag inherent into the secondary tier 1 power, however do add some Mez Resistance (duration reduction) to the toggle shields so that the more you have one the less effective the mez is.
[/ QUOTE ]
If it has to be changed, I'm much inclined toward having the inherent redesigned to a more reliable solution : half bonus versus the team size, other half versus the team rooster. Of course with a slight increase to the mag bonus.
And also having it calculating bonuses toward the current group only when a people leave/enter/join the zone/group, instead of who's nearby each second.
It would allow to remove the range limit without overloading the servers, as Castle reported in beta when the range was increased. -
Let's keep beating the horse to death. Yeah, it's already dead, but still.
Please do not quote this entire post to reply.
With Issue 13, many change and fix were brought, some directly concerning kheldians, other on a more wide scale.
Table of content
[ QUOTE ]
I - Kheldian forms status
II - Day Job discrepenancy
III - kheldian overlook
IV - Forms and costume change "fix"
V - Bugs, missing IO/enhancement bonus
IV - Sound loop on toggles
IV - Request list
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__________________________________________________ __________________
I - Kheldian forms status
__________________________________________________ __________________
Issue 13 had an effect not expected at all, the enforcement to take at least the dwarf form, if not all forms.
From Castle :
[ QUOTE ]
I tested giving a couple points protection to Human form and, honestly, there was NO REASON to take Dwarf form with human for protection.
Human form has such strong flexibility, control, heal and protective benefits with mez protection that giving up those benefits for the minute bonus to mez resist and/resistance that Dwarf form provided under these circumstances simply was not worth the power, slot and animation time costs. Why would you give up a better attack chain, access to Stamina, Hasten, Tough and Weave for a small benefit? Almost no one would.
In order to maintain Dwarf Form as a viable option I pretty much have to disallow self status protection in human form.
I'm willing to be shown that I am wrong, though. If you can provide compelling evidence that my conclusions are incorrect, I will happily revisit this topic.
[/ QUOTE ]
This said, giving the facts :
- nova and dwarf forms are exclusives to all other powers
- All powers aren't allowed to work or be usable while one of the form is activated (except the signature passive power, accolades, click powers and set bonuses)
- original design was meant to allow pure human build as viable solutions (thus, with a lot of power incompatible with dwarf and nova forms)
What's the actual and official status with kheldian forms :
<ul type="square">[*] Are they mandatory to both archetypes ?[*] Are they an option not necessary for the human form to be viable ?[*] Depends of the khedian archetype ?[/list]
Depending of the answer, different but important changes will be needed to both kheldians archetypes in regards to actual outdated designs.
Everything else related to lack of appealing shields, human mez protection, form capabilities, and so on is useless until this has been addressed.
__________________________________________________ __________________
II - Day Job discrepenancy
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One of the Issue 13 main feature is day jobs, and new rewards with them, like temporary passive powers.
But no day job bonus works/is available at all while in dwarf or nova form.
Also, day job global bonus (+inf at end of mission, +prestige, +1 salvage, recipe, ...) tend to stay disabled at random for a while after switching back to human form.
This behavior is similar to what all other AT can experiment sometimes when logging, but it tend to resolve itself shortly.
For kheldians, it's each time you switch to a form.
Basically, kheldians don't have any benefits from day jobs when in forms or after using them.
__________________________________________________ __________________
III - kheldian overlook
__________________________________________________ __________________
Can someone pass a memo to the staff to stop forgetting the 4 years old kheldian archetype may need to be tweaked when designing new content/powers/... ?
This recurring occurrence having nearly each issue considerate kheldians in a delayed patch (if we're lucky) is getting old.
__________________________________________________ __________________
IV - Forms and costume change "fix"
__________________________________________________ __________________
Latest patch introduced a change preventing to deactivate a costume toggle (ie : halloween costumes temp powers) until all animation powers are finished.
This to prevent abuse from bypassing any animation/movement delay. It was first applied to all powers, but the receive was bad enough to have this reduced only to costume change powers.
In the end, both nova and dwarf toggles are still considerated as costume change power.
While the need of a fix is understandable as costume change powers are widely more available, The result on kheldian forms is overkill, especially after 4 years of using this particular mechanic.
