Keldian overhaul ideas


Carnifax

 

Posted

My Human/Dwarf form PB is heavily IO'ed up too, even partially purpled; but I was referring to a cycle of the standard attacks: R. Strike + I. Strike + Glinting Eye + Gleaming Blast altogether comes to only 630 Damage at level 50 (861 with Build Up) when an even-level LT has 865 HP before factoring in resistances.

They can't one-shot an even-level minion, since even IS + Build Up only comes to around 400 Damage.

Level 50
Minion HP = 434.5
Lieut HP = 864.9
Boss HP = 2689.6

Peacebringers work differently to Warshades. Their Dwarf and Human forms work much more successfully when taken as seperate single entities than their Warshade equivilants, but their self-buff powers do not lend themselves nearly as well as Warshades' do to fast mid-battle "form switching". In fact, Essence Boost is the one buff they possess that carries over to any great degree.

On a Peacebringer, It's probable that 'Build up' isn't intended to be a long duration multi-form buff but a supplement to a series of Human form spike damage attacks. However, as it is currently, 'Build Up' grants only a +72% Damage buff for 10 seconds (less than 3/4 the Scrapper Value) and doesn't affect the Peacebringer's most damaging attack (Photon Seekers).

Note also that their attacks cost a LOT of endurance. Before IOs my PB regularly ran dry even with no toggles running plus Conserve Energy + Hasten. With IOs at endgame this is a non-issue, but it adds to the regular levelling grief associated with Kheldians.

I'd like to see their base damage raised to a point where Build Up + IS will one-shot a minion, and a chain of Build Up + IS + RS + GB will three-shot a LT. I'm not asking to be "overpowered" here, just for PBs to be less painful to solo without an IO'ed build, given the already high end cost and long attack animation times.


 

Posted

i would love this! but one thing i'd also love to see is cosmic balance having a cashback policy, for example

for every blaster and scrapper we get..? 10% resistance? but what if all teammates get say.. 10% or 20% of that value back to every member of the team... so essentially 1% or 2% resistance... then that would increase with more blasters and scrappers, as it does for khelds...

so with 2 blasters and 1 scrapper on the team, if the kheld gets 30% resistance then everyone on the team in range would get 3% (10%) or 6% (20%) 'cashback'

i dont think this would cause too much fuss would it? the stronger the team, the stronger the khelds, the stronger the team?


 

Posted

My PB attack chain is Glinting Eye (proc cannon, including chance of -res)) IS, RS, GE again, Sands of Mu, Solar Flare. With Pulsar (which has -acc proc) slotted in there somewhere as needed. That will certainly polish off an LT. I also have lots and lots of +recharge, so I can have Build Up up lots.


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Posted

Which I'm not disputing... but that doesn't help the average Peacebringer which isn't heavilly-IO'ed or Proc'ed, or who doesn't have veteran attack powers.

Khelds benefit from IOs like anyone else. My own PB for example has Perma Essence boost, enough +Accuracy to get 95% ToHit versus +5s and Dwarf Stomp Proc'ed up, but that isn't the AT's "normal performance".

Solar Flare is also one of the biggest culprits for non-IO'ed PB's endurance woes. And whilst it's a decent attack and features in my own chain, I'd much prefer it to do Knockdown rather than Knockback.


 

Posted

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Solar Flare is also one of the biggest culprits for non-IO'ed PB's endurance woes. And whilst it's a decent attack and features in my own chain, I'd much prefer it to do Knockdown rather than Knockback.

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i vote for aoe knockup!


 

Posted

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i vote for aoe knockup!

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is this because of the mini skirt bug?

personally I would love some attention to Kheldians - since getting my WS to 50 he sits there hardly ever played would be nice for a reason to play him. with so many new combinations and additions altitis has become a hard taskmaster


 

Posted

I'd like it if passives carried over to the forms too! Losing things like Swift and Stamina in Dwarf for is a REAL pain... And I've always thought it silly that Cosmic Balance should stop working in forms...


