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Quote:Even on paper the new light form is fantastic. It does everything I could have dreamed. If it has one problem in practice, it's that the crash isn't enough.I don't know about how it looks on paper but having LF apply to all the forms makes playing a PB just totally awesome.The change is really like night and day.
....for me to notice. I came over from scrappers, so it's easy for me to get scrapperlocked in Light Form. Before I knew when it had crashed because I couldn't attack and I was no longer a glowing ball of light, and it taught me to look for the crash ahead of time.
Now that it has the token crash and it's just an aura - and not a terribly bright one at that - it's going to take some getting used to. But it's still six shades of awesome both in practice and on paper.
But then I didn't have very much heartburn with Peacebringer survivability before these changes. My survivability was below a Warshade's, but it was fine.
That's my problem with these changes. They essentially made all the changes that had been requested most recently - and while they were popular requests, they were made ad nauseum in spite of numbers proving their lack of overall effectiveness, and they only make us marginally better at what we were already good at to begin with.
The new light form is all that and a bag of chips, but my Peacebringer was main-tanking ITF's for level 50 teams from the time he was 35, and could outlast some of the toughest tankers out there. I didn't need more survivability.
What I needed was damage. Turning Build Up into a pseudo rage was a lackluster suggestion back when I first ran the numbers months ago, and it's a lackluster change now.
The changes to the flares are little more than QoL changes to me, but I'll acknowledge that it made a lot of people very happy, and for that I'm grateful, and I'm very grateful that shifting to dwarf can no longer be interrupted.
If you go by the character creation screens in beta, it's clear they want peacebringers to be tanks with ranged capabilities, but the game already has tanks and our ranged damage is... still lacking.
We're supposed to be shapechangers with a flexible role that can change to serve any team, and the current changes are counter-intuitive to that role. We seem to be leaning more and more towards the tanker role, but the changes also remove any and all motivation for taking the tanker form.
It makes no sense. -
Quote:And I consider the Light Form changes to be a rather large step in the wrong direction. Don't get me wrong. Light Form is now dead frickin' easy to use. I don't even notice the crash any more.I consider the lightform changes to be a small step in the right direction. More improvements are needed.
But I can have capped resistances and massive endurance gains on a permable recharge, AND mez protection? What's the point of taking dwarf form if that's the case. If Castle wouldn't give human form shields mez protection for fear of obviating dwarf, then Light Form's current incarnation pretty much made the dwarf fade into non-existence. -
Just noticed character creation for Peacebringers for the first time last night. Those cool animated slide shows next to the archetype selection? Yeah, the white dwarf slide shows the dwarf performing a foot stomp. Thought that was kind of funny. (but posted it in the bugs forum anyway)
Also, (and the main reason I'm posting this here) I noticed that Kheldians only show up in the "Ranged" and "Tank" sections of the style selector. I guess this gives us an idea of how they see Kheldians. We're tankers in dwarf form and ranged damage in nova form.
What about human form? Why don't Warshades appear in the "crowd control" options, and why don't Peacebringers appear in "melee damage" or at least "support" options?
Especially given the irony that - even though they're promoting the forms there - the vast majority of the changes to Peacebringers benefit human only builds over the forms.
Ironic, no? -
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Yeah - I was mistaken - I was thinking of Dawn Strike. Light Form doesn't - and never has - hit you with -recovery.
SO yeah. Conserve Power is strictly optional with the new changes. -
Quote:Conserve Power doesn't offer a recovery bonus, it offers an endurance discount. One of the aspects of LF's crash is that it carries a hefty -recovery component. Or at least, it did. I haven't thought to check before - I'll have to check tonight on beta.I was pretty much entirely referring to one person, my comment wasn't directed at you in the least.
I don't think the new Light Form is too strong, I just don't entirely like how it works. In my opinion, it should provide enough resistance to everything including Psi that all resists can be capped at 85% with the use of shields or Dwarf form. I don't think it should allow you to cap all resists with the click of a button, the crash isn't a big enough penalty for a power like that.. Like you said, it's a breeze to recover from.
(By the way, is conserve power going to have a purpose on a perma-LF build? I thought LF itself provided the same recovery bonus or similar to conserve power, so if it can be run all the time is there a reason to have both powers?)
If it still does (and I can't imagine why in hell they would remove it) then you will need to keep conserve power in your build, because even though the crash won't let you recover end naturally for a time, you can still gain end from inspirations and outside buffs. Using Conserve Power right after popping a blue insp will completely negate the -recovery.
