Current Kheldian Issues (September 24, 2005)
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Quantums appear in missions without a kheldian on the team if any member of the team was previously with a kheldian.
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I think this is because, in part, Voids and Quants are spawned at random spots as soon as a team with a Kheld enters a mission, rather than normal mobs that wont spawn untill you get within range... if you mean they are spawning in missions that havn't yet been entered but previously the team had a Kheld then yes, it's a bug.
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if you mean they are spawning in missions that havn't yet been entered but previously the team had a Kheld then yes, it's a bug.
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That's what he means. My 36 BS/Regen scrapper just had a Void Seeker pop up. I had a Warshade on my team for the previous mission, but she left before I even called for this mish.
General Kheldian Issues:
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PvE bugs <ul type="square">
[*] New DamRes Insps do NOT grant resistance to Void/Quantum Nictus damage.[/list]
(Kind of unfair to single-out Khelds as they DO grant resistance to Toxic and Psionic damage.)
I doubt we'll ever get resistance to this, on the plus side, purples grant us good defence against the Neg Energy part of the attack (thus making the attack miss)
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Nebulous Form--replace phase with stealth/invis and eliminate timer.
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I don't like this as a quality of life suggestion. We already get stealth (Shadow Cloak).
Warshade issue: If the corpse disappears during the Extract Essense animation, no pet is generated, but we still use the End and reset the timer.
I don't like paying the full cost for the pet when the summon fails.
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<<Nebulous Form--replace phase with stealth/invis and eliminate timer.>>
I don't like this as a quality of life suggestion. We already get stealth (Shadow Cloak).
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What would you suggest then as a replacement for the power? It isn't very useful as-is.
The point of the Interspacial Link powers is not to be used in forms. They're to buff up the human form and make it into a tank-mage on an eight-man team. The range sucks on it, I agree, but you won't be seeing that ability in forms.
Folding@Home
Photoshop doesn't make a good artist.
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<<Nebulous Form--replace phase with stealth/invis and eliminate timer.>>
I don't like this as a quality of life suggestion. We already get stealth (Shadow Cloak).
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What would you suggest then as a replacement for the power? It isn't very useful as-is.
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How about we don't? I like it as an 'oh [censored] ' power when I'm running from a Void..
Don't replace our Phase Shift. I'll take limited intangibility over 3 versions of Fly any day. If I wanted Stealth/Fly, I'd take Stealth at 6 and attach it to the Fly I got at 1.
I'm not really concerned about Quantums/Voids xp.
However, my Photon Seekers are still acting like 5 year olds with ADD. Make them a real pet, or an attack, not their current "sometimes explode and do damage, sometimes rub against mobs like a friendly cat" incarnation.
I like them as pets, they just need to be smart enough to actually attack a target on their own.
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<<Nebulous Form--replace phase with stealth/invis and eliminate timer.>>
I don't like this as a quality of life suggestion. We already get stealth (Shadow Cloak).
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What would you suggest then as a replacement for the power? It isn't very useful as-is.
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How about we don't? I like it as an 'oh [censored] ' power when I'm running from a Void..
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I concur--what they really need to do is make Nebulous Form instant activation like Q-Fly.
The current incarnation of Q-Fly needs to be changed. Rather than run you out of End, it should just shut off the phase aspect after 60 seconds leaving the max speed Fly aspect. Similarly, Neb. Form's phase should shut off after 60 seconds but leave the jump aspect operational. This would make both powers much more attractive, IMO.
I currently have respecced out of both powers after last week's nerf, but will likely pick Q-Fly back up at 47 just for the escape aspect (which is faster than transitioning to Dwarf and usable in Light Form if necessary). I may get Neb. Form again in the 40s, but it's long activation time currently makes it less useful as an escape power (although it is still useful to absorb alpha strikes from AVs like the PSI Clock King, but as you now can use 4 Robusts (the 20% RES inspiration) to get near the RES cap, it is less useful for this purpose than previously).
CGU:
Honor Harrison: 50 PB
CGS:
Capt. Arabella Blood: 50 Ice/Kin C
Maiden Might: 50 SS/INV B
Valentina Metis: 50 NW
Dark Falconayra: 45 EM/DA B
Imperiatrix: 45 Fire/Kin C
Fiona Flitterwing: 47 Ice/Kin C
Doc Electroshock: 43 SM/ELA B
Peacebringer Issues:
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PvE bugs <ul type="square">
[*] Dawn Strike: upon scoring a hit will sometimes just use 10 percent instead of draining all endurance.[/list]
Peacebringers:
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Quality of Life and other Suggestions
<ul type="square">[*] Quantum Flight--replace phase with stealth after 45 seconds and reduce endurance cost.
