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Quote:You can't use your IO'd out PB as a baseline for performance. Regardless of how prevalent they are in the game today, balance was, is, and always should be determined with Single Origins as a baseline.Solo, I enjoy the synergies of Incandescent Strike hitting every 5 secs for close to 400 points of damage without procs and landing a mag 3 hold each time, perma Essence Boost/accolades/IOs letting me run at 2100 hps and Reform Essence that heals every 17 secs for 600 hps. That without using purple sets, just an investment in rechage bonus'.
And you can't dispute that on the basis that everyone IO's, because I can turn it right around and say quite honestly that the vast majority of my characters and those of the people I regularly team with are equipped with no more than SO's, and NONE of my IO'd characters have builds worth more than 100-200m. It's all anecdotal, anyway.
Quote:Teaming, I get a kick out of the synergy of Cosmic Balance taking over and possibly maxing out most resistances, doubling damage output and status protections going through the roof -
Quote:The real world has been mighty intrusive, of late, but I'm working on exactly that. Seriously. It involves spreadsheets.All I've seen in this thread, and every thread where Peacebringer performance has been brought up, has been anecdotes. If Peacebringer performance is lacking so bad, it should be measurable, and demonstrable. Where are the numbers to back up the claims?
Give me a little time and I'll post my hypotheses. (plural, because I have a couple.) -
Quote:How high did you level your warshade? Because Peacebringers pre-26 are actually a bit superior to their darker brethren, IMHO. Their damage is comparable, and Peacebringers at the time when there was still a "heroic" were far superior soloists. Voids and quantums were rougher then, and you did ALOT less damage.I'm sorta wondering what happened with Warshades. I had one years ago and tried for years to level it to 50. Busting it out when I knew I could get a team (basically Double XP weekends) and then shelving it because it was so incredibly painful to solo on. I couldn't solo my own mission on heroic without dying against a minion. I respecced around 4+ times, followed build advice, etc, and eventually I just gave up. On the contrary I had a PB that was far more fun to play.
So it's odd to me that I now hear PB's are so inferior to WS' when, back when I tried WS', they felt like probably the worst class I ever played in a game.
But if you got your Warshade to 32 and beyond, you had your damage output tripled over what a Peacebringer could do.
So what happened to Warshades, specifically, to make them such awesome solo death machines? Enhanced difficulty settings. On heroic, you were stuck with one lieutenant and two minions per spawn against which to buff. Now, however, you can crank up the number of enemies you face, and how powerful they are.
Because of this, Warshades are rolling through solo missions at the resistance cap along side two and three pets that add 100-150 dps (if you can get three fluffies out consistently) to damage that is boosted by fully saturated mires. Dwarf Mire - with it's shortened recharge/duration and respectable damage - turns black dwarf into a heavy scrapper that can tank for the essences.
Peacebringers still solo as well as they ever did. Better, in fact. But the ability to increase spawn size was a game-changer for Solo Warshades. -
Not counting pets, Peacebringers and Warshades have comparable damage capacity. Photon Seekers give Peacebringers around 5-600 points of damage every 150-300 seconds and can't be made perma. Extracted Essences not only are nearly perma out of the box, but can be doubled. They give the warshade 5-600 points of extra damage every six seconds or so.
To me, one of the chief problems with peacebringers lies with photon seekers. -
Quote:Not only that, but it actually BREAKS hide, so if you - like me - have any notion of using it proactively against high perception targets like Rikti Drones, don't. The entire spawn may well be placated, but you won't get a critical.Keep in mind that Smoke Flash is unlike the single-target Placate in Stalker primaries in that it does NOT put you into a Hidden state. i.e. You will not get an automatic critical after using Smoke Flash. It merely placates foes which are hit by the smoke so that they stop attacking you for a short duration. In that sense it is something like an AoE sleep while solo and a rather unfriendly "go attack my friends" power on teams.
Not that Stalkers are meant to be friendly, mind.
Before you take it, I highly recommend getting the temporary power recipe of the same name and trying it out - I believe it does the same thing.
Oh, and to pretty much everything else Zem said (and including the above, for that matter): QFT -
Quote:I disagree. There has to be a baseline of performance. Brutes recently saw changes to their inherent based solely on comparisons to not one - but two - other archetypes, so there is precedent for comparisons to be drawn, especially where the epic archetypes are concerned.The clifs notes summary of my opinion on the PB/WS argument and comparing them to the other AT's: Don't. PB's are not WS's, and neither are they intended to be. PB's (or WS's) are not Blasters, nor Tanks, nor Scrappers, nor Widows (just throwing that one in because I can), nor are they intended to be.
Quote:I think you missed part of my point. That's the way it's supposed to be. Peacebringers are intended to be played on teams, yet not suck like a Hoover when solo (though some would argue they fall short in that regard, I would disagree, mostly). Warshades *seem* better at soloing than on teams, because their inherent is less useful to the team as a whole, and is thus less noticable when on said team. (And also because their secondary effects are much more useful than the -Def+KB that Peacebringers get. I'd be the first to agree to change that.)
Warshades also ARE their own team when solo due to the fact that even an SO'd warshade with hasten can keep two extracted essences going at all times.
Two extracted essences (and I'm not even counting the fact that most builds with moderate IO investment can keep three essences out) add somewhere in the neighborhood of 120-152 dps to a warshade's attack chain whether teamed or solo (assuming around 95% Damage Enhancement). The burst damage in Quasar and Unchain essence provide the same burst damage potential as Dawn Strike and Photon Seekers, and what does a Peacebringer gain to compensate for that difference in damage?
Solo or teamed, Warshades can walk into at least every other fight with near-capped or capped resistances. More often than not they can do that with better frequency than a Peacebringer's Light Form. Nonetheless, a Peacebringer's heals do give them a slight nudge in survivability in high damage situations, and that alone makes them slightly tougher, depending on the team makeup.
But there again you make a good point when you say that a Warshades secondary effects are much more useful to a team than a Peacebringer's, and it's one I agree with. So - again - what does a Peacebringer gain to compensate?
Don't get me wrong; I'm not trying to say that Peacebringers should do exactly the same damage as Warshades, or even that they are gimped to uselessness. All I'm saying is that there is an unjustifiable gap in performance between the two archetypes and between Peacebringers and the other epic archetypes as a whole.
It isn't because the dev's hate Peacebringers, or because Peacebringers were poorly designed, or any other such nonsense. The game itself has changed, and Peacebringers haven't been able to leverage that change as well as other archetypes.