__________________________________________________ __________________
V - Bugs, missing IO/enhancement bonus
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Bugs :
Umbral blast/Unchain Essence is a corpse power target. Since issue #13, when no target is selected, the power keep auto targeting a living target it can't attack, instead of a corpse.
Umbral Aura/Nebulous form not normalized as of Phase shift I11 change :[/b] Invisibility/Phase Shift powers activation time got reduced in I11 from 3s to 0.5s. Nebulous form is the only power still with a 3s activation time (animation, then activation after = 3s).
The missing enhancement types and IO sets on kheldians powers list, based on each power effect.
Additional effects asked for is based about changes done to other AT similar powers but wasn't replicated to kheldians
Peacebringer
<ul type="square">[*]white dwarf form/white dwarf strike : missing taunt enhance and IO set[*]white dwarf form/white dwarf smite : missing taunt enhance and IO set[*]white dwarf form/white dwarf flare : missing taunt enhance and IO set[*]luminous blast/photon seeker : /impact power missing debuff defense effect, enhance and io set[*]luminous aura/restore essence : missing endurance recovery enhance and IO set[/list]
Warshade
<ul type="square">[*]black dwarf form/black dwarf strike : missing taunt enhance and IO set[*]black dwarf form/black dwarf smite : missing taunt enhance and IO set[*]black dwarf form/black dwarf mire : missing tohit buff enhance and IO set[*]black dwarf form/black dwarf drain : missing taunt enhance and IO set[*]black nova form/dark nova emanation : knockback enhance and io set on a power without knockback effect[*]umbral blast/sunless mire : missing tohit buff enhance and IO set[*]umbral blast/dark extraction : missing slow IO set[*]umbral blast/unchain essence : missing slow enhance and IO set[*]umbral aura/stygian return : missing endurance recovery enhance and IO set[/list]
Btw, The new black dwarf mire has +acc in it's power description (long and short), while the power is giving +tohit.
__________________________________________________ __________________
IV - Sound loop on toggles
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When power toggles with continuous looping sounds were muted or changed to go silent a few secs after, it wasn't applied to many of peacebringer and warshade powers (was reverted by inadvertence is more accurate).
Meaning there are still looping sounds attached to kheldians toggle powers, most of them with an unpleasant loud tone.
The following sounds have been identified, but all kheldians toggles should get a check anyway.
<ul type="square">[*]peacebringer/nova and dwarf form : soft looping sound : Powers\WarshadeDwarf2_loop.ogg [*]peacebringer/shining, thermal and quantum shield, photon seeker fly : all attached to the following loud sounds : Powers\glow6_loop.ogg and Powers\glow9b_loop.ogg[*]peacebringer/photon seeker : also attached to this sound : Powers\elecZaps_loop.ogg[*]peacebringer/fly and combat flight : attached to this sound : Powers\flight2_loop.ogg[*]warshade/nova and dwarf form : same as peacebringer nova/dwarf.[*]warshade/gravity, penumbral and twilight shield : seems good, no loop here.[*]warshade/orbiting death and shadow cloak : unknown loop file[/list]
__________________________________________________ __________________
IV - Request list
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<ul type="square">[*]access to the kheldian sash/belt :[/b] This was asked for a long time, many kheldian players would like to be able to use the kheldian sash/belt as a costume part.[*]access to the flight and teleport powerpool [/b] : the teleport and the flight powerpool aren't available to kheldians. While the access prevention to the teleport pool is understandable for a warshade, it isn't the case for the flight pool. Same for peacebringer prevented to take the teleport pool, while it make sense for the flight pool.[*]changing human melee attacks from knockback to knockdown :[/b] Nothing new here, as it's something that tanker and scrapper asked for themselves, a lot. Knockback is not welcomed among any melee AT. Especially when it comes from aoe/pbaoe attacks. Peacebringer human form melee attack are on heavy knockback, they should be changed to knockdown/knockup only.[*]Void Killer badge :[/b] A void hunter/quantum gunner/cyst badge with a reasonable amount of kills feels needed.[/list] -
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Bumping this thread and asking to have it stickied until we can come up with a more recent "issues list." I'm working on one currently and should have it up within a few days.
[/ QUOTE ]
There's a most recent one on my desk. I'll post it tomorrow I think.
