Kheldian changes


Aerioch

 

Posted

The ones I spoke of (removing the -30% debuff, etc.) are all in Issue 4. Just wanted to give you an update.


 

Posted

Hurrah for updates! Thanks Stateso.


 

Posted

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Here are some things we've put into the Issue 4 branch...

Removed inherent -30% debuff to Damage resistance
Reduced HP to that of Blaster/Defender/Controller
Removed -15% Damage Resistance debuff on the Nova form
Slighty increased inherent damage to just under that of a Defender
Damage bonus increased to +20% (depending on the damage)


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I don't mind waiting for Issue 4. I'm just curious if the list of proposed changes is still the same?


Captain Booth - Necro / Storm Mastermind
Operative Cole - Soldier of Arachnos
Tango One - Fire / SS Tanker

 

Posted

Good to hear that they are at least coming, however;

I'm sort of curious why something that seems a relatively minor fix should take months to go in? Is the coding more complicated than it seems? (Changing the hp #s, changing the resist penalty # to 0.)

I would also like to ask what is being done to compensate for the loss of tanking power? (Since hit points are being reduced to blaster levels our tank form, which had no resistance penalty (??), will only get weaker).


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

 

Posted

Is the HP change still going in? What about powers that add to your HPs? Are they going to be altered to give you around the same amount as they do now?

If you change the HPs in human form, I really think you're going to change the possible combos for people. I'm trying to make a human Peacebringer Tank. With things as they are now, it's possible. I'd hate to try it with Controller or Defender style hps...


 

Posted

Hmmm.....so I4 is due in the summer time?


 

Posted

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I would also like to ask what is being done to compensate for the loss of tanking power? (Since hit points are being reduced to blaster levels our tank form, which had no resistance penalty (??), will only get weaker).

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Kinda curious about that myself. Last I heard, Statesman said he was "on it" but any solution there would be REALLY nice if it were applied at the same time as the problem, instead of waiting for issue 5.


 

Posted

In addition to the tank being affected by the hp change, the peacebringer heal glowing touch will also be affected. Will this power be boosted to compensate?


 

Posted

With the lower Hitpoints, will the base resistance of the shields be increased? Also, will Inky Aspect be adjusted so that the now-weaker (HP wise) Warshades can use it while surrounded by lots of minions? Will the pseudo-crowd control powers be made a bit more squishy-friendly with longer ranges? What about Dwarf form HP? How can we tank with Blaster HP?


 

Posted

Nice to know that the changes that States spoke of are going in, but what of all the other Kheld issues that have been addressed by the players? We've had ZERO comments from the Dev's on any of them, and ALOT need to be addressed.

Warshade end usage is a biggie, its been stated that powers such as conserve energy, hasten etc. that are activated in human were ment to be able to be carried over into the forms, so why not just be able to use them in the forms period? State's also mentioned that only having a few set powers in the 2 forms was a downer, nothing more on that, upping Dwarf hp to Tank-like was mentioned before as being looked into, but again still no further comment.

I like playing the Kheld's but there are alot of things that would go a long way to making myself, as well as others LOVE playing them, and it would not make them overpowered, just more versitile.


 

Posted

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I'm sort of curious why something that seems a relatively minor fix should take months to go in? Is the coding more complicated than it seems? (Changing the hp #s, changing the resist penalty # to 0.)

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Speaking as someone who's worked as a programmer, its a pretty safe bet to assume that the coding is more complicated than it seems, especially in something as complex as a video game.


Tygara - 50 Claws/Regen/Power Scrapper, Virtue- Member of Kitties on the Prowl.
Shadeburn - Dark/Rad Defender, Virtue- Member of Catch 'Em Crew
Nature Boy' - Elec/Ice Blaster, Virtue - Member of Young Phalanx

 

Posted

I4 is not far off. It's already being previewed.


 

Posted

Chances are they've been doing a lot of internal testing on these ATs before saying anything else. At least I hope that's the case.

What I would like to know is when the changes will make it to Test (with the rest of I4) so that we can re-evaluate our builds, etc.


 

Posted

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The ones I spoke of (removing the -30% debuff, etc.) are all in Issue 4. Just wanted to give you an update.

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I am curious what does this mean? What's a -30% debuff and how does it effect us?


 

Posted

Good stuff. I just hope you dont keep penalizing Kheldians too much with HP changes and whatnot


This space is intentionally left blank.

 

Posted

The "etc." portion included giving us blaster hp's to counter the removal of the resistance penalty.


Spines/ D A lvl 50 Scrap, stone/wm lvl 50 tank, Kat/reg lvl 50 Scrap
Grav/Kin lvl 50 Cont, Fire/Enegry lvl 50 Blast
Warshade lvl 50, PB lvl 39, nightwidow lvl 50, crab lvl 42
plant/thorns lvl 50 dom, ice/fire lvl 40 dom, grav/nrg lvl 41 dom

 

Posted

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I am curious what does this mean? What's a -30% debuff and how does it effect us?

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Imagine you've got Enervating Field on you.

All the time.

Now, Kheldians will no longer have Enervating Field put on them by the server when in human form. Rejoice!


@Mindshadow

 

Posted

Black Stormer, human form Kheldians have an innate -30% damage resistance penalty to all damage types.


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Posted

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Black Stormer, human form Kheldians have an innate -30% damage resistance penalty to all damage types.

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AND THEY ARE GOING TO REMOVE IT!!?
WHAT A LOAD OF BUNK.


 

Posted

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Hmmm.....so I4 is due in the summer time?

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States won't say nothing but...

September is to January as January is to...


 

Posted

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Black Stormer, human form Kheldians have an innate -30% damage resistance penalty to all damage types.

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AND THEY ARE GOING TO REMOVE IT!!?
WHAT A LOAD OF BUNK.

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That is totally a good thing.

I'm happier since I planned to Blap/Scrank initially anywho, and this will make it easier on my 2-4 teamates (I'm keeping my Kheldian in level lock-step with some of my friends Alts).


Sgt Liberty - 50 Martial Arts / Super Reflexes
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Stormeye - 50 Storm Summoning / Electric Blast

 

Posted

I'm all for the changes to balance this challenging and fun AT, but as someone who does a lot of tanking, i wonder why they would reduce our hps to the level or below of a defender or controller/blaster? Without the hps our tanking ability will be worse. To offset that i suggest they increase (for peacebringers) essence boost hp a bit and give the duration a boost also.


 

Posted

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Black Stormer, human form Kheldians have an innate -30% damage resistance penalty to all damage types.

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AND THEY ARE GOING TO REMOVE IT!!?
WHAT A LOAD OF BUNK.

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Maybe you misunderstand, a -30% damage resistance penalty means we have 30% LOWER resistance than everyone else.
Removing this means we all get 30% MORE resistance.


 

Posted

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I'm all for the changes to balance this challenging and fun AT, but as someone who does a lot of tanking, i wonder why they would reduce our hps to the level or below of a defender or controller/blaster? Without the hps our tanking ability will be worse. To offset that i suggest they increase (for peacebringers) essence boost hp a bit and give the duration a boost also.

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And what would they do for warshades who are going to have the same problem?


Spines/ D A lvl 50 Scrap, stone/wm lvl 50 tank, Kat/reg lvl 50 Scrap
Grav/Kin lvl 50 Cont, Fire/Enegry lvl 50 Blast
Warshade lvl 50, PB lvl 39, nightwidow lvl 50, crab lvl 42
plant/thorns lvl 50 dom, ice/fire lvl 40 dom, grav/nrg lvl 41 dom