Quote:On the subject of Defenders getting the damage buff (that only applies when solo, or on VERY small teams), I would argue that: One, the devs came to realize that while, yes, Defenders *are* intended to be played on teams, not everyone can be guaranteed to find a team 24/7, and thus Defenders WILL be played solo, regardless of their intent.
Quote:Two, I would argue that Peacebringers (and Warshades) have their fair share of an equivalent to the Defender damage buff by being useful in both situations (solo/team) as it is. Tell me ONE Defender primary (or secondary, take your pick) that offers the resistance/defense numbers of a Peacebringer/Warshade, along with the wide variety of useful powers (debuffs, buffs, self heal, and in the case of Peacebringers, ally heal, inherent flight/Teleport/recall [as applicable], etc), along with the damage numbers (regardless of how short they fall from being Blaster numbers, that's not their intent) all in one package, and without spending several billion influence on IO's to get there.
You have a good point about Defenders not getting Peacebringer-level resistances, but then again Peacebringers don't have defender-level debuffs that - depending on the powerset - can bring defender damage up to and even above that of Peacebringers. To say nothing of the fact that player damage resistance is all too often trumped by defense - something defenders can get much easier than Peacebringers.
Quote:Could Peacebringers (and/or Warshades) use a buff? Sure. But so could every AT in the game, in one regard or another. I would like to see an increase to the target cap on Taunt (I could start a whole topic on Taunt being nerfed to Dwarf form effectiveness, but I won't), and the aggro cap for starters. But that's not what we're here to discuss, is it?
I could take this opportunity to agree with the sentiment that Peacebringers need a small to moderate buff and bow out of the topic like I've done so many times in the past, but that's just not good enough for me any more.
If we can all agree that Peacebringers could use a buff - and I believe nearly everyone in this thread has posted similar sentiments - then why are we saying in the same posts that Peacebringers and Warshades are roughly equal? Clearly something gave us the notion that they need help.
Defenders didn't need a solo boost any worse than Peacebringers, and they got one. Brutes certainly didn't need what amounted to a buff for mid to low end builds, but game balance dictated the changes. Peacebringers need work. Now's the time. -
Quote:Cute. But you're being just a little unfair. With the exception of a bit of snarkiness on Dechs' part and more than a little from _Dawun_, the overall discussion - though passionate - has been on topic and focused on the overall points at hand (vise being focused on each other).But Scirion, this is how we get through our workday! You think we actually do our jobs at our desks? No, my friend, we keep an eye over our shoulder looking out for our bosses and sneak argumentative posts in on the forum and get paid to do so. Taking that away from us by getting back on topic in an intelligent and well spoken manner hurts my heart!
And no one has gotten personal. Well, no one had gotten personal until you implied that we're all slackers who post at work when we should be getting paid. Not everyone has the same work hours you know. (he says as he looks over his shoulder.)
Gotta go. -
Quote:Ask me, the kheldian community could do with a little more passion, and I for one think it's refreshing to see people actually caring enough about an archetype to have a spirited debate about it. If that comes across as arguing, then so be it. We've spent too many years having minor flare-ups and friendly disagreements about problems with peacebringers that ended with agreements to disagree and discussions on how we could learn to live with those shortcomings.I skipped through two pages of people (IE: Dechs, et al) arguing about random crap that doesn't matter. What matters is this: Both Kheldians are intended to be used in a team setting. Granted, Warshades are somewhat better at soloing, but that's beside the point. However, the two are designed to be used for different purposes. Peacebringers are designed to support your team by picking up the slack in a team that lacks something in particular. Say, a Tank. If I remember correctly (I don't recall exactly what AT's provide what buffs), three Defenders/Corruptors/Blasters on your team will cap your resistances (to ALL damage, mind you) at 90% in Dwarf form, thus making you *more* durable than your average resistance-based Tank, with the possibility of three self heals.
Warshades, on the other hand, are designed to support your team by reinforcing what you already have. Already have two scrappers? Now you have another one, because they're buffing your damage. Already have a tank? Now you have a backup.
I personally would say that the two are equal, just designed for different purposes. And for the record, I prefer Peacebringers overall, aside from Warshades getting inherent Recall, and Peacebringers getting... Woohoo, Group Fly, and Hover?
We thought we were being reasonable. Now I'm thinking we might have instead come across as more than a little complacent.
You do, however, have a very good point regarding teaming. I might feel the disparity between Warshades and Peacebringers is a bit wider than you do even teamed, but that doesn't mean my Peacebringer doesn't do exponetially better on teams than solo. The gap between Peacebringer performance on teams and solo is as wide as the Grand Canyon.
My warshade doesn't have nearly so big of a gap between solo and teamed performance, but leave that aside. The exact same argument you just used with regard to khelds being intended for teaming was used for years with regard to defenders' low damage being okay because they weren't intended for teaming.
Yet they recently got a damage buff when solo, did they not?
EDIT - and I wouldn't say no to a buff that affected us in the same way as the damage buff affected defenders. I wouldn't say no to ANY buff. -
Quote:Are you talking about the Achilles' Heel -resistance proc? If so, then I'm sorry to say that it doesn't stack, even if it procs from two separate powers.And such changes would probably make me /ragequit my PB. The incredibly quick recharge on gleaming bolt makes it a great carrier for procs (I have both the Achilles Heel defense debuff, and the Apocalypse damage proc in it) and its cast time (1s) plus recharge (.53s) on my build is actually LESS than the activation time of my other human-form ranged attacks (which have 1.67s activation times).
When you're able to fire off a proc between 20-40 times per minute (depending on whether I stick it between my other attacks or just set it to auto) you're looking at a sustained resistance debuff of between 15% to 26% (the average amount over the course of a minute or more with the actual value swinging between 0% and 40+% from a possible multi-stack) while the damage proc is adding 700 to 1500 damage per minute to your chain (more when you consider that the debuff is taking place at the same time) because its going off so often.
It is my personal experience using the resistance debuff proc in such a rapidfire power and how significantly it effected my damage output (I went from 64.3 DPS to 89.3 DPS with my human form ranged attack chain just by adding those two procs) that led to my suggestion of adding a resistance debuff to all the PB's attacks as a means of both buffing damage and allowing it to "give back" more to the team.