And don't worry about offending me. I probably should have included the little winky emote on the last part of my post above, but I like to use those sparingly. They kind of annoy me. -
Quote:Agreed, but I think at this point further changes to Photon Seekers are just not going to happen, so I've all but given up hope on that front.If pb's some how magically had a damage aura to use with reactive (*cough* change group fly into a gravity-reversing damage aura), the damage difference would be much less. Still, it's all photon seekers fault
I'd love to have a damage aura somewhere, but frankly I don't think it's going to happen either, mainly because - as you noted a thread or two down - Peacebringers flat-out outdamage Warshades outside of the pets, even before the changes in Build Up.
The change to Build Up, in fact, is one of the changes that boggles my mind. I'm not complaining, but it was completely unnecessary. Build Up was one of those powers that worked JUST FINE as it was, the only complaint being that it didn't give enough to the forms. IMHO that would have been better addressed by reducing the animation time of the forms, but if they're daft enough to make it what it is now I'm selfish enough to take it.
It doesn't close the gap between PB's and WS's all that much (as I predicted it wouldn't before closed beta even started) but it's likely as good as we can expect, for the time being.
The most I'd hope for is a reason to take dwarf again. -
Quote:Question: if you won't post numbers, and you won't post builds, and you won't post formulas, just how are your figures supposed to be checked? Are we just supposed to take your word for it?So in the process of creating new builds for my pb for i21 changes, I decided to compare max sustained survival on maxed-out IO builds between pb's and ws's. We don't balance around IO's, so the following is in no way indicative of SO performance or standard play in anyway. In order not to inadvertently color anyone's opinions, I am not listing actual numbers, just the relationship between the two as per the absolute best builds I can muster. I will not be posting builds either
The relationships will change build-by-build, this is just how they are with mine.
A few notes:
-This is not including Rebirth, as that is a major pain to calculate, but it definitely would favor the pb with much higher hit points. Spiritual boosting recharge and heal for both.
-This is in human form so the WS can make use of its shields and tough to help when Eclipse hits too few to cap itself. The PB caps with just Lightform, so it does not include shields.
-Both have the same defense %'s.
-The WS includes essence drain as part of its attack chain, so its heal is added in.
-Where Stygian Circle is listed, it's assumed that x number of minion-level corpse(s) will constantly be available.
-All these numbers are against s/l. Other damage types besides psi will favor the pb until Eclipse hits enough to cap. Psi will favor Eclipse always, obviously.
-Builds are perma-Eclipse and perma-Lightform.
-Lightform's crash is included.
Comparison:
ws w/one eclipse and shields/tough: pb can take nearly 4x as much s/l damage as the ws, even more against other damage types.
+1 stygian: pb more than 2x against s/l
+2 stygian: pb more than 1.5x against s/l
+3 stygian: pb 1.24x
+4 stygian: pb = ws
+5(max health everytime) stygain: pb 0.86x ws
ws w/2+ eclipse targets (cap s/l; e/n/f/c require 3+): pb 1.86x s/l
+1 stygian: pb 1.07x s/l
+2 stygian: pb .75x
+3 stygian: pb .58x
+4 stygian: pb .47x
+5(max health everytime) stygian: pb .40x
Max discrepancy shows the Pb doing nearly 4 times better when facing a single target with no corpses and the Ws doing theoretically 2.5 times better when Eclipse-capped and gaining full health everytime stygian circle is recharged. ("Theoretically" because that assumes the warshade hits 1 hp exactly when it hits stygian circle).
Interesting, no? What are you guys getting?
Just to add, from the extremely rough way I calculate the fluffies with reactive, damage-wise I get this for single target in human form:
No ws pets, pb greater by ~20dps
1 ws pets, ws greater by ~30dps
2 ws pets, ws greater by ~80dps
3 ws pets, ws greater by ~130dps
Max possible ws pets (recharge cap), ws greater by ~170dps
Having said that, however, it meshes pretty well with the numbers I've gotten:
Max Survivable DPS 1 Foe:
WS Human: 99 PB Human: 165
WS Dwarf: 345 PB Dwarf: 331
WS Nova: 82 PB Nova: 106
Max Survivable DPS 10 Foes:
WS Human: 876 PB Human: 165
WS Dwarf: 1506 PB Dwarf: 331
WS Nova: 868 PB Nova: 106
So does this mean that you're convinced the two are balanced, now?
Quote:Maybe the Peacebringers (who don't play Warshades) will stop whining now.
