Changes to Kheldians in I13
The human form buff is +13% melee/+29% ranged. Dwarf form gets +18%.
I couldn't find anything for the base damage scale for nova form, but it does get +45% damage buff from the form power. This isn't good actually, since it makes it more likely nova will hit damage caps now it benefits from the inherent.
I really should do something about this signature.
Saw this on the US boards, is certainly a VERY good change for khelds.
Three things immediately sprang to mind when I saw these, the first was the effect that the toggle dropping changes will have. This in itself is a very nice change for your average Kheldian. The +Resistance shields just became worth taking!! (Providing you can justify the endurance drain...)
[u]Firstly[u]
The shields provide just over a 35% resistance buff, which will also stack with the first auto power (Incandescence on PBs, Absorption on WSs). Granted you'll lose the actual protection itself when you get mezzed, but you won't need to retoggle afterwards to they'll pop back to full effectiveness straight away!
[u]Secondly[u]
Next up was the damage buff. I've been wanting this practically forever on my Human form PB. Human form blasts in particular have always been a bit on the weak side, and the recent defiance changes to blasters have left us completely in the dust regarding both blasts and blapps...
On my Peacebringer, the tweaks would correspond to the following changes:
Glinting Eye damage from 70 to 90.
Gleaming Blast damage from 114 to 147.
Radiant Strike damage from 165 to 187.
Incandescent Strike damage from 299 to 339.
Solar Flare damage from 119 to 135.
Photon Seekers damage remains the same at 550 (uses the pet scale)
Dawn Strike damage from 339 to 384 (if melee modifier, 437 if ranged modifier)
For reference, that takes the standard opening "Blapp" (Build Up + Radiant Strike + Incandescent Strike) from 630 to 714 damage. Not overpowered, but certainly pretty useful.
That's a sweet buff. but it doesn't stop there...
[u]Thirdly[u]
...and what I'm looking forward to the most, is the inherent balance buffs in ALL FORMS.
Kheldians get +20% Damage or +10% Resistance depending on their teammates. Or light, fairly negligable mez protection.
Lets take a standard 8-man team of, say, You, a controller, 2 defenders, a tanker and 3 blasters/scrappers. In such a team, a Peacebringer would be getting [u]+60% Damage[u] (from tankers/defenders) and [u]+30% Resistance[u] (from blasters/scrappers). And a Warshade the same buffs, but from the opposite ATs.
In Human form this has always been a nice buff, if a little underpowered. The +Damage is quite noticable, but the +Resistance has had little to stack with. Human form shields after all have not really been worth taking. This is now going to change.
Considering only the toggle drop changes... assuming you take the three shields, that's +35.3% Resistance when slotted. Combined with the +30% resistance, that's 65.3%. Or over traditional Dwarf Form levels of resistance (59%) in Human form, permanently.
But that's not all. Consider these carry over into ALL FORMS now.
---> Lets look at Nova form first.
Nova form gets a 45% +damage boost as part of the form itself, so any stacked +Damage is going to be slightly less effective then it would be in Human form, but a free +60% is still going to be a noticable buff. Unfortunately the Kheldian damage cap is only 400%. With 100% base, just under 100% from slotting and +45% from the inherent, Nova form is going to suffer a little bit from "early-damage cap syndrome". Considering that with +60% damage from the Cosmic Balance, they'll only be able to be buffed a further 95% from other sources such as Fulcrum Shift, Build Up or Mire. Warshades that double-mire are used to hitting this cap. Peacebringers not so much. But hey, a permanent +Damage buff is not really something to get upset about!!
Nova form's traditional weakness is its lack of defences... so +30% Resistance is nothing to sneeze at, especially combined with Nova form's own inherent +15% resistance to Energy/Negative and the fact that it's rarely going to be within melee range for all the usual spikes of Smashing/Lethal damage.
So that's all good so far. More powerful blasts, better defenses in Nova form.
---> Now we get to Dwarf form.
