Warshade/Peacebringer Observations


Balron

 

Posted

We've taken a look at the various comments about the Kheldian Archetypes and we've come up with a couple of possible solutions. Feel free to post responses...

First, players are concerned about the inherent weakness of the Kheldians. Solo, a kheldian does -30% damage and has -30% to resistances. For every player who teams up with a Kheldian, a player receives a buff to damage or defense...Currently, it's balanced so that a Kheldian needs to team up with 3 other people to become baseline. After this point, a Kheldian can far outstrip other Archetypes in terms of damage and defense...

But this starting weakness has especially hit the solo and small team player. So our solution: decrease the Kheldian hit points to the normal level of a Blaster, decrease the group damage & resistance bonus BUT remove their inherent damage resistance de-buff. And we'd also give a slight psi resistance when a Controller is in a group.


 

Posted

I find I have the most fun when in a group of 5. Not too overwhelming and not too confusing.

I think it would be a good idea to make "baseline" a group of three.


--------------------------
Justice server

 

Posted

Awesome! Thanks for addressing the issues States!

One quick question though... would that decrease in HP effect their ability to tank at all?


 

Posted

States:
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I posted a sortof "summary" of the more recent problems people are having with Kheldians. I have removed the items that I think are either fixed by your proposal, or need to be re-evaluated after it is put in place.

What I have included here, are the remaining issues that I don't think are addressed by the change you propose.

I would like to get some idea of your thoughts on them, if and/or when you get the time.

5. Can the pool powers be allowed while in our morphed forms?

6. Endurance usage is just too high

8. Could we possibly make it so that grouping with a Kheldian provides benefits to the NON Kheldian teamates either in addition to, or instead of, the existing benefits to Kheldians themselves?

9. What are we to do about Status Effects? The late game has so many enemies that cause Status Effects that we need some viable option other than inspirations.

14. Dwarf form seems to be able to gain resistance, but not able to gain any defense. Is this by design, or can this be changed - it looks like "tanking" as a dwarf may be quite limited as a result of this limitation.

15. Dwarf form Provoke seems to be working incorrectly - it is often ignored by mobs.

Edit:
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I should clarify that I was trying to consolidate other people's posts - I have not been able to independently verify all of these.


 

Posted

Sounds good states, when does it take effect so we can test it?

I'm big on solo-ing and I was keen on kelians b4 this idea so it' will probably work well, but only 1 way to find out.

Thanks for listening, and great game!!!!

Markus V8.0
Lv 50 Elec/Dev Blaster
Justice


 

Posted

Thats a awesome start but it still doesnt put them even on PAR with the other ATs, even grouped. The endurance usage is way to high due to the insane amount of toggles we must run, maybe you could test out lowering the endurance usage and adding a status effect protection to each shield seldom to the fire tanker changes?

Also this doesnt change the fact that you cant be effective in even one form and human form, you have to chose either or.
Maybe make it so we can use power pools while in the forms and up the effectivness of the tank form some more so its viable, right now it takes way to much endurance to do anything in the tank form


 

Posted

[ QUOTE ]
BUT remove their inherent damage resistance de-buff

[/ QUOTE ]

Hang on so they are going to keep the -30% damage?!?!

So they will need 3 people on there team to be just equal to the regular ats?! That doesnt sound to fair, oh wait they would need more then 3 if you reduce the bonus?!

Ok this is starting not to make any sence.


 

Posted

[ QUOTE ]
After this point, a Kheldian can far outstrip other Archetypes in terms of damage and defense...

[/ QUOTE ]

This is the problem. Through testing, it's shown that a kheldian in human form can NOT surpass their teammates in damage and defense. I think one of the biggest problems is that the -30% is being applied to base damage, which has a major effect on the bonuses provided by damage buffs such as SO enhances, while the spatial link bonus is not being applied to base damage. The result is the link bonus is far weaker than intended. As for defense, I can't say having slightly less HP than a scrapper, no defense or mez protection, and requiring at least six teammates with fully slotted shields to hit the 85% res cap surpasses tankers or scrappers in defense. The other archetypes? Sure.


 

Posted

Great! This is the reason why I stick around. You've heard the complaints and you're making the change. I think the new ATs will work out fine now.


 

Posted

ehh, I dont want to play my Kheldian with Blaster HP, IMO. I personally am trying to make my Kheldian/Peacebringer when it goes live, I can get as close to Scrapper damage as possible even though I can't achieve it completely.

Giving me Blaster HP would negate any possible chance of doing it. But if per se, I went into Dwarf form and got the added Hit points so I feel more like a scrapper, I would enjoy it.


This space is intentionally left blank.

 

Posted

Some potential problems with the solutions proposed by Statesman:

As someone has mentioned, the -30% applies to base damage and resistance, while the group buff is more of an assault-like type buff that does not apply to base damage or resistance. Because of this, the penalty is stronger than the buff with three people, not equal.

If the group buffs applied to base damage, there would be no problem.

The proposed solution to decrease Kheldian hit points sounds bad for a variety of reasons:

- This would hurt dwarf form unless it got some sort of defense bonus to compensate.

- While the hit points would be decreased, no mention to a damage increase in mentioned. So we'd have less of a damage bonus per group member but the same damage penalty. This means that we'd have even less damage potential.