@FloatingFatMan

Do not go gentle into that good night.
Rage, rage against the dying of the light.

 

Posted

I like your suggestion for raising the damage cap.

I also love your idea for mag2 mez protection on nova form, mainly because it would cut out the stupidly short duration mez detoggles on things like Carnie ranged attacks (sleep), Rikti blasts (stun) and Freak/Crey electric attacks (Sleep) - BUT I don't think the Devs would ever add that. I think the best we can hope for is that the Devs one day code it so that toggles are suppressed but not detoggled by hold/stun/sleep - either that or make nova form an instant activation (that alone would remove a lot of the hassle for me).

The human form toggles I could perhaps see getting limited mez protection - maybe mag2 sleep on the S/L shield, mag2 stun on the next, and mag2 hold on the last (or maybe mag1 to sleep/stun on S/L, mag1 to sleep/hold on next and then mag1 to hold/stun on the last /shrug) - just to make them worth taking. Although I much prefer Shannon's idea of making them passives - maybe the Devs would have to reduce the resistance on them in this case (because I don't think passives can be suppressed by controls - there's no precedent for it), but I think more PBs especially and maybe WS's too would take them if they were passives.

As for holding aggro in dwarf, what I would really like to see is a damage/taunt aura added to both dwarfs as an additional in-form power (probably as a toggle, not a passive) - perhaps a -def debuff aura with very minor energy damage on White Dwarf and a -spd/-rech debuff aura with minor neg energy damage on Black Dwarf - the Devs could disallow damage-slotting of them if they wanted, but allowing Acc and Taunt slotting in combination with the threat rating of dwarf would make it a lot easier to hold aggro on groups (for Black Dwarf especially).

As for the inherent, they really need to give buffs to the group as much (perhaps even instead of) buffing the Kheldian. I would suggest:

Cosmic Balance: for as long as they stay within 60ft of the Peacebringer, each stalker/brute/scrapper/blaster/soldier/widow/warshade gains a bonus of +2.5% global recharge multiplied by team size, while each defender/corruptor/mastermind/tanker/dominator/controller/peacebringer gains a bonus of +2.5% defence (all) multiplied by team size

Dark Sustenance: for as long as they stay within 60ft of the Warshade, each stalker/brute/scrapper/blaster/soldier/widow/warshade gains a bonus of +2.5% global damage multiplied by team size, while each defender/corruptor/mastermind/tanker/dominator/controller/peacebringer gains a bonus of +5% resist (all) multiplied by team size

I love the idea of Kheldians getting mez protection for each team member nearby, but I think it would make them too strong unless it was set low like 0.5mag to just hold, stun & sleep for each team member, and only in human form so if you got detoggled from nova you might still have a chance to contribute in human form. If Kheldians didn't get the inherent team-based bonuses I've described above then they could get this mez protection boost instead.


 

Posted

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Controllers currently give +2 mag protection each.

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No, they give mag 1 protection each. I just checked because I was not sure when I read your post.


 

Posted

Well this being my 1st post, thought id put it in the section that has my favorite character a warshade.

With that behind us i thought i would post my views concerning Khelds (mainly warshades) and perhaps some changes id love to see.

I have been playing my new Warshade now for a few weeks and i know that it isnt the same game time that some of the vets here have played, but through extensive reading of guides and views on the US forums i came up with some ideas:

The way i see Warshades is a mix between controller, blaster and tank. Human form offering some simple single target holds and pets, nova being the blaster and dwarf obviously being the tank. Now we cant expect to be "to good" in all of those areas, cause that would rule out a need for that class.

With that in mind:

One of my biggest gripes with Khelds is relying on others to buff, so the chances of ur "perfect team" is very hard to get. I believe that this team buff should be reversed so instead of u getting that buff, it is infact given back (eg +20% Smashing/Energy damage per Blaster - non stackable) to the relevant team classes.

By doin this though it rules out u getting ur buffs while in human form, so human form damage should be given a standard number and also makes Khelds alot more desirable for groups. I want to see LF WS and PB to complete ITF TF, would be great.

