Current Kheldian Issues (September 24, 2005)


Ashlocke

 

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If you have a moment..... which of the issues listed here, do you consider legitimate bugs?

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I think it's fairly obvious. Stuff like "Eclipse can slot damage enhancements but deals no damage" is a bug. Stuff like "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)" is not a legitimate bug.


 

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Just one thing ... please don't get rid of the Shadow Cysts showing up all over. They're fun. They really up the need for strategy and attentiveness in the game, and that's good. At the very least, leave 'em in for groups greater than 4 and/or above 20.

Plus, it's always fun to wander off from your pick-up group in a mission and ask "What's a Shadow Cyst?" in team chat.


Jerk 4 Life
In brightest day, in blackest night/No evil shall escape my sight/Let those who worship evil's might/Beware my power ... Green Lantern's light!/(Meowth, that's right!)

My Arcs: #4827: Earth For Humans. #6391: Young Love.

 

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[ QUOTE ][*] Shadow cysts still appearing in missions, including <L40.

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*sigh* When playing as my stone tanker, I gotta say I have to surpress a hidden grin when I see one of these bad boys in a mission. Nothing really makes me feel heroic like telling my teammates "have no fear... I can handle this one!" I realize that others might not be so lucky when they encounter one of these without a tank that can solo it.

Speaking for my level 30 Kheldian, I haven't encountered one yet... and I'm sure it would be painfull if I did. I'm eyeing that last mission in the Croatoa TF with suspicion (a Crystal's been there when I've gone with two other characters).

[ QUOTE ][*] Teleport animation fires off twice (depart & arrive).

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Isn't this true of all teleports? I think it's just the special effect that's in place for the non-kheldian tport that hides the fact that the user is duplicating the animation. Cosmeticly what I'd really like is if the animation were reversed for the arrival (arms open to teleport... arms back to chest to arrive).

[ QUOTE ][*] Glitch that makes us human for a split-second while in forms. This can lead to mez/resistance failure!

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I've seen this in my granite form for my stone tanker. Are you sure the character is actually reverting and you're not just seeing a client side graphics glitch? My tanker has never suffered because of these momentary pauses... and I've never noticed my warshade to start to plummet from mid flight when I see this happen to him. If it's more than a cosmetic change, then I definately want this address... if it's just a graphics glitch, then I'd rather other bugs were addressed first.

[ QUOTE ][*] XP reward for Quantums/Voids does not equal risk.

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As a corallary, it seems that quantums/voids are always an "addition" to a spawn... so that if a spawn was supposed to be three minions, it is now three minions and a quantum. Now given that fighting a lone quantum/void is just as hard as fighting a regular spawn the solo Kheldians are essentially fighting a double spawn each time they encounter a quantum/void... This is a problem only for the solo Kheldian, as the unbalance is greatly mitigated by larger spawn sizes encountered in group missions.

[ QUOTE ][*] "Boom" effect when zoning.

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Oh my god is this annoying. Wow. It's annoying for me, it's annoying for my teammates.

[ QUOTE ][*] Warshades are extremely dependent upon corpses to function.

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Indeed, there are some enemies I just hate fighting since there's nothing I have to recharge with (robots and spirits notably). They are sooooo painful (and not a challenging sort of painful, just a general yucky sort of painful).

I also find that corpses often fade too quickly to take advantage of in many situations.


 

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I hope geko read through the whole thread and not just the first post. I think most people disagreed with the idea of completely removing phase from Q-Fly and Nebulous Form and there were various alternative suggestions given. Not that those were the issues he will be addressing.


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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I'm partial to this one:

Have phase cut out at 45/60 seconds and leave the rest of the power (the stealth/travel part) intact and working till toggled off. Recharge of 60 seconds after power is toggled off.


 

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I'm partial to this one:

Have phase cut out at 45/60 seconds and leave the rest of the power (the stealth/travel part) intact and working till toggled off. Recharge of 60 seconds after power is toggled off.

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You know i like that suggestion as well.


 

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Tic_Toc
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Your suggestion would effectively turn them into a normal ranged attack.

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Yes, it would. That was the idea.