The previous stickied one was deleted with the last purge and only this old one remained.
Thanks for the report, korgat_ -
Let me guess, you installed City of heroes in C:\Program files ?
If yes, you should really move the game elsewhere, vista has a stupid protection with this directory.
Also, get a look here, You'll find something similar to your c:\program files :
C:\Users\<your account>\AppData\Local\VirtualStore\Program Files\ -
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Did anyone figure out the annoying peacebringer loop sounds? when running shining shield and stuff?
Peacebringer: fly, shield loops, dwarf attacks (the continuous hum/whine, not just the peaceeyes1.ogg activation)
[/ QUOTE ]
I finally got tired of them :
[u]peacebringer : all shields toggles[u] (including photon seeker loop)
Powers\glow6_loop.ogg
Powers\glow9b_loop.ogg
[u]peacebringer : fly/hover[u]
Powers\flight2_loop.ogg
[u]peacebringer : photon seeker loop[u]
Powers\glow6_loop.ogg
Powers\glow9b_loop.ogg
Powers\elecZaps_loop.ogg
[u]black/white dwarf toggle[u] Not sure of this one, I did it for the shade, and the pb version also went silent.
Powers\WarshadeDwarf2_loop.ogg -
Could be interesting. In the second and third issues, I put something similar, but working with diminushing returns. At start, you get higher bonuses from a smaller group, and as more people join the team, you get less powerfull bonuses. But you still get some.
This would allow a better reliablility of I-link without the need to really considerate the size of the team and what AT is in.
But the main problem is we don't know for sure what the devs want. We can ask for everything, but currently we are completly out of the loop when it come to kheldians.
It doesn't prevent us to keep the ideas coming, btw -
There were other revisions done in separated threads, with more issues within. They are deleted now, due to the forum purges.
I still have all the texts saved on my disk and also available here, so no much problem, but I'm stuck with the way to deal with this thread.
Actually I don't see another way than to start a new thread, and ask for a switch to the sticky flag between this thread and the new one to save it from the forum purge. If I even got an answer, as it seems I'm having a problem to not being read by lighthouse or ex libris.
This problem also prevented me to get any answer to seek other possibilities. for example, like checking if it's possible to change the time delay on a particular post that prevent to edit it after xx minutes following his creation. As I saw it done on some other posts.
About the question : why a new thread, well, just keep in mind the length prevent to put other revisions after without providing a link to them in the first post. So each new revision must be directly linked in the first post, or being the first post itself.
If anyone got an idea, I'm all ears. -
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huh, I did not know that 'every' rikti was supposed to give a merit...hmmm, learn something new everyday I guess.
Sorry for the confusion.
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That's only valid for the lv54 riktis on the mothership. All others, even the lv54 in the warzone, are on the 10% chances to drop.
But for those on the mothership, yes, it's 100% for everyone in the group. Meaning if in a single raid your team participated in the defeat of 250 riktis, everybody from this team will have earned 250 merits. -
[ QUOTE ]
Short of exploits, the devs thankfully have never come out and told us how we should play the game, and they never will. They have however told us through these kinds of changes how they don't want us to play the game.
Farming of any type has been frowned upon by the devs and many changes have come about as a way to discourage it. This change is as clear of a message as they are going to send that farmers of all types should seriously reconsider how they play in RV.
(...)
[ QUOTE ]
Except, this isn't about PvP, not at it's heart, IMO.
It's about the PvE in a PvP zone, again, IMO.
[/ QUOTE ]
Except that, at it's heart, it is about PvP. The whole point of the zone is PvP, and everything that occurs in the zone is designed to bring about interaction between players. That includes the PBs and Heavies.
[/ QUOTE ]
Aside the fact your second sentence is the complete opposite of your first one, care to explain then how enhancement diversification and global defense nerf was never a word from the dev saying us how we had to play their game ?
About the pvp at it's heart, no, it's not. We're speaking about pure pve badge here. You don't need interaction with players from the opposite faction to do those badges. You don't even need any other player than yourself on this map. And don't forget pillboxes wasn't group friendly at all when RV was introduced. Only the one capturing it could advance his progress. That was the intended and original idea : Epic badges requiring a very intense farming. And a indirect way to force players to pvp through introducing pure pve badges in a pvp zone. On the pvp point of view, the problem is, so much people care about pvp you could work on those badges seeing nobody for days. And if you did, it would be many times another badger not interested at all in a fight.
