Keldian overhaul ideas
I agree on all of these. It'll make we wanna pull out my WS again.
I so like this idea ! ! ! the increase in damage would be nice but tbh i would prefer the mez protection change.
Although somedays i do like the challenge of playing a kheld as it is
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I agree with that stuff Praf, also a slight boost for human form ranged attack modifier (and maybe melee too?) would be nice because most of the ranged attacks PBs (dunno bout WSs..) dont even exceed 100 damage at level 50.
Khelds do seem a bit lacking if you compare them to the VEATs. Passive/toggle mez resistance, way better damage, stealth (just for 3 of them, though), crits, team buffs...
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
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1. Reduce End cost of human form attacks
2. Structure the Human/Shapeshifter forms like the VEATs e.g. Human till 24 then can respec into a form from lvl 1 can choose to skip majority of starting human powers if only to boost the shapeshifter form itself but unlikely this will happen just a personal wish
3. More mez protection!
4. Even more mez!
5. either change the base resistance or give a better buff from playing with others
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1. Reduce End cost of human form attacks
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I don't have any endurance problems on my human form PB.
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1 can choose to skip majority of starting human powers if only to boost the shapeshifter form
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You can already do this with slots.
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3. More mez protection!
4. Even more mez!
5. either change the base resistance or give a better buff from playing with others
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To much buff. Given that yesterday we defeated the Imperious TF with a team of 6, including 2 keldians, I don't think keldians are significantly underpowered as it is.
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most of the ranged attacks PBs (dunno bout WSs..) dont even exceed 100 damage at level 50.
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That's because of the cap. with cosmic balance and the right team you would be doing plenty of damage if it wasn't for that.
Anyway, PB melee >> ranged.
I really should do something about this signature.
People will with their various ideas on builds and will have different views on what could be changed but here is mine.
The human form toggles. Pain in the butt to keep turning on and off all the time. Not many bother. I'd make them human form only passives that are suppressed under mezzed conditions.
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That's because of the cap. with cosmic balance and the right team you would be doing plenty of damage if it wasn't for that.
[/ QUOTE ] Hmm that aint the cap, cant be. If we only did 100 damage at the 400% cap that would mean the base damage of the attacks would be about 25
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Anyway, PB melee >> ranged.
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But you still need the ranged attacks for a human form attack chain...
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
I only have one (Glinting eye).
The highest damage PB human form ranged attack is Gleaming Blast, which does base 57 damage unslotted at level 50. Slotted, it would do just over 100 points, at the cap, 228. With the increased cap I propose, that would be 285.
The buff from maximum cosmic balance, +enhancement slots, +build up is about 310%, but that is without set bonuses and external buffs. Fulcrum Shift would put you well over the cap.
Human form PBs don't really need good ranged attacks though, If a PB wants ranged, they have nova form.
I really should do something about this signature.
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1) Raise the damage cap (from 400% to 500%). Brutes have a low base damage but are expected to boost that to a high level with fury and buffs. To allow that they have a very high damage cap. Keldians are also expected to boost low base damage with their inherent, but are limited by a low damage cap.
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Yes please.
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2) Change the way mez protection works. Currently it is too binary. You either have the right number of controllers on your team, or you are dependent on break frees. Whilst this works ok, being mezzed is one of the things a lot of players find unfun and frustrating. My suggestion is this: controllers just give the regular damage/resistance bonus for a defensive AT (and Dominators, the bonus for an offensive AT). Keldians get +1 mag mez protection for every teammate in range, of any AT.
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Potentially too powerful. I'd be happier if they simply doubled the magnitude so one Controller/Dominator gives +2 Mag, 2 gives +4 etc.
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3) Thermal/Penumbral Shield: add resistance to slow. Quantum/Twighlight Shield: add resistance to teleport. These shields are underutilised at the moment, and it would be nice if keldians had some resistances that where not common to all defence sets.
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Interesting idea. I wouldn't say no but I doubt it'd make me take them.
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4) Nova Form: Having your form detoggled by any old mezzer (or having to keep permanently break freed whenever fighting mobs with even low chance of mez) is unfun. I propose that Nova gains mag 2 protection from Sleep, Stun and Hold.
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Or have the Mez protection from human form carry over into Nova but that's probably not possible due to how Cosmic Balance/Dark Sustinance works. So, yeah, I like this.
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5) Dwarf Form: the ability of a dwarf to tank is limited by their ability to hold aggro. I propose that a taunt component be added to all dwarf attacks (like brutes).
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Absolutely! We get almost tank resistances, a taunt and a similar scale of attack. If on a team without a Tank, Dwarf form should be a viable (although maybe not quite as good) alternative. Definitely agree with this one.
@Dante EU - Union Roleplayer and Altisis Victim
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Potentially too powerful. I'd be happier if they simply doubled the magnitude so one Controller/Dominator gives +2 Mag, 2 gives +4 etc.