Nice work.
(The main problem I've come across when I've tried to relay the consistency of Peacebringer survivability vs. Warshade survivability in the Beta thread is that some of those folks seem to be under the impression that Eclipse carries No Risk at all, and can always be fully saturated, all the time. This is how they really feel- They refuse to accept that Eclipse is a situational power, so they will continue to whine. Just thought I'd put that out there..)
For the record, I may favor Peacebringers, but I play both. None of the Peacebringers were "whining" about eclipse in the beta thread to which you're referring. Granted, Flux Vector could have kept a civil tongue in his head, but for the most part posts by Peacebringer players are fairly well in agreement that Light Form really doesn't need to get any stronger. In fact, about the only complaints I saw were (1) that people (myself included) will miss the animation quite a bit (but not enough to want the old LF back) and (2) that the new LF actually does too much for human form. Well, okay. That last one is mostly me.
Also, where exactly did you argue that it was balanced? The comparisons between the two kicked off with Microcosm saying:
Quote:I'd like to add that, after seeing it in beta, I agree the resistance on the new lightform should be lowered a bit (regardless of putting defense in the shields or not). Eclipse needs to remain stronger, as a more dangerous power to use, a power which can't be used preemptively, and a power without mez protection. I don't feel Lightform's crash is a good enough tradeoff.
Quote:I'm with Microcosm on that one.
To which I still say you're wrong. You seem to be insisting on comparing the two powers in a vacuum. Taken out of context with the remainder of their respective power sets, you'd have a point, but you have stacking stuns, positioning knockback (as opposed to the more random 360 degree kind), stealth and dwarf form - all of which combine to make the risk posed by eclipse 100 percent mitigatable.
Just like Light Form's crash.
Honestly, I don't know why some Peacebringer players get so hung up on the crash. You look up at your bar from time to time, and when you see the buff icon blinking you hit conserve power and jump out of the spawn. A single small blue and an essence boost later and you're back in and swinging.
In other words - what I maintained there and what I still maintain is that the two powers are roughly balanced. Now I do feel that Light Form benefits human form too much (to the exclusion of dwarf form entirely IMO).
So watch who you're callin' a whiner, mister. Kheldians have enough problems without all the sniping between WS and PB factions. Yes, you might have to take the high road with some people. But if we all stick together it's worth it. -
Quote:Um... you mean instead of group flight, you'd want a damage aura, not "add a damage aura to group flight," correct?...group flight became a minor damage aura so it had some use...
Just confirming, because the latter would be HI-larious.
"Follow me into the air, squishies! Oh, by the way we'll be doing just enough damage to everything we fly past to direct the wrath of the entire lot right at you..."
I'd take it. -
Quote:I don't see the developers keeping the resistances in the shields in any amount when shifting forms, whether they be made auto or suppressed. As pointed out before: we have more than enough resistance to go around.On the topic of Toggle Suppression ... and I'm assuming we're talking about the Three Bubbles here, not powers like Orbiting Death and Inky Aspect and Shadow Cloak (hmmm, I detect an attribution pattern here...) ... the KISS solution would be to make the Three Bubbles into Passive Powers which offer different +Resistance values based on which Form you're in.
Human Form (full value)
Dwarf Form (half value?)
Nova Form (minimal value?)
That way you don't have to "worry" about detoggle/retoggle issues with the Three Bubbles. Of course, doing that then begs the question of "what about the animations OF those Bubbles?" ... but that's an Art Department question, rather than a Powers Team question.
As for the animation - they changed light form easily enough with a swamped animation team... -
Quote:How? If you're using Shadow Cloak+Superspeed and using Gravitic Emanation beforehand to re-position the spawn and have inky aspect running to stack the stuns I can't possibly see how lag and/or human error could be common enough to be a problem worth considering. I couldn't tell you the last time I was killed going in for an eclipse. Never mind the fact that you can teleport away if you take too much alpha before you get eclipse off.I feel like you put limited emphasis on the fact that LF is a more dependable power, Joe. I agree that the Psi hole needs to be patched but in team vs. AV situations LF is superior... There's also no human error to take into account with LF. A bit of lag at the wrong time, and Eclipse can be totally botched (not an uncommon occurrence during end game content.)