The various shield toggles are considered a pain, cause they detoggle everytime u shapeshift. So perhaps make them inherit/automatic (not sure if thats the right wording)so as u shape shift back to human they are automatically there.

I stated at the top about how i see human form as a controller type, but i feel we lack some abilities to really help that. So instead of having Dark Detonation (which is a useless ability imo) give us a AOE hold like Black Hole (holds up to 10 enemies in a given area for 15seconds with a 30second recharge). Also i believe a WS's true power lies with its pets, considering that when u have 2+ pets out (depending on what u have slotted) and urself in nova form ur damage output is unrivaled. So change the way pets are summoned, if there is a body then 2 pets are summon else u can sacrifice some of ur own essence and spawn 1 pet, with no more than 3 pets allowed at a time (if 3 pets are already out and u summon another 2/1 then out of ur original 3 pets the ones with the lowest time duration will have their timers reset).

I reckon nova form is already where it should be with maybe only upping the damage cap to say 50% or 55% instead of 45%.

I believe Dwarf form is also structured right and could only ask for some AOE smash that has a knockdown effect (but then again thats what PBs have...) or reduce taunts cooldown.

Well thats my views good, bad who knows. Way i see it with VEATS getting some love maybe we next. Well hope to see u guys online and remember be nice to ur local kheld with new buffs hopefully coming u might be asking that same guy/gal for help.


 

Posted

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I'd like it if passives carried over to the forms too! Losing things like Swift and Stamina in Dwarf for is a REAL pain... And I've always thought it silly that Cosmic Balance should stop working in forms...

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In fact, should Pool Powers in general be usuable in forms?

It'd give a nice bit of flexiblity, Tough, CJ and Weaving being able to be used in Lobster form, Acrobatics (if you chose to go for it) in Nova form.

And dedicated Lobsters could take other things like the Presense pool if they wanted.

Although Novas + Aid Other would be a little weird, animation-wise.


 

Posted

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In fact, should Pool Powers in general be usuable in forms?

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So you going to tell BAB he has to do an animation for Jump Kick in nova form?


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Posted

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In fact, should Pool Powers in general be usuable in forms?

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So you going to tell BAB he has to do an animation for Jump Kick in nova form?

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Sure, he needs a challenge

Flurry would be interesting too, frenzied-tentacle-slappy-time.


 

Posted

I see Valkryst has already listed some of the stuff ive already said, goes to show stop and look before leaping.

Did they every have dwarf/nova as a individual classes instead of a optional power?


 

Posted

No. Keldians haven't really changed much since soon after they where added (when they got an inherent -resistance removed).


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Posted

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In fact, should Pool Powers in general be usuable in forms?

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So you going to tell BAB he has to do an animation for Jump Kick in nova form?

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I suppose there'd have to be SOME restrictions for sense; but certainly Cosmic Balance and the Warshade equivalent (can never remember its name) REALLY shouldn't stop working just because you've changed shape. You're STILL a Kheldian after all. Perhaps the buffs might change a little, but they should still apply.


@FloatingFatMan

Do not go gentle into that good night.
Rage, rage against the dying of the light.

 

Posted

The fact that these powers dont pass over to forms is one of the major reasons i dont play khelds any more. It just becomes too frustrating when, I cant really do any dmg in human form, can get too easy mezzed in nova form, and cant tank effectively in dwarf! I understand that each form is supposed to have a weakness to encourage you to be in the right form at the right time, but the constant changing does my head in. It makes it so much worse that the animation changing into nova/dwarf takes so long. I've had times when i've dropped out of nova to heal and by the time i'm ready to do some dmg again, i've taken all the dmg that i just healed away again!

So my vote for a slight improvement to Khelds would be to allow some pool powers in forms and quicken up the form changing animation. That said, i would emphasise that if khelds are looked at, they must be balanced around non IOd builds. Thankfully from what I've seen of the devs they probably will. If that can be done effectively, i may even play my PB again! (actually this thread has made me think, maybe being a WS would be more for me?)


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Posted

WSs involve even more flicking between forms than PBs.