It was only changed to group friendly because people asked for many times. A such amount of farming is for eq or wow, not coh.
Speaking of farming, let's talk about some easy badges that can't be achieved by any other way than farming ? I said easy, like Weatherman on cov side, and not the supid epic one like empath. There are many more examples on cov side for "easy" badges not possible to achieve without farming, and still a lot both sides, like the illusionist badge needing 500 master illusionist pets.
But let's not forget the best of all, Zookeeper. Keep remembering the past, it was a 10 000 rikti monkeys kill badge. Only manageable through decimating the monkey population on the northen island in Peregrine. So players did what was necessary : teaming, as intended. And heavilly putting a dent on the servers handling this zone.
Seems they get fed up by continuous stability problems and crashes on PI exclusively due to this farming, as the badge was drastically reduced to 1000. Still, the number was enough to need farming to finish it. As intented. At least before issue 10.
Farming is the easiest way for devs to keep player hands full all the time. Up to today, there's not a single mmo that does not rely on this. CoH is not an exception here. Just be glad CoH devs know at least what pass for fun and prefer to rely on this most of the time than intense farming ... unless we're talking about badges. Isolator anyone ? For those who existed before the badges were introduced, they only have a single minion on a 45 min-2h respawn timer in RV for a 100 kill badge, and said as intented by Positron himself, many times. -
[ QUOTE ]
Please use this thread to discuss the below announcement:
We wanted to let you know that we added two entries to the Patch Notes for the current live version:
<ul type="square">[*] Longbow and Arachnos Heavies used in Recluse's Victory can no longer be healed. [/list]
[/ QUOTE ]
Then, care to cut by half at least, the RV pillboxes/heavies badges ? -
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Well, actually in that section of the initial post it only suggests giving Dwarf a resistance to Voids/Quantams as far as I can tell. My main suggestion was for scaling resistance based on the number of members of the team. Did I miss that?
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You're right on this one, but scaled resistance will only really be usable on groups large enough. It wouldn't be of any use for small and medium sized group, while Q/V are a problem whatever the group size for dwarf tanking purpose. -
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Bear in mind that a slight coding bug means that Rikti Quant gunners show as enemies to regular Rikti - leave them alone and they will fight it out amongst themselves.
[/ QUOTE ]
Yup, and the bug is also listed in the Q/V/C section. But the enemy flag is not dependant of the quantum status of the riktis, it's dependant of a bug related to teleported reinforcement being flagged as enemy to the already present troops.
In other words, the quantum in the spawn won't be attacked by his unit brethen. The whole unit might be, or not, attacked by surrounding and theorically friendly spawn. If you pay more attention, you'll see that many time, when a quantum gunner of the wrong faction appear in a spawn, he won't even be threatened. Even if it's a vanguard spawn.
There are 2 different bugs at work here.
Currently, the only time you'll see voids, novas, dwarves and cyst killed on sight by anything whatever their faction is, will only be on pvp maps.
Phantom_Fox,
Thanks for the idea, but it's already present since the initial version
It's in I -Dwarf form / High vulnerability to quantum/void damage
Thanks for posting anyway, suggestions are always welcome. -
You're right, I forgotten the kd part. The line is also rephrased on my side to separate much cleary the unresistable part.
-
Something related to Q/V, after a Lady Grey TF :
8 men group from the start to the end, heroic difficulty, cooperative (6 heroes, 2 villains), one kheldian doing the meat shield in dwarf form (myself, with the peacebringer). Blazing through 5 missions, successfuly completed, few deaths.
I did a mistake here : only counting the number of Q/V bosses that was present, and not the totality of them without considerating their rank.
Also, it is worth noting an orange Q boss will deals around 35-40% of a dwarf hp as total damage. Considering I have 2184 hp in dwarf form (level 50, with accolades and some bonus sets, without dull pain), that's still between 764 to 873 total damage for a level 49 boss.
Warning, mild spoilers may follow about this tf :
First mission : 3 Rikti Q bosses, one void minion and one rikti infantry in the clockworks ambushes.