Indeed, the more I've pondered ways to buff PB's while sticking to the cottage rule, the more I think answer to the problem is to add stacking debuffs to it via its attacks because this not only helps the PB, it also allows the PB to "give back" to the team (via debuffing foes) while not changing how it goes about doing so (i.e. blasting them to hell and back).
So if adding a resistance debuff isn't enough of a boost, then lets looks at adding some others. Brilliant light blinding a target makes sense, so adding a to-hit debuff (on top of defense and resistance) to the equation would not only help a PB's surivability but the teams as well (especially if nova form is spamming its AoE's on whole mobs). Likewise, the plasma blasts of the Praetorian clockwork inflict a regeneration debuff (as opposed to ongoing damage... both simulating that you're continuing to burn) so if those aren't enough throw in some minor amount of that as well.
The idea being that while a PB is blasting away they're helping the team by making each foe they strike a softer target for both the PB and their team to deal with and the debuffs can be tuned up or down relatively innocuously until the devs get the balance they feel is best for them... all the while keeping the current playstyle fundamentally unchanged for those who are happy with things as they are.
From my experience my human form is better at single-target DPS (which is why I tend to stick to human or light-form when soloing EB's) while nova is far better at multi-target DPS. In essence human form is "pocket scrapper" part of a tri-formers arsenal.
So the part I bolded in the quote would not happen.If it procs, regardless of whether it procs multiple times within its own duration, you will only ever get 20% resistance debuff out of it.
However, in a power like Gleaming Bolt you have a much better chance of keeping that 20% sustained for longer periods. -
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Quote:Yes, you can stack -def debuffs with other AT's -def debuffs. So what? The value of your redundant -def debuff goes down considerably when a Controller throws Radiation Infection out there, just like a Warshade's slows are insignificant in the face of a Cold Defender's Infridgidate. No one will ever say "we've got too many debuffs" because no one really cares once they're redundant. If there's a specific debuffer on the team no one cares if someone else also does that debuff to a lesser extent. At that point the game is more about damage.I said autohit and I was talking about attacking. Name some significant autohit damage attacks before you correct me again. I did not say autohit debuff. Even with other debuffs when have you ever been on a team that has a tank where someone said "hey man, we have too many debuffs, we really can't use anymore debuffs, lets turn that person away and get something else." There is nothing in this game that does not melted by debuffs + attacks regardless of the source. Quote the part where I said PB's were the only form of debuffs in the game and where I said I would substitute them for an actual debuffer. I just said PB's can add this effect and a Warshade can't. I compared Warshades to Peacebringers and you can only counter with other AT's. My point still stands. +1 for PB's again.
And the point that -def debuffs are fairly useless in a situation where everyone can hit consistently still stands. Please demonstrate a single situation where you've seen a team that had a hard time hitting their foes where an ACCURACY BASED -def debuff would have helped, because if you're having a hard time hitting, then you're going to have a hard time applying any sort of persistent debuff that relies on you hitting. I've rarely seen teams that had a hard time hitting, however.
Quote:Listen kid, I killed level 54 Captain Mako, I've hit through Posi's Overload as well on a LRSF, and fought every single AV in this game with a PB and the -def continues to stack and be useful. Teams with stacked tactics do occasionally miss Mako in Elude on STF's. Maybe your -def with a tohit roll is worthless. They have these powers called build up and tactics you might be able to hit past high defense with them. I don't have a problems hitting anything maybe you should try using them sometime. Every player we team with is not going have an awesome build. Who in their right mind would argue that a debuff is worthless because people CAN saturate themselves with buffs, really Dechs? Remember I am comparing Warshades to Peacebringers tell me how your Warshade boosts your teams ability to hit targets. Or continue you to give me examples of how things other than Warshades beat Peacebringers and ignore my comparison.
Forget what warshades do or don't do with their secondary effects. Accuracy dependent -def debuffs are worthless in this game without the need for comparisons of any kind.
Quote:Good for you Dech's you didn't miss. It's too bad you don't represent the rest of the playerbase that misses from time to time. Go tell those people the shouldn't bother with extra -def because all of them should hit everything at all times. The fact that you didn't use -def does not make defense debuffs any less useful and it doesn't give a Warshades an edge at all.
Quote:A sonic blaster is not a Warshade. Tell me how your Warshades increases TEAM damage more than a proc'd PB? The possibility of -res on top of increasing tohit rolls is more useful than.....nothing. (-rech does not equal more damage.) Wanna compare Rads to a PB now? or some other powerset that is obviously better than a PB since your WS isn't?
Quote:You've got nothing for me. You're talking about a player that runs 19 minutes ITF's regularly and speed Master TF's without trying. Teams I join melt AV's in under 5 minutes, spend no time on mobs, and move on. The majority of my time spent on a TF is travel time. If I ever have to deal with mobs (like on an ITF) I bring a kin or aoe debuffs and they still go down in less time than an AV.
And on a team that can melt an AV in five minutes and power through ITF's in 19 minutes you could be on a COMPLETELY UNSLOTTED build and feel uber. No one would notice if your peacebringer is underperforming, because the debuffs, buffs and damage your team is throwing around are such massive overkill that individual performance is irrelevant. Not saying you or anyone else are not performing well on that team - just saying that it's a bit hard to measure personal performance. As in: nearly impossible.
Quote:I play a WS, Dwarf damage numbers suck mired or not. Period.
Strike, assuming 95% damage enhancement, does 152 points of damage
Smite, assuming the same enhancement, does 239
Drain, assuming 80% enhancement in heal and 80 in damage, does 337 points of healing and 167 points of damage
Mire will do 225.78 points of damage.
Assuming an attack chain with enough recharge to chain strike, smite and drain twice before miring again, it comes out to somewhere around 134 dps. In addition, it has the potential to heal the shade for around 600 points of damage (assuming two drains in the chain)
134 dps isn't top shelf dps, but I'd hardly say it sucks. Never mind if you're on one of those speed ITF's in lag valley with fully saturated mires. It also doesn't take into account the added damage of the fluffies.
Quote:Is "it's easier to soft cap" your only defense? Sure you could do it easier with Ice Armor. You could softcap a PB too. At the end of the day you have more tools of survival after softcap which I already mentioned.
Quote:You DID say Warshades were vastly superior and you wished PB's were on par with them. Joe said this was an AOE-Game. I merged those 2 themes. I even said Warshades are better with aoe's. The main difference between the 2 is Warshades are aoe monsters and PB's are better at dealing with single targets. If you want Peacebringers to be on par with your idea of "Vastly Superior" how else would they be changed? A second build up? A mire? Even with a damage buff you guys would complain about how your Warshade rolls around destroying groups of mobs in 70% of the game, while PB's aren't, and how that fact makes them subpar.