[*] Photon Seekers should auto-attack (lock-on) current target.[/list]
Warshades:
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Quality of Life and other Suggestions <ul type="square"> [*] Nebulous Form--Max Jump and replace phase with stealth after 45 seconds and make the power instant activation like Quantum Flight.
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I'd be quite surprised if they can shut the Phase aspect off separately from the flight. The toggle nature of the power probably doesn't allow for it. In any case, that still leaves you with Energy Flight, which you can already switch to inherently. What do you do with the recharge timer? Do you have to wait from the time you stop flying for a minute before you're able to use the Phase aspect again, even though it potentially shut off 10 minutes ago?
You're making this way too complicated in an attempt to maintain the travel aspect of the power. It's simply unnecessary when you get Energy Flight inherrently at level 1.
The 'Quality of Life' issues are compiled from the suggestions of many people over many different threads. I try to get a good feel for what the "average" kheldian would like to see. While I do keep in mind individual complaints, I try not let the "loud but few" drown out the "quiet but many". Hope you understand.
Woohoo!!! Loud but few!!
In any case, I don't think specific solutions are the best way to post these situations. Something needs to be done to address post nerf Kheldian Phase concerns, but they should be posted as such, rather than a solution that only solves a fraction of the problem.
Well, the flight aspect of Q-Fly it isn't just Energy Flight--it's Energy Flight with three extra slots added into it. Many people (me included) have complained about the mutilation of a power that was used as much for travel as for an escape/stealthing power (probably more in terms of actual time it was activated). There is no reason for the ridiculous End cost of this power if it is intended only for escape nor is there a need for it to have flight at all--as you say, we get flight inherently. My recommendation is an attempt to retain (recover) what appeared to be the intended use of the power--a combination of escape and travel. In most zones I actually use Super Speed (which I have to combo with Stealth) to travel as it is still faster than Q-Fly. If I need to clear an obstacle I can always just pop on Energy Flight and turn it back off when I'm on level ground--it gives a more dynamic feel to travel. I normally used Q-Fly in zones like Faultline, T.V. or D.A. where ground travel is a bit more of a pain; particularly if I wanted to go AFK for a minute and let it go on autorun.
As for when it would recharge--I imagine it would (and should) recharge 1 minute (~36 seconds with permaHasten, IIRC) after you shut off the toggle, regardless of how long it has been since the phasing aspect wore off.
I'm not sure why the Devs would not be able to have the phasing aspect shut off when it is a toggle power when they were able to give separate expiration times to click powers (previously with Elude). I'm not a programmer, though, so I suppose it is possible there is a difference.
Edit: Actually the nerf to Nebulous Form was much more problematical for me as far as travel goes. As with my PB, I have Super Speed (to combo with Shadow Cloak) and I am much more reliant on it with my WS than with my PB--largely because I really dislike TP as a primary travel power. I really liked the enhanced z-axis capability I had with Neb. Form combined with Super Speed. I actually used it much more for that than for its phased aspect (and definitely much more than for it's escape aspect, due to the long activation time). Generally I preferred to scout and attack (if using a human alpha strike) from effective invisibility so that I had Q-Fly or Neb. Form available as an escape power if necessary (for the moment I have respecced out both Q-Fly and Neb. Form, so this was in the past before nerfage). With the nerf to Neb. Form it is much less useful for travel. Although I can go a fair distance in 60 (or ~56 seconds after activation), it is not reliable to get across a zone, and if I have to wait for 36-60 seconds before I can reactivate it, I may as well not even use it for that purpose. It is better to just switch to Nova to fly or combine TP with my Super Speed to clear obstacles (which are the two remedies I am now using).
These two powers went from being outstanding powers before I4 (especially Q-Fly); to good, solid powers before I5; to mediocre or poor powers currently (Q-Fly is still decent due to the instant activation, despite the fact queued attacks still get through and can mez you out of the toggle; Neb. Form may be worth it if they reduce the activation time, but currently is rather bleh).
CGU:
Honor Harrison: 50 PB
CGS:
Capt. Arabella Blood: 50 Ice/Kin C
Maiden Might: 50 SS/INV B
Valentina Metis: 50 NW
Dark Falconayra: 45 EM/DA B
Imperiatrix: 45 Fire/Kin C
Fiona Flitterwing: 47 Ice/Kin C
Doc Electroshock: 43 SM/ELA B
Of course, it also requires at least those same 3 slots to function well anyway. You just traded your EndReducs for FlySpeeds.