The damage output buff? It's a nice idea certainly, but Dwarf form attacks have very low base damage to start with. The increased base damage plus the increase from Cosmic Balance might make them scratch rather than tickle the enemy... but that's not what I'm excited about.
Lets look at the Resistance numbers for a second.
+ For reference, Kheldians get a 85% damage resistance cap.
+ Dwarf Form when 3-slotted tops out at just over 59% resistance to all but Psionic damage.
+ Add 30% resistance from Cosmic Balance to that. Go on.
89% You say? When the cap is 85%? And that's achievable permanently on a team with three damage dealers (for PBs), which is practically every endgame 8-man team?
Ladies and Gents, we have a new challenger for Granite Armor.
Peacebringers in particular are going to be nigh-unkillable on teams when in Dwarf form now, with the self-heal that's a clone of /regen's reconstruction and the highly-spammable knockdown footstomp.
After this change the only things that're going to be holding Dwarf form back from being able to tank everything under the sun are
(i) No Recharge or End drain protection, which is coverable with buffs (such as SB, AM and FF Bubbles)
(ii) No Autohit Taunt. In both PVE and PVP, Kheldian Dwarf form Taunt requires an accuracy check.
Now I've been an advocate of changing the Dwarf form taunt to autohit for ages, but with this change to the inherent I think it's the only thing that's going to balance it as a Tanker. I know I'm going to love taking my Kheldian out for a spin versus AVs now... given that with a bit of effort I could tank most of the Preatorian AVs before these changes, and that with 85% resistance I will be taking only around a third of the damage I was taking at 59% resistance, it's going to be a doddle.
Big changes. Good changes. Kheldians will no longer be taking a "pity spot" in teams after this.
Major Kudos to the Developers, especially since they've been telling us for ages how difficult changing the whole "toggle drop" mechanic would be...
My only concern with these changes is that it pushes Khelds quite close to the dreaded "TankMage" label, and thus might get nerfed a bit...
I don't want them to nerf these changes... I *LIKE* these changes!
@FloatingFatMan
Do not go gentle into that good night.
Rage, rage against the dying of the light.
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My only concern with these changes is that it pushes Khelds quite close to the dreaded "TankMage" label, and thus might get nerfed a bit...
I don't want them to nerf these changes... I *LIKE* these changes!
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There's been Tankmages running around CoV since day 0 and no-one seems to mind in the Dev team (MMs). In fact they buffed them into proper Tankmages with BG Mode instead.
Tank-mages are fine, so long as the don't tank as well as tankers or mage as well as blasters.
I really should do something about this signature.
One effect of the inherent change is that now nova form is now always better than human for damage (with the possible exception of hitting damage cap) and dwarf is always better for resistance, whereas with the right team it used to be possible to have better damage or resistance in human form.
As such, I intend to respec my PB from Human/Dwarf to Nova/Dwarf. I was also depending on melee attacks for damge output, and these get the smallest buff.
I really should do something about this signature.
I think I'll keep triform for my main build, but maybe go Nova/Dwarf for secondary build...
Hmm... Decisions, decisions...
@FloatingFatMan
Do not go gentle into that good night.
Rage, rage against the dying of the light.
For Warshades it does highlight how silly their inherent is compared to PBs.
I was on a team with 4 blasters before. The last thing we needed was extra damage. Ditto, if I'm on a team with 2 tanks I'm probably not going to need some extra resistance so much (it'll be nice on Nova sure but the Tanks should be absorbing any extra aggro anyway so I shouldn't need it)
The PBs inherent makes more sense in terms of "fitting into the team" than the WS one (but the WS does get double mires, which are always good!)
I'll be sticking to my tri-form build, the "snap into dwarf form" you'll be able to do makes it even more viable. With a secondary build of Human/Dwarf focussed on survivablity for tanking tough missions.
The other thing to note is the "free breakfree" aspect of Dwarf Form now.
If you're fighting in Human form and you get mezzed, you can switch to Dwarf and keep on fighting. Realistically this means that if you're a "pure Human-form player", you're now going to be gimping yourself if you don't at least take Dwarf form for those "oh [censored]" moments. Seems that the Human form Peacebringer might be relegated purely to 'concept build' territory.