To answer your question about what I personally would like to see changed, I would like to see Photon Seekers have that rather punitive recharge shortened to the point that they can be made perma. Hell, make them unique in the way that an Illusion Controller's Nightmare pet is unique (spawning more while others are out de-rezzes the others) and GUT the recharge time so that they're perma right out of the box.
I would like to see the knockback mag reduced on Solar Flare and ALSO see the damage slightly increased to the point that those who would want to slot it for knockback and damage would see roughly the same performance as now, and those who would see the knockback turned to knockdown could do so and also have a bit of extra damage to compensate for the slightly less mitigation offered by knockdown. I would like to see the mag on Pulsar increased and the recharge decreased slightly to give peacebringers a reliable AoE mez.
In a perfect world I would toss out that worthless -def debuff in favor of a -res debuff, but that would violate the cottage rule and anger players like yourself who value it. And yes, I count your opinion as valid, regardless of how much I might disagree with it. As I've said, that problem is more with the game itself than with peacebringers, and so I don't expect anything to change there. If there WERE a -res component ADDED, it would totally reverse Peacebringers' fortunes. Hell, I'd be happy with something like Bruising for Tankers!
It might also mean trading one or more of the other changes I'd like to see, but I'd be willing.
Okay, it's late, and I'm not even going to respond to the rest of the post. Good night.
EDIT - actually, there were a couple of things I wanted to respond to:
Quote:No, I ignore the minions and start pounding the AV to death. This is completely normal. Please highlight the part where I lead you to believe I would go pounding on minions... ever. I can't seem to find that part where I said this or your point. So the WS is good for one whole mob....great. Your really going to "TRUELY OUTSHINE" and dazzle me with your buffs off a single mob? or terrible Dwarf damage? I think not. What are you smoking? The mob goes down now what. We go right back to what I was saying.
Quote:Go find the wiki link that states Warshades are affecting team tohit from their powers. I am comparing Warshades and Peacebringers not other AT's. While your there go look up Accuracy. I'm sure there is some cool info pulled from an Arcanaville post that explains the difference between acc, tohit, and defense. An ACC IO buffs accuracy, it is not the same as a tohit buff, it does not negate the usefulness of a -def debuff.
And the ACC IO buffing tohit was a mistype on my part. I well know the difference between accuracy and tohit, the old brain just reverses the names now and then. oops.
Quote:Go calculate the time that players spent on those missions that are not EB/AV free that are not tip or AE missions. I would be willing to bet that most of those missions that are played only get one or 2 runs per character because they are mandatory missions to unlock content, epics, or accolades. Lets be honest here, the only time players are willing to go kills tons of mobs is on a farm map or when they level. Once they hit 50's the game is TF's, trials, AV's, and other challenges that do not involve killing large numbers of mobs unless you are farming for something specific. I know people are farming for shards but most of them are doing this on a TF. If there was some other more effective way we would know about it and lots of people would be doing it instead. You only need to hit the objectives on a Tip mission there are tons of ppl speeding to objective for merits or alignment changes instead of killing a ton of mobs. Do you really believe players spread their time evenly on the content available in the game? I read the forums and play the game.... Joe... there really are alot of people spending their time running TF's, trials, and raids to get get Shards and incarnate salvage. I'm not thinking about it, its reality. The time spent assembling a team depends on the time of day, the availability of players on your server, and the time/difficulty/player eligibility of the TF you are trying to form. What does forming a TF have to do with anything?
And I used time spent assembling a team as an indicator of how many people were doing task forces in my own admittedly anecdotal evidence. If the majority of the playerbase were running task forces there shouldn't be any time standing around waiting to find players willing to run it, right?
Quote:Damn Joe, I though you would have considered perma essence boost and IO bonuses as the reason for that HP number. The character I describe is my own. Its not some idea, its real.
In either case, however, we're talking about balance, and whether you use them or not the game isn't balanced around IO's. Not everyone uses IO's, and we shouldn't be forced to use them just bring a character up to par with its nearest cousin.
Quote:They fall short in some areas and excel at others. One kheld is not better than the other because they excel in opposite areas. That's the sum of the first post I put in this thread. A character with self buffs has an edge on a character that needs to go in melee to buff themselves off of an AV for survival. Why can't you understand this?
Quote:AV's and all content that contains them and PvP may represent a smaller portion of the overall content available to players. Players don't spread their time evenly around all the content. People are playing content involving EB/AV's more often than all that other content. You said it even seems that way. Since there are alot of players engaged in content involving AV's you can't say that PB's fail over half of the game.
But you know what? I haven't done any datamining, either. So let's leave our personal experiences aside and look at what the content OFFERS. The game offers TEN TIMES the content for the leveling experience that doesn't include AV's over what does. Now if people choose to AE Farm or even TF farm to level past that dross then that's all well and good, but we shouldn't be FORCED to do that because a select few like yourself have been successful at it. Balance is based on what the game as a whole offers, not what you and your friends have experienced.
Quote:On paper they have they might have this capability. PB AOE's just scatter mobs and piss off teams. That one AOE stun is a horrible power. Photon Seekers have retarded AI and you know this. They work more often on single targets then multiple targets. I know you had to have experiences with Seekers just idling around and unsure of which target they should hit. At least WS AOE's have a mez and slow added to them making them more useful for any AOE-centric activities. Being able to hit build up, pull out seekers, or hit light form and strike a target before its aggro'd and dealing damage gives PB's the upper hand on single targets. Having access to 3 Heals that never miss or fail help too.
And Warshades can stealth in, pop eclipse and mire before the target ever sees them, so where are you getting that a Peacebringer has some stealth advantage? And again I'll remind you that no target spawns alone.
Quote:Look, I'd like to see upgrades to Kheldians as a whole and improvements to some of the powers as much as any other poster. I play both Khelds so why wouldn't I want to see that? PB powers need improvements but there are some Warshade powers that could be better too. I do not share this view that Warshades are "Vastly Superior" at the majority of the game. I do not believe PB's were ever meant to be great at dealing with large mobs like Warshades can. Unless someone has some real good evidence of this other than, "Well, there are lots of groups of mobs in the game, like 70% of it, therefore they are teh Uber and PB's are horribad", I am done here.