I agree there's a problem, I just disagree with how the problem is presented. I'd be quite happy with something along the lines of:
QFly and NF no longer function as reliable travel powers.
and I especially agree with:
QFly's current limited use does not warrent it's End cost.
Suggesting we remove the Phase component so that people can continue to use it as a travel power is rediculous, especially on an AT with 2 other versions of Fly.
Well, I for one am certainly not suggesting removing the phase component. My suggestion is that rather than the current ludicrous implementation where End costs ramp up until you either turn off the toggle or fall out of the air, you instead shut off the phase component while leaving the max speed fly intact.
As it stands now, the only thing Q-Fly has going for it is the instant activation phase effect. I plan to pick Q-Fly back up at 47, but I have no intention of putting any additional slots into the power. As its only real value now is as a phase power, my 6-slotted Stamina (and Conserve Energy) are more than sufficient for its limited duration usefulness in most situations.
Edit: For the record, Q-Fly only needed two additional slots for perma use, not the three required for Energy Flight to cap--although my understanding is that two additional slots would get it pretty close to the cap (I have never added any slots to a travel power used purely for travel--I've always had other powers I deemed more important; OTOH, I did seriously consider adding a couple slots to Energy Flight when I respecced last week, but felt that using it to supplement Super Speed would mean I was still traveling as fast as I needed to with just the default slot).
CGU:
Honor Harrison: 50 PB
CGS:
Capt. Arabella Blood: 50 Ice/Kin C
Maiden Might: 50 SS/INV B
Valentina Metis: 50 NW
Dark Falconayra: 45 EM/DA B
Imperiatrix: 45 Fire/Kin C
Fiona Flitterwing: 47 Ice/Kin C
Doc Electroshock: 43 SM/ELA B
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Well, I for one am certainly not suggesting removing the phase component. My suggestion is that rather than the current ludicrous implementation where End costs ramp up until you either turn off the toggle or fall out of the air, you instead shut off the phase component while leaving the max speed fly intact.
As it stands now, the only thing Q-Fly has going for it is the instant activation phase effect. I plan to pick Q-Fly back up at 47, but I have no intention of putting any additional slots into the power. As its only real value now is as a phase power, my 6-slotted Stamina (and Conserve Energy) are more than sufficient for its limited duration usefulness in most situations.
Edit: For the record, Q-Fly only needed two additional slots for perma use, not the three required for Energy Flight to cap--although my understanding is that two additional slots would get it pretty close to the cap (I have never added any slots to a travel power used purely for travel--I've always had other powers I deemed more important; OTOH, I did seriously consider adding a couple slots to Energy Flight when I respecced last week, but felt that using it to supplement Super Speed would mean I was still traveling as fast as I needed to with just the default slot).
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I was a proponent for changing Quantum Flight to Max Flight + Stealth or Invis but now I think it is better as a short duration emergency power.
However, I think it should be available earlier, the activation time should be instant, and the end cost needs to be significantly reduced.
Formerly "Back Alley Brawler"
Good posts, Viscount Gareth.
Let me give my laundry list of possible fixes to Q-fly. I'm not putting them in order of preference, but rather in order of how much concealment/protection they provide.
I think most of us will agree that the current Q-fly needs more refinement to be a good level 28 power.
FLIGHT/PHASE
- phase drops after 45 seconds
- max flight speed maintained
- 60 second recharge
- current END usage reduced to reflect non-permanent phasing
- no END crash, flight can be maintained permanently if slotted
FLIGHT/SUPERIOR INVISIBILITY
- phase replaced by superior invisibility
- can attack while invisible but still be seen by high-preception enemies
- max flight speed maintained
- 45 second recharge
- current END usage lowered to match flight/invis requirements
- no END crash, flight can be maintained permanently
FLIGHT/INVISIBILITY
- phase replaced by invisibility
- can only use powers on self while invisible; can still be seen by high-preception enemies
- max flight speed maintained
- 45 second recharge
- current END usage lowered to match flight/invis requirements
- no END crash, flight can be maintained permanently
FLIGHT/STEALTH
- phase replaced by stealth
- stealth works the same as the pool power but without any movement penalties
- max flight speed maintained
- 30 second recharge
- current END usage lowered to match flight/stealth requirements
- no END crash, flight can be maintained permanently
Any of these would be better than what we have now and all would still be balanced, I think. The two universals among all suggested alternatives is to maintain permanent flight if slotted and to remove the END crash at the end. It's punitive and unnecessary to making the power balanced.