But it would still be a unique power, and unlike any power existing in CoH. The closest power to that would be in my opinion the LRM attack, and thats a stretch. Will Photon Seekers be changed into what I suggest, doubtful, but does it currently work well, nope. So something needs to be done to fix it.

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No, it would basically be like every other ranged AOE power, except it would be 3 missiles instead of one and do a lot more damage. That doesn't belong in the human power set or any power for that instance.


Formerly "Back Alley Brawler"

 

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What I meant is that people shouldn't comment on the usability or effectiveness of a post nerf power without using it first, even if only on test. You're not claiming DOOM on this issue, but my point was that people don't try to use the power before deciding it's worthless and dropping it or throwing a fit. It's hard to convince someone a power is still useful when they've given up based on a description alone.

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Okay, I'm all for not relying purely on numbers to judge a powers worth rather than actually playing with them in game...but this instance is not the same case.

WHY invest 10 slots into 5 powers for a "travel" power when you can achieve the exact same results with 4 slots in a free power? 3 slots if you're not that picky. 2 slots if you have Nova form. That's not opinion, that's simple fact.

QFlight's a panic button now, no more/no less. It's basically the same thing as being able to get Phase Shift without having to get 3 other powers first. AND you get max flight speed. It's not a completely useless power, but unless you were the type of person who wants that short duration oh crap power, it's not worth taking. It's certainly not worth slotting anymore.


Formerly "Back Alley Brawler"

 

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Got it.

I am fixing the legitimate bugs now and having the other issues looked into.

thanks

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PLEASE!!! PLEASE look at END cost for human form powers. A reduction would be a welcome adjustment. As a scranker-PB, I have 6 slotted Stamina and END reducers in Shining Shield and my 3 melee attacks... sucking wind EASILY against 3 foes. VERY dependant on CoBs and Conserve Power to keep a moderate pace.

Also, some kind of Stasis protection or even just KNOCKBACK protection would be HEAVENLY for PBs.

Worst thing about my scranker build is the friggin' knockback that MANY foe groups have.

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Do you have hasten?


Formerly "Back Alley Brawler"

 

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I'm partial to this one:

Have phase cut out at 45/60 seconds and leave the rest of the power (the stealth/travel part) intact and working till toggled off. Recharge of 60 seconds after power is toggled off.

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You know i like that suggestion as well.

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My favorite suggestion would be to put QFly back the way it was. So Positron said Phase Shift got nerfed cause people were clicking blinkies and bypassing content. So the day the QFly nerf hit live, I respec'ed out of it, got Stealth and Super Speed, and now I can stealth to blinkies and bypass content(That anyone with a lvl 50 character has proabably experienced the first time anyways).

Super Speed is a much better panic button. Unlike QFly, it activates instantly and can get you the hell away from danger fast. With QFly, you activate it and the hold some mob was starting, hits you, dropping you out of QFly and thus meaning your death. With Super Speed, you can atleast get pretty darn far away by the time the hold hits you.

So I guess, I'm ultimately glad the Devs turned QFly into an all around useless, slot hungry power, so I can use better alternatives.

As for Photon Seekers, did they somehow get dumber? They're Ashley Simpson kinda dumb. Now that I have the SS+Stealth combo(way better than QFly), I can walk right up to a void and summon seekers right on him, and stay invisible until they detonate. Much easier/safer than trying to unshift and do it.

If you're *right* next to a foe, the Seekers will generally go off right after being summoned. But I remember, atleast back in Issue 3, I used to be able to summon them and run up to a void, and they'd follow me and strike the void within a few seconds. The knock back from the attack usually gave me just enough time to survive getting chain stunned and finish off the void.

But it seems like Seekers, unless you summon them right on a foe, will wander around doing nothing until they expire. What I think would be cool is if they follow you for a while(if they're not right next to a target), then after 5 seconds or so, immediately go right to the closest target(or what you have targeted), and detonate.

I think I disagree with most of what everyone else has said here. Voids should not be easier or give more xp. They're our downside for being(at least the Devs seem to think we are..) so "powerful."

Then again, I think the -30% Resistance should come back, but double the bonuses that Cosmic Balance gives(like how damage has been doubled) so +20% resists from the right AT teammate. And much better mez protection from controller friends. Though no knockback resistance. Getting knocked down constantly is the only real challenge we have to deal with in a full team.