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That would still be to arbitary. as often as not, you find yourself on a team with no controllers, in which case you would still be as stimied as you are now. Or you could find yourself teamed with lots of controllers, in which case you find yourself with far more mez protection than you need (I usually find 4 points is sufficent on my PB, you don't pull as much aggro as tanks and scrappers) in which case you are loosing out on the damage/resistance bonus from your inherent.
I don't think my idea is too powerful. Under the current system you could achieve a mez resistance of 14, under mine, the maximum would be 7. the big gane is the damage/resistance buff you would now be getting from controllers.
I really should do something about this signature.
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I don't think my idea is too powerful. Under the current system you could achieve a mez resistance of 14, under mine, the maximum would be 7. the big gane is the damage/resistance buff you would now be getting from controllers.
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I would have thought the best you could get under the current system was 7 with 7 Controllers/Doms on the team?
@Dante EU - Union Roleplayer and Altisis Victim
The Militia: Union RP Supergroup - www.themilitia.org.uk
Controllers currently give +2 mag protection each.
I really should do something about this signature.
I'm not so sure about that. I've always thought it was -1 Mag protection. Mids seems to agree. Still, I can't find anything written down to back that up.
@Dante EU - Union Roleplayer and Altisis Victim
The Militia: Union RP Supergroup - www.themilitia.org.uk
Mag 2. Combat attributes.
I really should do something about this signature.
I'll check that next time. Thanks.
@Dante EU - Union Roleplayer and Altisis Victim
The Militia: Union RP Supergroup - www.themilitia.org.uk
Personally I'd do a few things:
(i) Raise the BASE damage, in human form. Not Nova or Dwarf. Nothing too drastic here.
0.75 Melee Modifier --> 0.85 or 0.9 (Less than Stalker, more than Tanker).
0.625 Ranged Modifier --> 0.75 (Same as Corruptor)
(ii) Raise the MAX HP CAP. At present PB's Dwarf caps out with just Dull Pain active.
(iii) Introduce Stun/Sleep/Hold Protection into their tier 1 auto resistance power. Low Mag, less than 4.
(iv) Dwarf Form gains slow/recharge resistance, and Dwarf Taunt made autohit for PVE targets.
(v) Nova form possibly gains light mez protection (again, not over Mag 4).
(vi) Damage Cap raised by 100%, Kheldian self-damage-increasing powers raised to scrapper values (eg. "Build Up" does +100% not +80% damage).
(vii) Range on "Healing Touch" doubled.
(viii) Access granted to the Teleport and Flight pools. I WANT AIR SUPP AND RECALL FRIEND DAMMIT!!
(ix) Dwarf either gains defense debuff resistance, or has its base resistance raised by 5-10% (would go from just under 60% resist to 70-75% when slotted). Dwarf form threat modifier doubled (Psuedo-Gauntlet).
(x) Photon Seekers AI *FIXED*, please.
My Photon Seekers are working fine now.
I really should do something about this signature.
My problem I wont sorted, especialy in White Dwarf is the [censored] regeneration amount, the % is I think is below par with any other tank.
Our heal in that form seems to take ages to recharge.
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My problem I wont sorted, especialy in White Dwarf is the [censored] regeneration amount, the % is I think is below par with any other tank.
Our heal in that form seems to take ages to recharge.
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What you are noticing is that changing into dwarf form cancels Health.
Giving the form power regeneration equivelent to Health does seem like a good idea.
As for the recharge on the Heal, I always try to make sure I have Hasten up before changing to Dwarf form.
I really should do something about this signature.
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(i) Raise the BASE damage, in human form. Not Nova or Dwarf. Nothing too drastic here.
0.75 Melee Modifier --> 0.85 or 0.9 (Less than Stalker, more than Tanker).
0.625 Ranged Modifier --> 0.75 (Same as Corruptor)
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Raising the base ranged damage would tend to make nova form obsolete, unless you raised the damage for nova as well, and that would make keldians in nova form seriously overpowered, especially warshades.
Remember human form damage is balanced assuming maximum bonus from the inherent: +140%.
Raising Melee damage without changing ranged damage would favour PBs more than WSs.
I really should do something about this signature.
I disagree. Human form's ranged damage is virtually all centered around Single Target blasts, as the AoE and cone attacks are all simply too weak to be viable. However Nova is strong when it comes to AOE damage.
Raising the ranged damage modifier in Human form wouldn't negatively impact Nova as much as strengthen the very weak Human form attack chain. I would also argue that Nova form deserves a Damage cap increase, given that a full 45% of its current cap is already accounted for by inherent buffs from the actual form itself.
The "Human form damage output is balanced around assuming maximum bonus from the inherent" argument has been made before and is frankly ridiculous. The Kheldian inherent does not affect base damage, but adds a +Damage buff. This is painfully obvious when Kheldians are on a Buff-heavy team: Peacebringers in particular hit their damage cap long before other damage dealers do (The Defender AT tends to buff team damage, but this AT also grants +20% damage via the PB inherent). The cap is reached very quickly when factoring in slotting and Build Up, and EVEN WHEN CAPPED their ranged damage is still fairly mediocre.