I would just drop the nova form on your PB. With a good build you can do fair damage in human form.


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Posted

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WSs involve even more flicking between forms than PBs.

I would just drop the nova form on your PB. With a good build you can do fair damage in human form.

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Ah really? Maybe I won't try WS then. I had actually thought of going human and dwarf bi-form, but my pb is (stuck at) 36 so i don't think i'd ave enough slots to adequately enhance the later attacks and dwarf form as well? This is going offtopic and i apologise.


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Posted

36? Just 2 levels of Light Form!

The trick is to not have many attacks on the human form (I have 4), but to take Hasten and slot sets for recharge. This also means you can have light form up as often as possible.

Dwarf form is useful without its attacks slotted (the attacks are rubbish anyway). Just slot the form, the heal, and the taunt if you intend to tank for the team.


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Posted

Yeah, he's been at 36 for about a year and a half...
Might just take the plunge, respec him and see if i can get him any further. Whats the worst that can happen!?


@Jaw Dropper - Toons of all levels so drop me a line!

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Posted

Just a thought about mez protection.

Wouldnt a solution be that instead of being toggles which they are now, but change them to "practiced brawler" style effect. The shield graphical effects will still be present, defences will continue through mez.

So, each shield say, would last 120 seconds, recharge of 20 seconds so that you can always guarantee shield can be put up 100% of the time. Would also free 3 slots if you stick -end enhacements into each toggle


 

Posted

a simple buff for kheldians would be a type of epic for them to make to forms more playable.

At the minute i would argue to the end that nova form is useless, as i can deal as much, if not more damage in human form and not worry about the fact i have about as much resistance as a paper mache bath tub.

Whilst it is annoying that whilst in your Dwarf *tank* form you cant actually tank very well because you cant hold agro.

This leaves a lot of players going human form only, missing out the forms. Stamina is still a massive problem though, unless you get conserve energy, but that has a stupidly long timer even when slotted.

Im not saying give these powers like blasters defiance or tankers gauntlet. Im think more along the lines of three epic pool sets for each form, one human,one nova, one dwarf.

in these sets you could have for Nova form, currently being outdamaged, maybe another superior damage attack, or some minor resistence, depending on what it is makes it more balanced. Dwarf could have a second taunt, or a couple more melee aoe attacks. Whilst human could poss get something similar to stamina or maybe minor resistance to psy damage.

Of course like all epics, you would only get to pick one set and these are just a couple of ideas off the top of my head so feel free to flame me

Either way something needs to be done. Epic AT's that dont feel special and feel underpowered doesnt seem right.
I managed to get my PB playable but it was damn hard work and took a lot of respecs and hours on mids.


 

Posted

My changes would be:

Nova forms for both:
Nova Bolt to do Moderate Damage instead of Minor Damage
Nova Blast to do High Damage instead of Moderate

Dwarf forms for both:
Dwarf forms to have some sort of inbuilt damage or taunting aura. Either one would work. Probably damage aura may be nicer, and make it Smash damage (they're basically mini suns or something corny, so they emit a high gravity concentrated around them?)

Single attacks to have fear status in attacks (a giant alien is about to pound the poop out of you, c'mon)

For the Black Dwarf Drain, change it into an AoE so it can attempt to drain from several foes at once.

White Dwarf footstomp move is fine as it is, no need to change

For the inherents, they need to be changed to work in any form, as well as Kheldians being able to boost each other within teams. Not sure what with though, maybe extra Recovery/Regen?

An extra 10 slots. Haha, if only...


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Posted

My suggestion is that keldians should bring somthing to a team instead of taking somthing from it.
Change inherent to: 2 Mez protection, +5% damage, +5% resistance & +2 to hit for each Keld on the team.

I also think the forms should be a toggle that locks out some powers and affects others you have taken. For example when you toggle on Nova form you gain the squid appearance and your blasts are buffed and you fly but you melee attacks and sheilds are greyed out. That way you would reduce the slotting problems somewhat and could benefit from pool powers when shifted.