I'd really like to see Khelds suck when solo in human form, but be total monsters in a full team. But I think I'm hopelessly outvoted on this.


 

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I'd really like to see Khelds suck when solo in human form, but be total monsters in a full team. But I think I'm hopelessly outvoted on this.

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Yeah, you probably are


Formerly "Back Alley Brawler"

 

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QFlight's a panic button now, no more/no less. It's basically the same thing as being able to get Phase Shift without having to get 3 other powers first. AND you get max flight speed. It's not a completely useless power, but unless you were the type of person who wants that short duration oh crap power, it's not worth taking. It's certainly not worth slotting anymore.

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Wasn't it intended as an "oh, Crap!" power?


 

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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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Shadow Cloak and NF combine to give you invis. If the phase effect popped in sooner it would still be a good panic button. As it is I can know I'm in trouble at more than half health hit it and still bite it before it kicks in, only facing a few opponents.

As for losing the phase without the rest of the travel brenefits, the non phase aspects could work like a timed click power, +flight speed for Q-Flight, +Jump for NF, +stealth for both. I'm sure that wouldn't be too hard to program for either. PBs wouls have to switch to their inherent flight, but with the +flight speed


 

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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.

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Yes, this is an excellent suggestion.


I should have stopped paying you as soon as I realized that you were using my money to change the PvE game I love into a PvP game. It was foolish of me to trust you to leave PvE intact.

 

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Assuming that's even possible...

I think it just makes the powers too complicated anyway. The recharge timer wouldn't start until you shut off the fly aspect. Essentially you're stuck with a massive End drain version of Fly that has a minute recharge timer. You're better off just putting the same slots in Energy Flight and limiting QFly to the Phase aspect. Since it's no longer limited soley by End cost, and the travel aspect that made it worth dealing with is more or less gone, lower the End cost and it's a great power again.

INTFH


 

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geko, you so totally rock

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Seconded.


 

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No! Don't change the boom! I like it. It's a fun comic-booky thing (as opposed to unfun comic-booky things like getting knocked across a room).

The phase shift-type powers I'll leave to others. I've never found them all that useful for my playstyle -- I like to fight the bad guys, not hide from them -- and obviously the devs want them to be even less useful than they were. I mean, if I were to really suggest something it would be: Gimme another attack.

But please, please keep the boom! Part of what made this game fun used to be simple childlike stuff -- Whee, I'm a hero, I can fly, I can be the good guy and get rid of those villians! Most of that is gone (or soon will be, I'm sure); all the fun has to be serious and intellectual or it's too "easy". But a boom! Really, it doesn't unbalance anything. Let it be.


 

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The boom is a neat effect but it gets annoying when you shift forms a lot - which I do. I'd at least like the effect toned down a bit. If switching forms was only done occasionally, I'd be fine with the way it is but when the form is part of an attack chain - well, imagine if every fourth attack you used caused the screen to shake, a bright flash to completely fill your view, topped off with a loud boom. It's a bit much - for me.

On the general topic, it's nice to see geko is looking into the issues raised here.


 

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Tic_Toc
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Your suggestion would effectively turn them into a normal ranged attack.

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Yes, it would. That was the idea.

But it would still be a unique power, and unlike any power existing in CoH. The closest power to that would be in my opinion the LRM attack, and thats a stretch. Will Photon Seekers be changed into what I suggest, doubtful, but does it currently work well, nope. So something needs to be done to fix it.

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No, it would basically be like every other ranged AOE power, except it would be 3 missiles instead of one and do a lot more damage. That doesn't belong in the human power set or any power for that instance.

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*Highlighted for emphasis the part that sounded overbearing*

Disagree with the suggestion, fine and dandy, I can live with agreeing to disagree, but telling me it doesn't belong anywhere is like saying "I don't like your idea therefore stop speaking".

I stated my suggestion as something that I think would be neat, and yes, different, and no, I do not think my suggestion is like every other AoE power in the game. It's about as different to typical AoE attacks as how it currently works, only you get to chose the initial target, after that the following Seekers pick their own near the location of the first target. In other words, they aren't pets any longer and are activated like a normal ranged attack, and that is where the similarity ends, and now they take on a behavior more like what they are now.