I grow weary of saying "Peacebringers could use some love, but they also get some pretty good benefits" when those benefits are increasingly becoming irrelevant as more power is given to the players that specifically erase the need for those benefits.
Peacebringers. Need. Change.
And it's bloody well time we started asking for it with a fair bit more insistence than we have in the past. -
Quote:Fair enough. Depending on what you want to do with your Peacebringer, there are a number of reasons to keep playing one.I'd suggest reading through this thread and separating yourself from what you've said. I hopped on to get a few ideas, and when i see all this including an expereinced kheld player saying "I deleted my PB because my blaster is better," that doesn't exactly encourage anyone to keep going or give them a try in the first place. That's not even talking about voids, but both PB and WS have to deal with them.
Even the PB guide sounds like "well, nothing really works together."
And if someone here trys to bring up something their PB can do, it looks like it's immediately shot down, or they're told "that doesn't matter." And we get a weak "well, you might have fun with them" thrown in here and there. That sounds more like throwing a bone than actually trying to convince someone they might.
I don't think I've ever seen a group come down so hard on their own AT and discourage people from playing it. Yeah, masterminds complain about ninja ai and mercs, but even there it doesn't sound as bad as it's getting painted here for PBs. You have two powersets, that's it, and one's basically being pointed at and being said "Don't bother."
Intent or not, that's exactly how it's coming off.
So let me turn it around - without bringing up the points that have already been pooh-pooed as not mattering, why SHOULD I bother making or continuing to play a PB instead of deleting it and making a blaster or something else?
First - and one thing that hasn't really been mentioned much to my recollection - Peacebringers are in my opinion much better in human form than Warshades. Well, they're much easier to be good with in human form, let's put it that way. If AlienOne is still reading the forums, I'm sure he could curl your toenails with stories of what his human only WS could do, but then that warshade is IO'd to the gills. A peacebringer on nothing more than SO's can excell as a human only character, comparing to a blaster about the same as a tanker compares to a scrapper, from a damage to survival comparison. You're only problem will be mez. Take dwarf for a permanent breakfree and you've got it covered (arguably somewhat imperfectly).
Next is PVP - see, I have no issue with the statement that Peacebringers are better than Warshades at PVP, or even that they're pretty good at PvP. The only issue I have with those statements as they've been made in this thread is when they're made in the context of Peacebringers being equal overall to Warshades as a result. Yes, they're better at a marginalized part of the game, but they are better nonetheless. If PvP is your thing, I recommend trying it out on a Peacebringer. I had great fun when I did, and all I really did was slot my nova with range and rectified reticle's increased perception. Human/Nova combos do even better, I hear.
On teams, the disparity between peacebringers and warshades still exists, but becomes less apparent. If you're into teaming, then a Peacebringer is a solid, fun ride. In fact, I'd argue that the Peacebringer's inherent is better suited to teaming than a Warshade's. A team of damage dealers really don't need the extra damage granted to a warshade, but the Peacebringer will be well nigh immortal on such a team, and is able to tank and survive better than anyone on the team.
Peacebringers are also frontloaded, in that they get bigger powers earlier in the game than Warshades. It took me forever to get into my Warshade. My Peacebringer was awe inspiring by contrast from level 6 to level 32.
And the powers do look very cool.
If I and others sound like we're coming down hard it's because we focused for so long on what we liked about the archetype that the issues we do have tend to be ignored. The problem with Photon Seekers, for example, has been around for YEARS, and when the first pass of changes to it didn't address all of the issues, we all said "At least it's an improvement. It'll do for now." and nothing ever got done about it again.
Go back through the threads and you'll see that whenever an issue has been brought up in the Kheld forums the response has ranged from tepid to downright apologetic. And I include myself as the biggest squid in the puddle there. Like I said in the post you responded to; we're damned if we do and damned if we don't: respond positively to the archetype's problems by pointing out what's still good and we come off as content apologists. Defend your stance on the archetype's imbalances and you're accused of bashing.
Peacebringers have their problems and they are hugely out of balance with Warshades, but if you team even a little it's well worth the ride. -
Quote:And do you expect us to believe you're going to walk right up to that AV mob and start pounding on the minions? A warshade will do what any other player does: start damaging the AV, and with those minions standing around to saturate eclipse and the mires, and with bodies to saturate stygian circle when they die, a warshade will have done more damage by the time there's just one AV left than a peacebringer would, would have a persistent pet or two to do even more damage and would have more health with which to continue the fight.PvP is a fraction of the game but Kheldians as a whole represent another fraction. A fraction of the game is still a part of the game. PvP is single target based not aoe based and thats a fact. AV's are single targets. After the initial mobs standing by the AV are gone there is nothing aoe based about an AV fight. Please tell me this isn't true.
Quote:During an AV fight with a team all the things that make a Warshade awesome are diminished. Warshade buffs and aoe's are not as effective on a single target as they are on multiple targets.
Even if the Warshade is tanking though, the dwarf is doing more persistent damage due to the persistent damage buff from dwarf mire - which because of the increased spawn size is significantly buffing the damage.
Quote:-Def is a debuff and other players and pets in this game do not autohit targets so you could never argue that -def isn't a useful debuff.
If you hit them once, you're going to be able to hit them again without the benefit of the -def, and if they're so high above you that you can't hit them regularly, then - since you have to hit them to apply the debuff - it isn't going to do you any good at all, is it?
Quote:If you've played the incarnate content you'll notice everything is lvl 54, but I guess its silly to think -def is a useless debuff for a teams facing that content. IO's are in the game and if I modify my PB to offer -40% resist as a secondary effect in an AV battle I am offering more to my team than my WS could. -Def and the possibility of -res are a bigger deal on a team than -spd on a target that isn't moving and -rech that isn't helping offensively. Stygian circle does not matter while the AV is alive and its the only mob in the room. A PB is more survivable than a WS and offers relevant debuffs in a AV fight. I know the WS has 2 stuns to offer. If someone else on the team isn't stacking stuns with the WS, then its not enough to shut off that AV's offense and those stuns don't matter.
And as far as helping your team goes, debuff set powers like freezing rain, sleet, radiation infection and melt armor are going to do far more than your attacks, making your secondary effect rather redundant, don't you think? Never mind the fact that your team is likely not going to have much problem hitting them, either, because they're 99% of the time also slotted to the tohit cap.
Quote:Minor debuffs that increase team offense > debuffs that don't in an AV encounter. Warshades are amazing BEFORE you reach an AV.