About the only time Light Form is superior is when your facing things like cimerorans' collective defense buffs or massive tohit debuffs, and even then a dwarf mire will take care of the problem. Bind Eclipse to your human form bind and it goes off before you can take the alpha - EVEN IF YOU"RE MEZZED when you drop form. -
Quote:And I'd say you're wrong. But don't listen to me. Look at the numbers I posted from my spreadsheets:I'd definitely say that PBs are more survivable than a WS, especially when you take into account the LF change. Melee damage is also stronger for PBs imo. Ranged damage is about equal I'd say, but Pets/Control are much stronger for the WS. Support goes to PBs, for whatever that's worth.
Peacebringer Analysis
Warshade Analysis
Check'em out yourself, if you like. They take the current changes into account. But here's the skinny on survivability:
Peacebringer:
Max Survivable DPS:
Human: 165
Dwarf: 331
Nova: 106
Fatal Burst:
Human: 5387
Dwarf: 10773
Nova: 3859
Warshade:
Max Survivable DPS:
Human: 1 Foe=99 10 Foes=876
Dwarf: 1 Foe=345 10 Foes=1506
Nova: 1 Foe=82 10 Foes=868
Fatal Burst:
Human: 1 Foe=1772 10 Foes=3981
Dwarf: 1 Foe=6476 10 Foes=9169
Nova: 1 Foe=1478 10 Foes=3941
Taking the average survivability of the 1 foe vs 10 foes figures on the warshade, you've got scores that are roughly four times higher than a Peacebringer's.
And don't try to convince anyone that eclipse is actually dangerous to use. You can stealth in, stun and reposition the spawn, grab an eclipse and mire all in complete saftety. AND eclipse gives resistance from psionic, which - by the time you're 38 - is rather prevalent among Arachnos, the carnies, Longbow, CoT, the Rikti, iTrials, etc.
But hey- feel free to prove the numbers wrong.
EDIT - And the point about melee damage is kind of moot when the ranged damage of a warshade so far outstrips it. Your point about support might have merit if we're talking about heals alone, but the secondary effects both stun and slow enemies to the point that heals are less necessary. Besides. You're talking about one heal other clone. One power does not make a support role. -
Damn. Am I the only one here getting the impression that - in spite of even the current changes - the developers are all wishing HEAT's would just go away?
>.>
<.<
.......psst! YOU! Arbiter Ghost! Yes, you! Go tell that Falconhawk guy that I'll go away and you'll never hear from me again! I only have one price:
A Kheldian Sash. -
Quote:Which is why I started that thread back in the Kheldian Forums about looking at our inherent! I agree with the sentiment that a little overpowered wouldn't be such a bad thing, but if the inherent is what's holding us back, then by damn let's nerf it in favor of direct changes to the archetype!!And thats kinda our problem...they're just so deathly afraid that any tweaks are going to turn us into Scrutfendinator's...even the smallest ones.
But, like you said, would overpowerint Kheldians just a little bit be such a bad thing?
Especially in the current post incarnate pwnage that has become the late game. -
Quote:This is why, when Arbiter Hawk says things like "Peacebringers have too much AoE Potential to get KnockDOWN (or KnockUP), rather than KnockBACK" ... people who actually *play* Peacebringers are left aghast and apoplectic. It's basically the equivalent of throwing a bucket of water at someone who's drowning and asking for help. It shows a fundamental disconnect between what the players perceive, and what the Devs perceive, to be at issue with an entire *EPIC* Archetype ... which people are going to have to "pay for" in CoH: Freedom.
Quite honestly, I didn't understand the reasoning behind well over two-thirds of that post, but the one that really got under my skin was the crack about the inherent:
Quote:-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.
Which is not to say that inherents are all that archetype-defining. If our inherent defines our archetype, then kill the damned thing! It's holding us back.
And it isn't like we're asking them to rewrite the thing! Did Defenders have to pay for their solo/small team buff? Hell no, they didn't! So what's wrong with giving Kheldians a similar buff WITHOUT CHANGING THE INHERENT?
The only risk is that we would actually become competitive.
Having ranted that, however, my personal preference would be the more elegant solution of trading some of the buffs given through the inherent for direct damage and resistance through our powers.
In other words, I would like to see Kheldians become more self-sufficient.
Because an inherent that requires us to team doesn't work well with an archetype that doesn't give anything proportional back to teams.
EDIT - beyond the inherent, however, I don't understand how Arbiter Hawk can look at Peacebringers and Warshades (which are under pretty much the same inherent) and turn around and say he's worried about overpowering Peacebringers!
Maybe a word or two about where he's finding all this so-called power might be in order? -
Quote:Sigh... yes, him. That fella. Arbiter Falcon. I mean Ghost Hawk. HIM.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.