Example: Group of 6 mobs, you target one in the middle, then the first seeker flies off at it, roll a to hit, like any other attack, then the following seekers pick targets near the first and roll to hits as well. If there are less targets than there are seekers, then some unlucky mob will get attacked multiple times. etc etc, im not going to work out the whole A.I. logic here, but you get the basic gist of the idea.

Be nice, and most importantly, be conciderate of other people's opinions, wether you like them or not, they are entitled, just as you are.


"All that crap is grey to me, no XP." - Positron 5/15/05 8:36am . . . The world stopped and silence ensued except for the sound of a crying infant off in the distance.

"Everyone needs to chill the hell out." - BackAlleyBrawler 11/13/08 3:26pm . . . Geeks around the world stopped and blinked.

 

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Two more general Kheldian PvE bugs
- Rescue/escort mission NPCs don't see the Nova forms as a player. Maybe Dwarf forms also.


Next time you are in a mission where you need to rescue an NPC and escort them someplace, try defeating the last villain guard in Nova form. When you do this ensure another villain or NPC is closer to the rescued NPC than you are. They will attach themselves to that closer villain/NPC. They won't follow you, they follow that other toon.

Workaround:
If it is a villain they have become attached to you can get them to latch on to you by defeating that villain. Provided you avoid the circumstances that cause the issue (be in human form and standing right next to the NPC when you defeat the villain).

If they have attached themselves to another NPC that you can't remove from the mission then you are unable to complete the mission. Reset if you can or petition a GM.

Example of when you can't "complete" due to this issue. (A little vague because I don't want to give any spoilers.) One of the Croatoa missions has you escort several NPCs to a location. They don't leave the mission when brought to their destination point. They stay to do something else.

I rescue NPC1 and it follows me. I rescue NPC2 and it follows NPC1 instead of me (due to the bug). NPC1 arrives at destination following me. NPC2 gets there too because it was following NPC1. NPC1 then goes to his scripted spot and NPC2 follows it. Because NPC2 was not following a player, it never gets counted as arriving anyplace. It doesn't do what it is supposed to. I can't defeat NPC1 or train some villains to defeat it for me because that would result in mission failure. I can't escort NPC2 to the destination because I can't get it to follow me. The mission is now impossible for me to complete.

BTW: The GMs are awesome! After reviewing the issue thoroughly, GM Byla set this mission to "completed" for me, enabling me to 'unlock' Croatoa's TF contact. *Any* other MMOG I have played would have resulted in the GMs saying "Wow! You're right. That is a nasty bug. Sorry, we can't do anything about it."


- Flight suppression immobilizes Nova form for a few seconds after attacking.
Unlike other ATs, Nova form's Flight is not optional. Nova form doesn't have a Hover speed so suppression drops movement/Flight speed to zero.


 

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- Flight suppression immobilizes Nova form for a few seconds after attacking.
Unlike other ATs, Nova form's Flight is not optional. Nova form doesn't have a Hover speed so suppression drops movement/Flight speed to zero.

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There is no suppression on Nova form, it's mearly the attack animation playing out and has been like it LONG before supression was added to the game.


 

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QFlight's a panic button now, no more/no less. It's basically the same thing as being able to get Phase Shift without having to get 3 other powers first. AND you get max flight speed. It's not a completely useless power, but unless you were the type of person who wants that short duration oh crap power, it's not worth taking. It's certainly not worth slotting anymore.

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Wasn't it intended as an "oh, Crap!" power?

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With the time it takes to activate...with the time any phase power has ever taken to activate.
I think not.

A Panic Button type power would activate regardless of you being hit...and would not stick you in an animation pose or keep recycling its start animation over and over when you get hit.

A more Panic Buttony type power would be area of effect holds which will activate no matter what and will hit and effect things whether you are dead or not and dont have a big animation start up for them.

The true defenition of panic Button powers is something you can activate super fast and escape with.

Q-Flight, Nebulous Form, and Phase Shift never met those qualifications...you always had to think ahead and then activate them, and hopefully you would not be dead before they activated fully.