- As someone mentioned, this solution does not really address endurance concerns.

The psi resistance sounds pretty good, though.


 

Posted

[ QUOTE ]
We've taken a look at the various comments about the Kheldian Archetypes and we've come up with a couple of possible solutions. Feel free to post responses...

First, players are concerned about the inherent weakness of the Kheldians. Solo, a kheldian does -30% damage and has -30% to resistances. For every player who teams up with a Kheldian, a player receives a buff to damage or defense...Currently, it's balanced so that a Kheldian needs to team up with 3 other people to become baseline. After this point, a Kheldian can far outstrip other Archetypes in terms of damage and defense...

But this starting weakness has especially hit the solo and small team player. So our solution: decrease the Kheldian hit points to the normal level of a Blaster, decrease the group damage & resistance bonus BUT remove their inherent damage resistance de-buff. And we'd also give a slight psi resistance when a Controller is in a group.

[/ QUOTE ]

Sounds like a plan, but perhaps reduce both def and dam debuffs to 10% off the unenhanced values, decrease the bonus given so that with only 1 partner they're still a little behind par but with 2 they're slightly ahead of par. That'd be a weird little number like 7%.

The next question I have is: What's par? Tanker HP, scrapper melee and blaster ranged?

Anyway, glad these are being looked at and glad you pushed the release back

Thanks devvies


@bpphantom
The Defenders of Paragon
KGB Special Section 8

 

Posted

[ QUOTE ]
Through testing, it's shown that a kheldian in human form can NOT surpass their teammates in damage and defense

[/ QUOTE ]
Ive also tested this and its true, would it really be to bad to make us on par with the other ATs AND let us get the link?!


 

Posted

[ QUOTE ]
BUT remove their inherent damage resistance de-buff. And we'd also give a slight psi resistance when a Controller is in a group.

[/ QUOTE ]

This sounds like a step in the right direction. I am however a bit worried about decreasing the HP as this could lead to problems while attempting to use the dwarf form, but I understand were playing the give and take game

A question though:

[ QUOTE ]
… decrease the group damage…

[/ QUOTE ]

If I read this correctly you are planning on reducing the damage buff associated with the I-Link. Will you also then be increasing the base damage for the human form?

-Thx for your continuing work in this area.


I know I will see you again on another game somewhere - one game can't hold all us crazies forever.
CuppaJo

Some people just need to be on the cross at all times for the attention, I guess.
Friggin_Taser

 

Posted

[ QUOTE ]
[ QUOTE ]
BUT remove their inherent damage resistance de-buff. And we'd also give a slight psi resistance when a Controller is in a group.

[/ QUOTE ]

This sounds like a step in the right direction. I am however a bit worried about decreasing the HP as this could lead to problems while attempting to use the dwarf form, but I understand were playing the give and take game


[/ QUOTE ]

Could this be solved simply by giving the dwarf form an HP bonus (either power based or inherent)?

Or a slight increase in the base damage resistance?


 

Posted

[ QUOTE ]
Currently, it's balanced so that a Kheldian needs to team up with 3 other people to become baseline.

[/ QUOTE ]

Wait, if it's -30% to both damage and resistance, wouldn't they need to team up with 6 people to become baseline? Where along the line can they "far outstrip other Archetypes" in anything but debt?


 

Posted

Sounds like a much better place to start from. I for one am definitely in favor of this.

It's just the psychology of the thing - no matter how great the reward when teamed, no one wants to start out with any kind of penalty, which requires grouping to offset.


Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata

 

Posted

States, you rock. So, the way I understand it, the problems with the kheldian archetype is that they have higher hit points, but are weighed down by their damage and resistance debuffs and to have to wait until they team up with three or more players to see the debuffs wiped out.

So I can see the adjustments that you are making could go a long way towards balancing the archetype, and making it a better epic archetype worthy of our playing when it goes live.

Keep up the good job and I am looking forward to issue 3 going live soon.

P.S., If you would like help testing the Peacebringers or Warshades, I would gladly volunteer my characters on test to help out (wink, wink...nudge, nudge...say no more )


 

Posted

[ QUOTE ]
But this starting weakness has especially hit the solo and small team player. So our solution: decrease the Kheldian hit points to the normal level of a Blaster, decrease the group damage & resistance bonus BUT remove their inherent damage resistance de-buff. And we'd also give a slight psi resistance when a Controller is in a group.

[/ QUOTE ]
Er...what? If people want to solo and play on small teams, why don't they just play a standard AT?

This is like saying a Ferrari doesn't do off-road very well, so we're putting off-road tires on it.


 

Posted

I think this proposed change is a step in the right direction. It may effect the ability to tank, have to go on to Test to find out.

More importantly, with the reduced hit points, this puts the Nova form at a significant disadvantage. Since they have no defense aside from range, blaster HP and a -15% resistance will spell defeat all too often. The Nova forms need their resistances set to 0% as well for this to work.

There is still the question of damage penalties being assessed in one way and the bonus being assessed in another. Please look at this. The penalty should not affect the base, it should be like a negative enhancement. Affecting the base has far too much influence on the scaling and future enhancements.

The other option is for the grouping bonuses to effect the base as well, which would make the grouped Kheldians very desireable.