Quote:Maps are filled with mobs therefore the majority of the game is easy to kill mobs. Got it. The greatest challenges of the game are AV's and players. PLEASE try to argue that large groups of lower ranked mobs are harder and more relevant.
Joe, how can you say AV's aren't a major part of the game? Please list all the Task Forces and Trials you've been on where there wasn't an EB or AV to fight at the end? Compare this to the number of TF's and Trials that have them. I'll wait.
Going through with my calculater, I find roughly 50 missions (give or take) that contain archvillains. I count just under 450 missions that don't, and that doesn't count talk missions and patrols.There's more to this game than task forces, although to read the forums you'd think that's all that people ran. If that were true, it wouldn't take so long to assemble them, would it?
Quote:You really think people care if you helped kill weak mobs that don't matter and offered less help at the AV? I say they don't matter b/c most of the maps in this game DO NOT require you to kill all mobs but they DO require you to kill a single target (or click a glowie) for completion.
And yet again: that single mob that needs killed at the end will have OTHER mobs standing around him from which the warshade can draw all that power you say it lacks in those situations.
Quote:Also, if I make a Nova form that sitting on 2200 HP with a heal to spare, an 80% dmg buff thats almost guaranteed to increase with a team and I still have a build up available, is your rad blaster going to outperform it?
However, since Nova doesn't add to your hit points, and your base is 1070, this puts you at 1600-1700 hit points, which is 400-500 more hit points than the blaster's minimum of 1200 hp and right around the same level as a blaster's cap of 1600 hit points.
Quote:Nova form + build up is 152% dmg
Quote:Warshades are NOT superior because you feel AV's and PvP aren't important. They are superior at the things you like to do in this game and inferior at the things you don't spend much time on.
Quote:If I like to PvP, fight AV's, and run fast TF's all the time is this going to be an AOE-centric game for me? No.
Stalkers are good at hard target enemies and PVP, and as such suffer justifiable penalties to the rest of the game. Peacebringers are.... okay at it. Under certain circumstances. They will never come close to the true single target damage specialists, and are not versatile enough to compensate for that by filling in for team-oriented buffers/debuffers.
My point is that they need balancing, and that I expect that balancing to lead to a buff in some form. Like I've said repeatedly: It's not that Peacebringers don't do a lot. The problem is that the game itself doesn't place enough of a value on what they do.
And fix Photon Seekers. Always that in addition to anything else I've said.
Quote:Are there alot of other players that enjoy the speeding/stealthing and activities that don't require alot of aoe's in this game? Yes, more than a small fraction.
Quote:If they made PB's more aoe-centric while sharing the same forms and inherent with Warshades what would be the point of a separate AT?
It's not a matter of AoE verses Single Target - it's a matter archetype balance that covers everything from recharge to damage types to the degrees of effectiveness of certain powers (like stygian circle, for example) contrasted with the price for that effectiveness (or the lack thereof, in the stygian circle example).
EDIT - Dammit, Dechs! Got your wall of text in before mine! -
Quote:I might be in the minority, but I've always liked the nuke. But then that might also stem from my playstyle. I tend to more often than not be in over my head and well beyond the target cap, so I'm often firing off the nuke immediately after photon seekers. The nuke fills in the gaps left by photon seekers, and I've killed multiple spawns simultaneously (after flubbing up and aggroing them both to me) this way.Never liked the nuke on my PB, far too situational and I always felt too vulnerable after with everything dropping.
So long as I remembered to hit conserve power beforehand, it's nothing to hit a blue and go to dwarf to finish off the rare survivor or two. ESPECIALLY now that stamina works in the forms. -
Quote:How much recharge does your build have?My Sunless Mire lasts 30 seconds and recharges in 30. It does damage of its own, and doesn't waste most of its duration in the form swap to nova to capitalize on it. Sure it's only 11.25% for one target, but it's always there.
I agree with your point regarding Build-Up's duration and form-swapping, and Dwarf's mire needs little more than good slotting to be a persistent buff.
It's still worth mentioning, however, that 11.25% is slightly less than you can get get from a red inspiration.
Nonetheless, the counter-point to that is that a warshade will consistently be facing more than one foe. Just like dark melee's soul drain, you can expect an average damage buff based on three to four mobs. There's a reason Dark Melee has been the perrenial FoTM for high end builds, and Warshades get two mires to perma.
Like I needed to tell you that, right?
EDIT - and to be fair, with very little recharge bonus slotting you can also have Build-up every 30 seconds. Now that's more than triple the time of its duration, but it's also more about burst damage than the mire. And if we're going to take form-switching into account, then you also have to do that for the warshade. To get that damage boost, you're going to have to drop to human to use it, so every 30 seconds you're going to have 3 seconds of downtime where a warshade's all-important dps is going to take a hit. And if you want to keep both mires permanent, you're better off to stay in dwarf, when not miring in human form, otherwise (if you went with nova for damage) you'd have to drop to human and go to dwarf to hit the dwarf mire. I'm not even going to calculate the time wasted in 30 seconds doing that, because no one in their right mind would.
Then there's animation times. Build Up's 1.17 second cast time doesn't affect it's burst damage potential nearly as much as Mire's 2.32 seconds. Add that to the form shifting time and you've got nearly six seconds of time where you're not doing any damage. If you're also going to utilize the dwarf mire you can also add another 2.32 seconds for that. So for almost the entire time of build-up's 10 second duration of +72% extra damage, you're animating one thing or another to get almost comparable average damage and taking that time as a hit to your dps. Except for the fluffies, which is considerable and completely invalidates any complaints about mire's animation time. Damn fluffies. Insert my standard rant about photon seekers here. -
Quote:Sure as you post that someone will have a video of a pb soloing an AV. I know I've come close on a moderately IO'd build. I can take down EB's like Midas from the Incarnate arc. No way I could have done it as an AV.The moment you show me a PB soloing an AV I'll give this argument any weight at all. When it gets down to the AV, my WS's sunless mire still provides more damage than build up, and I can sit in nova and blast just as well as you can, or dwarf and tank as well as you can.
And as I said, soloing AV's is a VERY small aspect of this game, and to be honest it also ignores that AV's were designed to be team-oriented foes - ESPECIALLY on an A/T that is supposed to be team-oriented.
Also, how is your WS's sunless mire providing more damage than build up? Against a lone AV (or any lone mob) it provides an 11% damage buff. It lasts 30 seconds to Build Up's 15, so total buff against a single mob is 22% verses Build Up's 72%. Even assuming a whole spawn at minimum difficulty, you're looking at roughly 33-55% damage buff for as long as the minions last.