EDIT: There are two things that are consistent in each alternative, not one.
The END crash is a benefit IMO. Unlike every other Phase power, we actually get a warning when ours is about to fail. No other Phase power (or clicky for that matter) gives you a chance to get out of danger if you're pushing the timer, nor does any other Phase timer let you push the timer to its limits, staying Phased longer by consuming END. There's no crash if you bother to just shut the power off when you're out of time.
Seriously, when the timer expires, switch to Energy Flight and go on your merry way. That's what you're asking for now (Phase effect disabling without dropping Flight), except your Phase timer starts to recharge and you use FAR less End. The slotting requirements are comparable (if we're going to quibble over how many slots it takes to really max flight, I'll quibble about how many slots you're really using to maintain perma QFly) and the end effects are nearly the same.
It's not that I'm for the change, I just realize this isn't a battle worth fighting. Any attempts to make QFly a travel power first and Phase effect second are just going to leave us with something clunkier and less useful than it is now.
I'd be happy with any of those... However, I'd prefer the 'Phase' options
(I think you meant your last option to be Flight/Stealth).
As it stands now, it's not worth it to me at all as an L28 power... I won't
even think about taking it as it as presently implemented -- In fact, I'm
seriously glad I dumped it ahead of time...
While the nerf was fully predicted, the implementation was unexpected...
Someone (I forgot who) - called it a 'Stealth Buff' Frankly, I agree...
I'll take my slots, and my L28 power choice and put 'em elsewhere.
"End crash"??? What crash??? This change just further reduced the
need for Stamina in my book... "QFly nerf for 1000, Alex"
That said, if one of your suggestions was implemented, I might rethink it...
But not as it stands currently...
Regards,
4
PS> Shouldn't these posts be in a different thread on say, QFly, rather
than in an overall issue thread??? Just asking....
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
General Kheldian Issues:
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PvE bugs <ul type="square">
[*] Shadow cysts still appearing in missions, including <L40.
[*] Health inspirations heal based on human hit points and not dwarf hit points.
[*] Teleport animation fires off twice (depart & arrive).
[*] Glitch that makes us human for a split-second while in forms. This can lead to mez/resistance failure!
[*] Powers sometimes enabled/disabled in wrong form.
[*] Quantums appear in missions without a kheldian on the team if any member of the team was previously with a kheldian.
[*] XP reward for Quantums/Voids does not equal risk.
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PvP only <ul type="square">
[*] SS/Jab detoggling Kheldian Dwarf form.
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Quality of Life and other Suggestions <ul type="square">
[*] Nova & Dwarf form customization.
[*] Ability to switch forms directly.
[*] Logging and/or zoning in forms will reset us to human form.
[*] "Boom" effect when zoning.
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Peacebringers:
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PvE bugs <ul type="square">
[*] Restore Essence: text says you will be revived with "most of your health and half your endurance" but the power revives you with 25% health and zero endurance.
[*] Cosmic Balance range is too short to be useful and should work in all Kheldian forms. Needs to be brought "in line" with other inherent AT abilities (such as Gauntlet, Criticals, Defiance, Vigilance and Containment).
[*] Moonfire task force badge (Honorary Peacebringer) is a demotion.
[*] Peacebringer defense debuff animation no longer shows up. Unknown if the debuff itself is gone or what.
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PvP only <ul type="square">
[*] TBA. Please post any issues.
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Quality of Life and other Suggestions <ul type="square">
[*] Quantum Flight--replace phase with stealth/invis, eliminate timer and reduce endurance cost.
[*] Photon Seekers are very very stupid.
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Warshades:
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PvE bugs <ul type="square">
[*] Dark Sustenance range is too short to be useful and should work in all Kheldian forms. Needs to be brought "in line" with other inherent AT abilities (such as Gauntlet, Criticals, Defiance, Vigilance, and Containment).
[*] Warshades are extremely dependent upon corpses to function.
[*] Eclipse can slot damage enhancements but deals no damage.
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PvP only <ul type="square">
[*] Warshades are extremely dependent upon corpses to function.
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Quality of Life and other Suggestions <ul type="square">
[*] Nebulous Form--replace phase with stealth/invis and eliminate timer.
[*] Extracted Essence AI can be wonky at times.
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Please post any Kheldian specific bugs and issues that you find here in this thread. Be sure to /bug them as well! I will continue to update the Kheldian Issues list weekly as items are found and posted. Thanks!