And now you better have your escape route planned in advance....beacause now you have a time limit during which bad guys will chase you or players will chase you and then defeat you no matter what if the power eneds before you escape.(i have this happen too many times this latest patch to a point i gave up using nebulous form and phase shift)

At least with Q-Fly the time limit can be made much longer...but not the case with Nebulous form.

And think about the places where most people would activate these powers anywise.....60 seconds isnt even enough time to use them...not even close.(I tended to use them in the hive, and in the abandoned sewer, a number of missions towards the end of them or in places i could see i was so outmatched it wasnt funny...and i also used Nebulous form combined with my other kheldian power to create an invisibility effect...since i was trying to have a character with only kheldian powers)


 

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Thank you TheDeadEyes for compiling this!

The following is just my *opinion* on the ones listed that I have direct experience with. Where I disagree, I hope I have worded things such that no one takes it personal. There is enough back-and-forth bickering between some players that I almost panned this thread. I am afraid the Devs may also. It is not my intention to add to that.

Anything not discussed I either don't know enough to offer a valid opinion or I agree with it. My post is long enough without all the "I agree. I agree." I do agree with most of it and that should be noted.


"Teleport animation fires off twice (depart & arrive)."
This isn't specific to Khelds. All my TP'n toons do this. It's not a "bug". Maybe it was an intentional change to that power's animation (I don't know). The extra animation doesn't prevent anything else from happening. One can TP right away again, or do anything you could before this change. Note: One is still stuck in Hover mode for a bit like it has always been and still bound by those limitations (Dwarf can't stomp because it isn't on the ground, etc.)


"XP reward for Quantums/Voids does not equal risk."
It isn't directly supposed to. This is not a bug. The additional risk is due to being a Kheld. The risk isn't hard to mitigate. Qs don’t use guns when they melee. Pop some inspirations and Voids go down almost as easy as the rest of the villains. They both are certainly riskier than the rest. Just not to the point they should have better rewards. The reward is the ATs' versatility and free travel powers.

As a quality of life/suggestion: What would be a nice thing are some badges. A token that shows one doesn't avoid Q/Vs whenever possible. Something that adds just a little bit more encouragement for non-Khelds to defeat them too. Not part of an accolade or anything like that. If DE emanators grant badges, if healers get badges for doing their job, why can't all ATs get a token reward for reducing the head count of the only villains that are an AT specific nemesis for Paragon's newest citizens?

As a quality of life/suggestion: Q/Vs should not spawn as part of ambushes (both in-mission and in-between missions). "Boss" class villains should not be allowed to also be Qs unless that is specifically part of that mission's design (no random "Boss" Qs). Remember that when Q/Vs were designed, Bosses were weaker.


"Peacebringer defense debuff animation no longer shows up. Unknown if the debuff itself is gone or what."
I still see the purple defense de-buff shields spinning around the villains on a successful hit with any power that says it also de-buffs defense. Not all PB attacks have this secondary effect. Maybe this is an intermittant bug?


"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)."
" 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)."

The range for both 'interlink' Inherents should be equal to the Pool Power:Leadership ranges. They aren't? (I don't know. What is the current range?)

They should not work in all forms. One of the trade-offs for getting 6 or 8 more powers (don't forget the form based travel power, ACC+ for Nova, status protection for Dwarf) while only filling one power choice slot is you loose 'interlink'. A 6th level PB/WS in Nova form is already far superior to any other 6th level AT. Adding an additional power by allowing 'interlink' to function while in Nova/Dwarf form is too much.

What exactly is meant by, "...brought 'in line' with other inherent AT abilities..."? This isn't the only Kheldian Inherent. Free travel powers count also. The only thing I think needs to be done is to add some visual indicator when 'interlink' is actually providing a buff. Maybe add color to the black and white icon when we are in-range of teamamtes. Otherwise the Inherent package Khelds have is actually better than the rest of the ATs' and is balanced by Q/Vs.


"Warshades are extremely dependent upon corpses to function."
That is the point and charm of that AT's human form power set. It is what makes them unique, fun, and rewarding to play. I don't want a repackaged Dark Defender/Scrapper. Or a PB clone that uses a darker set of colors for the FX.