I'm not sure if this works for Nova though. I suspect that what might happen is that Nova will not get detoggled when you're mezzed, but you'll still be slept/held/stunned. In other words, you might not be able to turn Nova form OFF in order to switch into Dwarf form for the "free breakfree".
I don't think Nova is hands down the best for damage after this. Human still has a lot of utility and Build Up, which Nova doesn't, as well as access to pool powers. I'll be happy sticking with Human/Dwarf for my main build, since the ranged attacks and melee attacks will both be getting a nice base damage buff, and "Cosmic Balance" will still work on Human Form as well as Nova Form.
Given the damage cap limitations and Nova's inherent +45% buff watering down the effectiveness of more buffs from Cosmic Balance... for single-target damage, I think Human Form could still have the edge. Nova has always been and will always be better for AoE damage though.
My NEXT Kheld will certainly be going triform...
Yeah, the change to dwarf form moves it unto unskippable territory for any build now.
I really should do something about this signature.
Personally would have preferred mez protection. All those great buffs are still useless when mezzed, which will still be all the time.
So ultimately little will change visibly as PBs will just be sat in dwarf 90% of the time.
VEATs still seem a vastly superior option for both pve/pvp. Mez protection coming out of their ears and team buffs that make most teams eager for them to join.
Cosmic balance is random at best. As Carnifax said a team with 3+ blasters hardly needs more damage vice versa with tankers and resistance. Mez protection is just an irrelevance from cosmic balance.
The rest of the changes could have been left out and just give mez protection. This alone would boost khelds performance as they wouldnt be staggering around half the time.
And I refuse to get excited about cosmic balance being extended to forms as that was just a ludicrous omission in the first place.
Maybe I am just negative as the khelds will still be a non option for pvp while some VEATs seem tailor made to be highly effective all round pvp'ers.
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Maybe I am just negative as the khelds will still be a non option for pvp while some VEATs seem tailor made to be highly effective all round pvp'ers.
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This doesn't bother me in the slightest, seeing as PvP is complete carp anyway. This game is primarily PvE, and always will be, no matter how much they try to glue PvP elements to it.
@FloatingFatMan
Do not go gentle into that good night.
Rage, rage against the dying of the light.
lolPvP
Urrgh. I feel dirty.
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Maybe I am just negative as the khelds will still be a non option for pvp while some VEATs seem tailor made to be highly effective all round pvp'ers.
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This doesn't bother me in the slightest, seeing as PvP is complete carp anyway. This game is primarily PvE, and always will be, no matter how much they try to glue PvP elements to it.
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Didnt a dev quote 10% of the player base pvp'ing at some event last year?
And part of the reason for PvP being odd seems the devs previous desire to jump from idea to idea leaving a lot of unfinished or ignored elements floating around. Hami, shadow shards, khelds, that SG power object trial, cimer, etc..
PvP in this game can be truly spectacular and really quite exciting in a way that I dont think many other games can match.
I have been playing WAR for the last few days and all I can say is MEH. Boring, boring and dull. The pvp while being balanced is more of the same. Completely uninspired.
While a random night in RV can be crazy. Players shooting around the map with fast paced action. Melee types scuffling with ranged attacks flashing around.
There are huge problems that finally, like it or not the devs are giving serious attention to.
So regardless of your opinion Devs obviously have made time to focus on the pvp element of this game. Just a pity that khelds will continue to miss out on the fun.
Even when they orgnise a special PvP event 90% of the player base aren't interested.
I really should do something about this signature.
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Maybe I am just negative as the khelds will still be a non option for pvp while some VEATs seem tailor made to be highly effective all round pvp'ers.
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This doesn't bother me in the slightest, seeing as PvP is complete carp anyway. This game is primarily PvE, and always will be, no matter how much they try to glue PvP elements to it.
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The day we get a "Carp Melee" set is the day I roll another dedicated PvP toon...