Second mission : 2 Rikti Q bosses, not sure of one so it may be 3 in fact. None in a rider spawn, but one Q boss was in the nearest spawn to them
Third mission : 3 Riktis Q bosses, and 1 void boss in an ambush after liberating an hostage.
Fourth mission : there are 6 pylons, so if you go directly to the objective, you'll have only 6 rikti spawns to fight. 1 Rikti Q boss in one of them.
Fifth and last mission : stopped counting after 5 Rikti Q bosses, while we skipped half of the map with the help of a stealther teleporting us in front of the final room. Also, there was a cyst as part of an ambush in the final room.
That's just insane for a tf done in heroic
Ok, the maps are big, but still. -
Thanks for the sticky
As the original list is long enough, I'll post only the new or revision of existing material. It'll be integrated in the next kheldian issues version.
I - Cosmic Balance/Dark Sustenance inherent signature power
<ul type="square">[*]Viability : removed, as separated in the 2 following entries
[*]Insufficient Mez protection : new entry,
the low mez protection buff per controller/dominator make it useless at best. Kheldians were designed as a team oriented AT, but a bigger group size also raise the number of opponents. Incidentally, mez attacks become much more prevalent and common. To be usefull, if you don't have a bubbler or your dedicated empath, you'll need 4 controllers in the team for a reliable mez protection from I-Link to overcome nearly everything. At this point you don't care with mez protection at all. If anything is still able to attack and move, it's because it's a boss that didn't get his 2nd layer of mez effect yet.
Also, the lack of mez protection force the kheldian to only rely to the dwarf form, thus being unable to use his adaptability in situation where there are a lot of mezzing attacks (arachnos, carnies, maltas, ... and riktis). A single mez is enough to remove a lot of possibilities to a kheldian, save sitting in dwarf form if he had this luck.
wishlist : Multiples proposed changes :
Redlynne proposition : changing the kheldians inherent i-link to considerate the team size, in addition of the number of controller/dominator present. The values are still up to be exactly determinated.
Basically, each non controller/dominator member will add -0.5 up to -0.75 mag protection vs (same mez protections I-link currently give).
Each controller/dominator will add -0.5 up to -1 mag protection vs (same mez protections I-link currently give)
This will give, depending of the initial protection per teammate :
- with 0 controllers : from -3.5 mag protection up to -5.25 mag protection
- With 7 controllers/dominators : from -7 mag protection up to -12.25 mag protection
Futurias proposition : keeping the kheldians I-link as is it currently, but adding a base -4 mez protection in it. While it would emphasing less on the team oriented design, it'll also allow soloer to be much less dependant to break free inspirations.
Special note : The general consensus between high level warshade players would be to NOT GAIN any status protection increase to prevent any nerf to the Umbral Aura/Eclipse power. It wasn't changed since release, it should stay as is. For any explanation, try eclipse fully slotted by yourself, it's the sort of power that must be feeled instead of explained.
[*]Highly variable team bonuses : new entry
it wouldn't really be a problem if the I-link inherent power gave just buffs. It is when the human form is balanced about those buffs, and so, what should be in the group. That is resistance, mez or damage, with a low hp melee centered human form (lightly for the warshade, heavily for the peacebringer). With the new cooperative zone introduced in Issue 10, the group composition matters even more, especially with the blurry nature of the villains AT between their roles.
wishlist : This one is expanding the proposal from Redlynne about mez protection. Also, as the mez protection is discussed in a separate issue, it won't be covered here.
The suggestion is to get half the bonuses from the size of the group, no matter who is in. It'll ensure kheldians still get a part of the bonuses they were expected to receive. Through the other half, it'll still give some incentive to the I-link power. This idea and the numbers are still up to determine, but the initial idea would look like this :
According the supposed group composition a kheldian should have, the final bonuses for a 8 men group size would be : +25% damage, +12.5% res.
The bonuses specific from each different AT in the group would be : +12.5% damage or +6.25% res.
This will also ensure to have base bonuses from any kheldian brethen in the group, and remove the hindrance a kheldian bring to another one when in the same group.
An optionnal and interesting possibility would be to increase the bonuses each AT in the group provide, but adding diminishing returns after the first. Noneless, the mez protection should remain tied to the group size in addition of the group teammates.