In PvE: I often come close to or hit the damage cap with Sunless Mire. Combined with the powers that aren’t corpse dependant I have no troubles creating the corpses I need. If I am unable to generate corpses then I am picking battles that are above my abilities and I should be having a tough time doing it.

Playing a WS (or with one) in PvE takes different tactics than other ATs. It is more important to take out some minions first. When in a team a WS should explain how much access to corpses matters *before* the fighting starts. Tell the Tanker to move and take the villain's AoEs with them so you can get to the corpses with less risk. Let the damage dealers know you need some corpses as soon as possible in any fight so they should take out a few minions before moving onto the LTs and Bosses. Let the Defenders and Controllers know that you will be diving for corpse piles whenever/wherever they are available so they should cover you as best they can while you do it.

In PvP: The main issue here is that PvP wasn't kept in mind when the power set was designed. Corpses are unavailable to the point they can not be considered the same potential resource as in PvE.

I suggest that WS powers that normally require a corpse as a target should (in addition to corpses) accept an immobilized or held player (and contained player pets) as a valid target (like Containment). This would need to be balanced a bit further becasue the powers are meant as single use per corpse.

Perhaps only if that contained player or pet is also at some low health level like 20% and only for one activation. The once-only counter for that target should reset if their health goes above some level like 50%. (This second condition is akin to Defiance.) They would then have to be brought back down to that low health point and contained again for them to count as a corpse. These heath levels would need to be balance such that it is dangerous to try to take advantage of this immunity to the WS's powers in PvP (again akin to Defiance).

Unchain Essence would damage the target for its normal PvP amount, not destroy it. Dark Extraction would allow a WS to create only one pet per player in this way, per fight. Or maybe the pet pulled from that player would have to expire first before another one can be extracted (still following the Containment+Defiance like rules).

This would also be a good 'rock-paper-scissors' thing for PvP pet users. They would have to consider the potential resources gained by their opponents when facing WSs.

Draining a helpless opponent in some way fits the AT's concept. It would provide similar capabilities as the PvE game because many of the WS powers are Controller-ish in nature. While not all WSs will choose these powers, keep in mind that PvP is a choice too. There are many possible builds across most ATs that are not PvP friendly yet are PvE effective. When looked at this way it is not a Kheldian issue but a general PvP issue *if* the PvP corpse dependant issue gets resolved in some form.


 

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[ QUOTE ][*] Teleport animation fires off twice (depart & arrive).

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Isn't this true of all teleports? I think it's just the special effect that's in place for the non-kheldian tport that hides the fact that the user is duplicating the animation. Cosmeticly what I'd really like is if the animation were reversed for the arrival (arms open to teleport... arms back to chest to arrive).


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Yes, all teleports are like this NOW in Issue 5. They WERE NOT like this in Issue 4 and earlier. This was bugged repeatedly on Test and shoved Live anyways.

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[ QUOTE ][*] Glitch that makes us human for a split-second while in forms. This can lead to mez/resistance failure!

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I've seen this in my granite form for my stone tanker. Are you sure the character is actually reverting and you're not just seeing a client side graphics glitch? My tanker has never suffered because of these momentary pauses... and I've never noticed my warshade to start to plummet from mid flight when I see this happen to him. If it's more than a cosmetic change, then I definately want this address... if it's just a graphics glitch, then I'd rather other bugs were addressed first.

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I've had it happen to me in Nova and in Dwarf forms. Yes, in Nova, I start to fall and then blip back to Nova and keep flying. In Dwarf, the camera moves down to human height and damage increases for the 0.5 to 1.5 sec duration of the human form blip.

Given how toggle powers have been described in the past, I would suggest that duration be set to a length of time longer than the recycle application of the power.


Virtue: multiple characters.

CoH/V: Woot! Maybe Fun is to be had once again.

Ack! RUN! Regen is glowing mean & green!

If it reduces you, it's a nerf.
If it buffs the mobs, it's challenge.
They are not the same.

 

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I hope the fix to the disappearing corpse troubles leads to a similar fix for Kinetics Tranfusion/Transferrence.


a new item for PvP... Dwarf Form is too slow for PvP. Yes, we can teleport, but the animation is slow for that, too, allowing targets to run out of melee range. Maybe Sprint should be usable in Dwarf form.