::mumbles incoherently to self::
Quote:I think the problem is that we don't really excel anywhere, with the current setup.
The problem is that the cracks are already being caulked - caulked with damage dealt by other archetypes.
But there's a fundamental difference in perspective also at work. We - as veteran kheldian players - tend to look a the archetype through glasses that have been colored by the late game (to say nothing of incarnate content), and those testing and changing them have to look at the entire leveling experience - but quite often have experienced the lower levels much more recently than we.
Read that as: they just rolled one up and leveled it up or level bumped it.
For the first 25 levels, Kheldians are competitive. They're even impressive, blooming early with Nova and Dwarf able to substitute for the slotting crunch.
Warshades still have a place in the late game due to the aoe damage, stacking mezzes and pure resistance-capped survivability they bring. Peacebringers, on the other hand, don't have that. At 26 Warshades get Unchain Essence - a mini nuke that carries a stun. Peacebringers get Solar Flare - a power whose knockback has been outed as an intentional limiting factor on Peacebringer damage.
Over the next few levels before 32 Warshades get a toggle stun aura and a spawn-repositioning stun/knockback cone. Peacebringers get a phase shift and an aid other clone.
By the time each gets their pet power (and we all know the disparities between them) the gap between the two archetypes is yawning.
While other archetypes (not just warshades) are getting the powers that bring them to the fullness of power, Peacebringers are getting fillers.
The incarnate game is another story, though. Not just Peacebringers are getting left out in the cold, here. More and more it seems like the new incarnate powers are forcing people into a brute-like playstyle, and incarnate brutes and scrappers are beginning to assume the role formerly held by fire tanks and blasters in the before-time when there was no aggro or target cap and enhancements could be six-slotted.
But that's a topic for another thread.
(and yes, that was a Mad Max reference buried in that last sentence)
Quote: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.
And (once again), this isn't as much of an issue with Black Dwarf, since it can mire all on its own. (something else that has always stuck in my craw)
And as far as psi resists, I don't understand white dwarf not having psi resists, quite frankly. Eclipse, Dark Sustenance and Cosmic Balance both give psi resistance, so there is at least precedent for some way to plug that hole, but Peacebringers - with their lower survivability and weaker damage - are forced to team with at least four damage dealers to get it an any meaningful amounts? And what good does it do when those four damage dealers can mitigate that psi damage through direct damage for you?
Quote: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.
Black Dwarf, in contrast to White Dwarf's tanker, plays much more like a heavy scrapper. Dark Nova.... well okay you've got me there. Nova=blaster, regardless of color tint.
My point is that Peacebringers and Warshades do get different things from comparable forms - and those differences ought to be hilighted IMHO.
Quote: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.
But I don't expect that it will happen before. (or ever happen, for that matter).
Quote:*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. -
One thing I'm going to keep repeating is that - even if these changes get balanced out so that the forms aren't obviated - Peacebringers are still going to be dealing subpar damage when compared to Warshades (and practically everyone else in the game). The new Inner Light helps, but - as I've been pointing out since I first heard the suggestion to turn build up into something like rage - it isn't enough. Photon Seekers have had their recharge adjusted, but they're still suffering from kludgy design and execution, not to mention that their potential for being overpowered is further mitigated by the addition of knockback. (you know I'm going to find a way to work that "knockback=limiting factor" schtick in somehow
)
I could understand this if Peacebringers were the support archetype of the Kheldian race, but Warshades are superior mezzers, as well. Does one ally heal and a group fly that nobody takes make us support?
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).
That, and I need to know what proc effect I can suggest be added to Photon Seekers.
.......
(If you can't laugh at yourself, right?)
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Be careful what you wish for, here. If I'm not mistaken suppressed toggles still consume endurance, do they not? Not really sure if I remember that correctly, though.
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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.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.
Slow resistance might be tempting, but on an already slow form I wonder how much good it would do. -
DAMMIT PEOPLE! Quit posting so fast!!
Quote:Actually, thanks for reminding me about the shortening of the shapeshifting animation. That will make a small difference and I'm looking forward to it.Ah, well that's good. Forgive me getting all "doomy" on you. Though I would say that tri-forming isn't as bad as you make it out to be. It'll be better when they shorten the shapeshifting animation and maybe give Dwarf some added help, but there are still advantages to both.