Warshades have it slightly easier since their inherent grants +resist for Defenders not +Damage... but since most "good" Warshades will tend to do the majority of their damage in Nova form anyway due to The Double-Mire/Eclipse combo, any buffs granted by their inherent are largely irrelevant.
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I would also argue that Nova form deserves a Damage cap increase
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Since all forms share the same caps that would be included in my initial suggestion.
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The Kheldian inherent does not affect base damage, but adds a +Damage buff. This is painfully obvious when Kheldians are on a Buff-heavy team: Peacebringers in particular hit their damage cap long before other damage dealers do (The Defender AT tends to buff team damage, but this AT also grants +20% damage via the PB inherent). The cap is reached very quickly when factoring in slotting and Build Up, and EVEN WHEN CAPPED their ranged damage is still fairly mediocre
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Which would be fixed by raising the cap. It works for brutes. Fury only works from 0.8 base damage, but has a 900% cap. There is no need to raise base damage.Indeed it wouldn't achieve the desired effect, since you would hit the cap just as quickly.
I really should do something about this signature.
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I would also argue that Nova form deserves a Damage cap increase
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Since all forms share the same caps that would be included in my initial suggestion.
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The Kheldian inherent does not affect base damage, but adds a +Damage buff. This is painfully obvious when Kheldians are on a Buff-heavy team: Peacebringers in particular hit their damage cap long before other damage dealers do (The Defender AT tends to buff team damage, but this AT also grants +20% damage via the PB inherent). The cap is reached very quickly when factoring in slotting and Build Up, and EVEN WHEN CAPPED their ranged damage is still fairly mediocre
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Which would be fixed by raising the cap. It works for brutes. Fury only works from 0.8 base damage, but has a 900% cap. There is no need to raise base damage.Indeed it wouldn't achieve the desired effect, since you would hit the cap just as quickly.
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I'd agree with you if BOTH Kheldians had some means of self-buffing their own damage to the same extreme that brutes can. As it stands, Warshades can hit their cap with double-mire (and in fact can sit at the cap constantly providing there are enough mobs nearby) but PBs can't get anywhere near theirs.
In other words, raising the damage cap would only help Peacebringers who are teamed with buffing toons (Best case scenario: a Kinetic Defender). Where's the soloing love?
Raising the base damage would accomplish much the same thing, but help when they're solo as well as teamed. And especially PBs need a bit more oomph when they're soloing. As it stands, a Human form PB's entire attack chain can barely kill an even-level minion, and won't kill an even-level LT even with "Build Up".
Raising base damage would have a similar effect to raising the cap on teams. They'd do more damage unbuffed, and much more when buffed, since the +damage buffs would be working off higher base values.
But I'd prefer a "best of both worlds" approach: a moderate increase to BOTH the cap AND the base, rather than a large buff to either. A higher cap would ensure Nova and Dwarf Forms don't lag too far behind Human.
I don't really think they need to focus much on helping solo keldians, they are meant to be a team orientated AT after all. Giving low level mez protection to nova form would be a major boost to soloing anyway.
I really think you are underestimating the capabilities of a solo PB anyway. I can certainly defeat an lt with one application of my (admitedly IOed up) attack chain, and have enough suvivabilty that I can solo much more easily than I can with my corruptor or dominator.
I agree that there is some inequality between Build Up and Mire, but I would rather see the duration of PB build up increased than the damage buff, so it can carry over into forms more effectively like Mire.
I really should do something about this signature.
Given the recent overhaul of stalkers, and the fact that keldians havent been looked at in depth since before issue 4, I would like to propose a raft of fairly minor adjustments. Whilst there are some buffs here, I dont consider keldians underpowered, my main objective is to make them more fun and accessible.
1) Raise the damage cap (from 400% to 500%). Brutes have a low base damage but are expected to boost that to a high level with fury and buffs. To allow that they have a very high damage cap. Keldians are also expected to boost low base damage with their inherent, but are limited by a low damage cap.
2) Change the way mez protection works. Currently it is too binary. You either have the right number of controllers on your team, or you are dependent on break frees. Whilst this works ok, being mezzed is one of the things a lot of players find unfun and frustrating. My suggestion is this: controllers just give the regular damage/resistance bonus for a defensive AT (and Dominators, the bonus for an offensive AT). Keldians get +1 mag mez protection for every teammate in range, of any AT.
3) Thermal/Penumbral Shield: add resistance to slow. Quantum/Twighlight Shield: add resistance to teleport. These shields are underutilised at the moment, and it would be nice if keldians had some resistances that where not common to all defence sets.
4) Nova Form: Having your form detoggled by any old mezzer (or having to keep permanently break freed whenever fighting mobs with even low chance of mez) is unfun. I propose that Nova gains mag 2 protection from Sleep, Stun and Hold.
5) Dwarf Form: the ability of a dwarf to tank is limited by their ability to hold aggro. I propose that a taunt component be added to all dwarf attacks (like brutes).
I really should do something about this signature.