Now if you're talking about stacking dwarf mire with it, then they'd at least be comparable overall.... -
Quote:Not remotely. There is a difference between peacebringers needing improvement and peacebringers being fun, and if anything we've posted has led you to want to delete your peacebringer then please remember the binary nature of internet forums before typing in the name of that peacebringer for the final time:So reading through all this, it comes across as:
"There's no point to playing a Peacebringer. Delete it and save yourself the trouble."
If we demonstrate in no uncertain terms where peacebringers are falling behind, then people think we're trashing on the archetype. If - as I've done previous to this - we talk about these same things in the context of "they're falling short, but here's how you can get around it" then the false impression is given that there are minor issues at best.
I might appear to be coming down hard on peacebringers in this thread, but make no mistake about it - I'm a peacebringer player. I play the archetype to the exclusion of most others, including warshades (although I do have a warshade, too). I like the self-contained buffs and the self-reliant nature of the lighter side of squiddiness; I just think the price is too high. Just after posting last night in this thread I jumped over in game and hunted a few incarnate shards on my PB and had a great time doing it. In fact, I'm betting that once more incarnate slots are released you're going to see more than a few PB's come off the shelf.
But that doesn't mean they don't need fixing. -
Quote:That would be a valid argument if a warshade needed to fight more than one mob to be more effective than a peacebringer.Peacebringers are completely self-buffed and better at dealing with single targets like EB's/AV's and pvp. Warshades are aoe based with heals, mezzes, and buffs and their weakness is their dependancy on multiple mobs to sustain themselves. Its really this simple but I'll keep going:
But never mind that. How often in this game are you going to be facing just one mob? Even a solo Warshade on the minimum difficulty will have three mobs per spawn on average, giving it more than enough of a boost to "sustain itself."
By the time it's down to a mano y mano with that last mob, that last mob has taken quite a bit of splash damage from the fight with the first two.
Quote:When you want AOE's the PB is going to be subpar and outshined by a fully-mired, slowing, perma-mezzing, perma-eclipsed WS nuking bodies and surrounded by pets. The moment that same WS gets to an AV, the pets eventually die out, the perma eclipse is less useful, the awesome aoe heal disappears and mires are less relevant on a single mob. This dependancy on multiple foes in melee and/or dead bodies for survival makes WS's terrible for pvp.
And when a warshade is fully mired, slowing, perma-mezzing and perma-eclipsed and nuking bodies and surrounded by pets the av is taking considerably more damage than that peacebringer can bring to bear.
Quote:When its time to hit a single target and survive the PB outperforms the WS.
Quote:The PB can heal other team members and keep themselves alive while debuffing a target with -def and -res (if they use achilles heel and fury of the gladiator procs).
Quote:They have 2 heals and a unstoppable clone to do this as well as the heal from Dwarf if they choose the form. WS's can get 2 Siphon Life clones that can miss and force them into melee range of the target that is giving them a reason to heal in the first place. The WS heals are not on par with 3 larger and risk-free heals the PB can get. In terms of survivability, PB's place just under regens and maybe 1 or 2 other sets in PvE and PvP. Do Warshades come anywhere close without Stygian circle? No. Not even close and they are far down on the totem pole of survivable powersets when that heal is unavailable.
It also doesn't make sense to discount stygian circle - it can nearly refill a warshade's health bar from one hit point with only one body hit (and don't bother arguing about the need for bodies - you can't swing a tentacle in any given mission without hitting at least one body. They're not hard to make.) Reform Essence and Sublimation will give you about half a bar. Essence boost does better, but the heal comes after a delay. I died alot before I learned not to use Essence Boost reactively.
But has it occurred to you that warshades' siphon life clones don't heal as much because warshades don't need the heals as much as the peacebringer? You said it yourself: a warshade can rock the aoe's while fully mired, fully eclipsed, perma mezzing and slowing while the pets fire away too. A warshade is facing considerably less incoming damage than a peacebringer.
Quote:-PB Shields > Temp Inv or Ice Armor because PB's have this one thing called Incandescence that provides auto nrg/neg nrg resist. This gives them an edge even though the base for temp inv is 2% higher. You're not going to notice the difference in incoming damage with a 2% difference and consider the inherent adding at least 10% to this depending on the team. Ice Armor isn't saving you from anything, thats why they offer hibernate and a heal in the same epic. Sure 10% s/l defense is better than zero but unless you are stacking other bonuses to softcap its not enough to matter. The Cold resist is cool but think about all the mobs in the game that are doing serious ice damage after lvl 41? Minor dmg from CoT/Crey minions and LT's? If you plan on spending most of your time beating on CoT and Crey to get to 50 while depending on ice resist then Ice Armor is full of win. PB's can get shields for everything but psi plus the inherent buffs from team members. Blasters... not so much.
But never mind that. Comparing defense shields to resistance shields is an apples and oranges argument that will never, ever hold any water here.
When it's all said and done, it's not that Peacebringers don't do anything - it's that the game doesn't reward them for doing it. Peacebringers are a single target archetype in an AoE game, and there's no fixing that.
There's no excuse for Photon Seekers in their current form, however. -
Quote:Task forces are hardly solo affairs, though. I was under the impression that we were talking about a solo kheld, for some reason. If you've got a team behind you, then you're not going to have to worry too much about buffing yourself anyway.You start with Doc Vahz in the teens, there are TFs/SFs throughout the game. No, you don't hit them every mission, or even every arc, but they're not horribly rare on the way up.
Quote:And Nova is an option. Not a requirement. Of the two PBs I have at 50, one's a triform, one's human only.
Quote:Where do I talk about either (a) worrying about teammates slotting, or (b) slotting for def debuff?
Quote:And are you sure "we all slot acc to the 95% tohit cap?" On top of that, what about all the *other* levels where, no, there's no way on earth you could have your acc capped? The PB *still* debuffs defense with every hit.
I might have to go back and re-read those parts, then.