Quote:Arbiter Hawk tells me the IO set was designed before the current changes, so that's part of the problem. He did suggest that some changes to the set would be a good idea, so hopefully it will happen. I'd probably like to see all the resist bonuses taken out for something more helpful. Not sure if a chance at +recharge or defense would be more helpful.
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.
Seriously, though. One of the reasons the Alpha Slot was such a phenomenal addition to the end game was its ability to fill in the holes in a build.
Let me add damage to my nova, hit points to my dwarf and resistance to my human, and give me the freedom to do so by buffing the forms with something they don't already provide in spades.
I'd much rather see the unique IO give human something it can use, like a recovery buff similar to what the forms give (letting human form benefit from stamina and an additional recovery buff the way the forms do)
For Dwarf Form I'd like to see either a recharge buff or a damage buff.
For Nova a defense buff would be awesome, but I'd take a healthy regeneration buff as well.
Just thoughts off the top of my head.
Quote:I noted the problem of caps and our inherent to Arbiter Hawk in a PM. I did ask if it would help to get an official feedback thread, but he is reading this one, so I don't think it's all that needed.
Quote: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.
I've still got my fingers crossed. -
Quote:To be fair, Castle was talking about *just* giving mez protection to the shields, and the changes we have now given capped resistance along with mez protection.I will, to be blunt, be wary of this version of the powers team. I find it amusing that since the AOE buffs, I've heard (fairly frequently) that buffing is at times even more frustrating than it was before, for instance. And just looking at the comments on humanform *now* making Dwarf fairly pointless - well, "Castle was right," it seems fair to say, when it comes to humanform mez protection (given perma-able lf.) He didn't want to give it to humanform in order to keep Dwarf from being obsoleted. *looks up a few posts.* Yeah...
And (just to keep myself somewhere in the realm of the realistic) even then you're going to have to wait until at least level 40 before Light Form can realistically be expected to perform as well as dwarf. (to say nothing of perma)
Before that the forms will still be quite valid, and I'll still recommend that people level up as triforms.
The end game shouldn't be the swan song for the forms, though. -
Quote:With accolades and set bonuses you can come very close, I believe.heh, hadn't thought of that- Good point. But does Essence Boost cap Human Form's HP on its' own?
Quote:Something else to consider is that Exemping is a pretty big part of the game with the WST's and the Flashback system- I find my Kheldians are more effective than the majority of characters when exemped if they have forms.
But if I slot level 35 IO sets I"ll still be more effective in human form for everything level 30 and up, and I'll still be at the ed cap for enhancement.
Quote:They never said ahead of time that these changes were coming, so we have no indication that more changes won't follow.
" we think theyre in pretty good shape after the changes that have already been made."
and
"weve made substantial and significant power increases available to PBs in the current build."
...in particular had a definite ring of finality about them that leads me to believe that any further changes to the archetype will come only after a significant amount of data mining. In other words, we're stuck with what we've been given for a while. -
Quote:If I want to lay waste to a big group, I can hit Photon Seekers followed by Solar Flare, seasoned with Dawn Strike as necessary. Nova will still slightly edge out human form, but I'm arguing that the difference is so small that I'd be more than willing to trade it for the slots I'll gain by staying in human form.I dont really play in triform anymore much less pve besides trials.. but im sure if you want to lay waste to a big group a iod out pb with nova stacked up would do more dmg.. than the 3 aoe powers and inner light..
Quote:And dwarf is still going to tank better than human form.. and by tank meaning actually taunting and holding group..
I've seen this time and again on my 50+++ White Dwarf, who can't get a ring to save his life on the BAF, regardless of how much I taunt. In the face of all those high-damage incarnates, my dwarf doesn't tank for squat.
And if I want to tank in human form, I'll take the presence pool taunts - it's not like dwarf taunt is auto-hit.
Quote:If your into playing like a energy/regen/resistant blapper then go all human.. -
Quote:Um, no. All that isn't necessary. Giving nova attacks a direct damage increase in lieu of a buff and give dwarf form psionic and toxic resistance is all that's required to bring the forms in line with the human form at this point.Perhaps PB and WS need to be brought back to the drawing board and rebuilt from the ground up? Keep the forms but make sure that all forms have their appropriate strengths and advantages to each other, and perhaps even let Khelds get a few more enhancement slots for the powers.
The LAST thing we need is to overcomplicate it. -
Quote:Heh. It should probably be stated ASAP that giving White Dwarf Flare a damage-buff effect is NOT the solution that would please us...(This vs WS, with three single target attacks and an AOE that's also a self buff. More offensive potential, plus resist, mez protection, etc.)