[*]Kheldian discrimination : new entry (raptis)
Kheldian I-link give no bonus at all for any other kheldian in the group. Worse, it even suggests that more than one kheldian in a group is a hindrance. While there maybe was a good reason behind this, it wasn't revisited after the changes kheldians had since their release, ED and GDF.
wishlist : add bonuses dependant of the other kheldians current form. Dwarf form being considerated as a tanker, nova form as a blaster, and human form as a controller, or could also give a different bonus type (recharge, recovery, regen, accuracy, defense, ...)[/list]
I - human form shields not appealing : new entry
The peacebringer and warshade resistance shield toggles aren't appealing because of multiples problems mixed together. First, the shields are incompatible with the forms, so the instant you shapeshift to another form, all of them will be disabled. Second, the lack of mez protection make the retoggling of the 3 shield problematic as hell.
Fact is, unless going for a human form only build, it's highly suggested to skip all of them. If one must be taken, be it the S/L shield.
wishlist : multiples proposition here, it's worth nothing most of them are dependant of a lack of change to the I-link mez protection level.
- Finding a way to keep them activated, while shifted into another form, even if they provide no bonuses in those forms.
- Adding a mag -1 or mag -2 mez protection (to everything allowed to be covered) to each shield.
- Changing them to passive res shield, but still exclusive (no bonuses) with the nova and dwarf form.
- Changing them to positionnal defense based shield, that will allow indirect mez protection as they will be prevented to land on their target.
I - Invention system
<ul type="square">[*]Sets bonuses and forms : removed. (Memphis_Bill) [/list]
I - Voids, Quantums, dwarves, novas and Cyst Crystal
<ul type="square">[*]Reward vs risk after ED and Global Defense Nerf : new entry, (Futurias)
Quantum and void have still the same irrational damage output since kheldian release. As a reminder, the damage output is : damage + 3*initial damage, non resistable, with a chance to stun, on a kheldian. Not forgetting the fact a Q/V/C will spawn in addition of a normal sized spawn, and will have a tendancy to target a kheldian despite the presence of a tank.
While all AT were diminished from their previous state before ED/GDN, neither voids or quantum were modified to reflect at least kheldian loss of power.
Also, the threat from a +2 V/Q boss is too high, it'll generaly end in a one shot kill or a nearly one shot attack, and sometimes a stun effect on top of this. Is this expected to be fun ?
wishlist : the following changes are needed :
- Remove the detoggling status effect or make it at a much lower percentage. We were told that powers strictly designed to detoggle were not cool.
- Rescale the damage of the anti-kheldian damage on Voids and Quantums so that it only adds up a reasonable increased damage. There should be no reason that NPCs have an instant "I win" button against players.
- Double check that Kheldian's can actually survive that extra spawn solo and on teams. Added danger is good, overwhelming danger with the need of a lot of inspirations for a normal spawn on heroic is a problem.[/list]
I - Temporary power and forms : new entry
All non passive temp power are restricted to be usable in human form only.
While it may be understandable for some of them for animation limitation, it isn't for all others and even prevent us to freely use buyable temporary powers. Like the vanguard temp powers using merits as a currency.
The following temp power types should be usable without any form restriction :
- all summoning pets powers, this includes the Shivan and Vanguard HVAS
- all shield and phasing powers, this includes the wedding band, cryonite armor, vanguard shield and hyper phase
- all heal self, heal other and buff/debuff powers, this includes the warbug rocket and the nectanebo's curse breaker temp power.
I - bugs :General out of category
<ul type="square">[*]nova form messing up other form shield visual FX : New entry
if you have timed buff giving your character a visual effect shaped around your character (for example, sonic, thermal radiation or cold domination shields), and you switch to the nova form and switch back to human or dwarf, the shield won't cover the right leg as long as it doesn't expire. Refreshing it won't allow to correct the visual effect.
Some examples : before, after 1, after 2, after 3 (different shield)[/list]
III - Dark extraction pet retained after player death : new entry (Memphis_Bill), was [III - bug] before
is this intentionnal ? Given the fact it is on short duration and can't be created without the support of a nearby corpse, it might be. It should be leaved as is until an answer is available.