WRT slotting, you didn't say anything about that - I did. My way of trying to see both sides of an issue by bringing up points that might run counter to what I'm thinking. -
Quote:You're dangerously close here to making the same kind of argument that you accuse Dechs of making with the APP's - just like you won't get Dech's APP powers for the vast majority of the game, you're not going to go up against EB's and AV's for the vast majority of the game. You're argument also assumes that you'll be ignoring nova form completely. It really doesn't matter if my resistances are capped or not against a hard target when I can go nova and at least slow its attack rate enough that I can out-dps it.And if you need it back up when you're fighting a single enemy? Even in the "MFing Warshade" guide, what's the suggestion - "Try to keep some enemies alive so you can go back and buff." A PB doesn't have to do that. If it's down to just, say, myself and an EB/AV, I can still pop Light Form and have it working at full strength. If a 'shade does that, they get... one enemy to buff from, leaving a very weak eclipse (how many teams leave a spawn standing just for a warshade? And don't forget, you'll be aggroing that spawn as well.) Thus the "wasted" Eclipse.
See above. yes, Stygian does decently with just a few bodies, but if you need it and the bodies have faded (or you're fighting something, such as ghosts, that don't *leave* bodies,) you're SOL.
Besides which, a well-slotted eclipse will give you upwards of 22% resistance and fill almost half your endurance bar off of one enemy. A well-slotted Stygian Circle will give you almost half your endurance and almost completely refill the average warshade health bar off of one boss, EB or AV. (average health bar, meaning somewhere between 1070 base and the 2400 max, depending on form and accolades, and well-slotted, assuming SC's 400+ BASE heal off of ONE boss-level or above corpse.) And before you point out that against a single hard target the corpses won't last forever, I might also mention that the Warshade also gets two siphon life clones (well, siphon life wanna-bes is more like it) for additional healing.
Quote:And the groups that resist Warshade damage aren't all that uncommon. While not a long list, it's still enemies you'll see through the game (various ghosts, for instance.) The damage/hold from the PB is instant, the WS is DOT (not inconsiderable, but not instant.)
Quote:As far as slows vs knockback, there's going to be tradeoffs there regardless. Both can do them to *most* groups - and then they'll hit others where that may as not even exist (ooh, look, war wolves!) It's one of the nice things about running a mixed Kheld team - something that's a problem for one is not a big deal for the other.
But that's not the point. The point is in addition to knockback Peacebringers get the most worthless secondary effect in the game. You've mentioned several times in the threads above that with the apparent implication that it is actually beneficial for Peacebringers to have, and I'm only being a little hyperbolic when I say that it's actually a detriment.
It's a detriment in that in a game where foes are as easy to hit as walls an accuracy-based defense debuff is laughably irrelevant, but its presence in a powerset is still a limiting factor for balancing the set's damage and mitigation.
Talk all you want about making foes easier to hit for poorly-slotted teammates; I won't plan my slotting around builds I cannot see or control. With the slot crunch hitting kheldians as hard as it does, something has to be sacrificed (unless you want to start talking about IO's now) and that something is either damage, accuracy or endurance.
I could slot less for accuracy (I suppose that was the original inent?) but then my dps has to go down while I spam the attacks that are slotted for def debuff.
Not by much, but in the end it's far more efficient to just slot for acc/end/damage and ignore the def debuff. Besides, it's not THAT hard to hit an enemy in this game.
My issue is that I always see the defense debuff talked about as though it's an even tradeoff for other secondary effects, and it just isn't. Not remotely.
Like I said before, the problems with defense debuffs (and, for that matter, with the game's overwhelming smashing/lethal resistances) aren't problems for Peacebringers specifically so much as they are problems with the system in which they exist. And if Castle's post in the stalker forums is any indication, the developers are done adjusting archetypes to cure systemic problems.
But I'm done being an apologist for an archetype that clearly needs help. -
Quote:Bill, I too am a huge fan of Peacebringers, and in fact prefer them over Warshades, but I have to disagree with some of the points you made. Light form might have the longer duration, but it has an exponetially longer recharge AND a crash. Eclipse can be made perma.True. However, Light Form lasts longer, and does the exact same thing every time - you're not getting a "wasted" Eclipse because only one enemy got hit.
And saying that you've got the chance to get a "wasted" Eclipse because only one enemy got hit is misleading. Eclipse, if used correctly, is fired off before any of the spawn is dead. I suppose you could argue that Eclipse could miss its accuracy check, but when has anything been difficult to hit in this game? If you're having a hard time hitting with Eclipse (which has the same base accuracy as most of your attacks), you'll have a hard time hitting at all, and survival becomes a moot point.
Quote:And, in a sort of "glass half full/half empty" point, it doesn't matter as much that it locks out forms, as a Peacebringer without dwarf isn't losing out on a potential buff the way a 'shade without the second Mire is.
Quote:But, again, can do so without requiring bodies, can do so with the same effect every single time - and I'd argue that you're not particularly losing. It's a matter of adjusting endurance before or after a fight. A Warshade's SC is just more visible.
Quote:Yeah. Not arguing this at all. Photon Seekers have needed love for a long time. They had the AI looked at at one point, but... yeah, they need help.
Quote:Knockback takes someone willing to use it properly. Longstanding argument everywhere. And the KB you get in human form helps keep you *alive,* after all - if an enemy's away from you (and you DO get ranged attacks, don't forget,) and getting up off their butt for several seconds, it's a set of free attacks for you, or a moment to hit your heal/greens/etc.
It's not that Peacebringers get less, it's that the game engine doesn't value what Peacebringers can do. In other words, like stalkers, Peacebringers' problems in this area are more systemic in nature, and I'm not looking for any change here any time soon. -
Quote:I've never seen it so much as a case of 'shades hating on 'bringers so much as fans of an entire archetype wanting more for their fellow kheld drivers on the light side.Why is it that the biggest haters of PBs seem to be the warshade players? How about a little solidarity from our Kheldian brothers and sisters huh? We are all in the same squiddy boat together people.
The more comparisons Warshade players draw between Peacebringers and Warshades, the happier I am. -
-
Ahem! You asked for it.
Let's see if I can remember all this...
If I had a sash
How I'd dash!
How I'd sing!
'Bout my really wide belt
And its long, dangly thing!
I wouldn't care if it cropped
Through my waste
Or my thighs.
I'd pretend all the laughs
Were just envious sighs.
Oh if I had a sash
How hap-happy I'd be!
I'd never use Light Form
So my teammates could see
Just how spiffy I looked
From the mission's front door
To the spot
Where I died,
Lying splat! on the floor!
(Anybody got a wakie?)
So gives us our sashes,
We wants them today!
We're feeling quite naked
Plunging into the fray
Without wide bolts of cloth
To cover our middles
Come on, show us some love!
Can't we have just a little?
:: puppy dog eyes ::
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