This is actually one of my favourite things about CoH. It's just made for PvE. It means we can have fun things like autofollow and attack-target-of-my-target and running-at-the-same-speed-regardless-of-what-way-you're-facing without people screaming about how it kills PVP balance all the time.
(I've just come back to CoH after checking 'Warhammer Online' out for a few weeks. I'm still bitter about hanging around fansite forums that are almost exclusively populated by people that were too thick, offensive or annoying to be accepted in World of Warcraft. Despite the whole "PvP Balance" game angle... )
"Typo" entirely deliberate.
@FloatingFatMan
Do not go gentle into that good night.
Rage, rage against the dying of the light.
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Even when they orgnise a special PvP event 90% of the player base aren't interested.
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So what? that is relevant how? This game is developed in the US for the US playerbase. 10% of the US playerbase cant be far short of total eu players.
And now they are changing the powers system so finally the endless crying of pvp ruining the game can finally stop. Justifiably so in some cases and others just hysteria.
PvP IS an element of this game and I dont see why people who dont like it start jeering and carping about any mention of it. What about all the other broken elements of the game? 100% of the playerbase completely ignore the shadow shards yet you dont start crying about them? All that development time wasted on a huge white elephant.
And I think I am justified in wanting at least some pvp capacity for the hero epics as some of the VEATs seem specifically designed to perform excellently in PvP. Why else do they have such huge amounts of mez protection and resistance?
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Even when they orgnise a special PvP event 90% of the player base aren't interested.
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So what? that is relevant how? This game is developed in the US for the US playerbase. 10% of the US playerbase cant be far short of total eu players.
And now they are changing the powers system so finally the endless crying of pvp ruining the game can finally stop. Justifiably so in some cases and others just hysteria.
PvP IS an element of this game and I dont see why people who dont like it start jeering and carping about any mention of it. What about all the other broken elements of the game? 100% of the playerbase completely ignore the shadow shards yet you dont start crying about them? All that development time wasted on a huge white elephant.
And I think I am justified in wanting at least some pvp capacity for the hero epics as some of the VEATs seem specifically designed to perform excellently in PvP. Why else do they have such huge amounts of mez protection and resistance?
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PBs can PvP, in fact they just got several boosts in that regard since their damage just got upped and they can switch to Dwarf form from human even while mezzed (there's your VEAT mez protection matched, or surpassed, right there).
Plus Castle has just announced the PvP / PvE seperation thing for powers, so no-one can realistically state that they aren't doing anything for PvP.
Warshades might be a different kettle au poisson, but its not like Crab Spiders are particularly well designed for PvP either from what I can see.
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And I think I am justified in wanting at least some pvp capacity for the hero epics as some of the VEATs seem specifically designed to perform excellently in PvP. Why else do they have such huge amounts of mez protection and resistance?
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Perhaps, instead of blowing off steam, you actually READ what Castle posted. These changes are for PvE only, as clearly shown in the announcement title. There will be a post in the coming days/weeks detailing the upcoming PvP changes as well. Currently they're not finalised so he can't tell us what's changing there... Yet.
@FloatingFatMan
Do not go gentle into that good night.
Rage, rage against the dying of the light.
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Even when they orgnise a special PvP event 90% of the player base aren't interested.
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So what? that is relevant how? This game is developed in the US for the US playerbase. 10% of the US playerbase cant be far short of total eu players.
And now they are changing the powers system so finally the endless crying of pvp ruining the game can finally stop. Justifiably so in some cases and others just hysteria.
PvP IS an element of this game and I dont see why people who dont like it start jeering and carping about any mention of it. What about all the other broken elements of the game? 100% of the playerbase completely ignore the shadow shards yet you dont start crying about them? All that development time wasted on a huge white elephant.
And I think I am justified in wanting at least some pvp capacity for the hero epics as some of the VEATs seem specifically designed to perform excellently in PvP. Why else do they have such huge amounts of mez protection and resistance?
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PBs can PvP, in fact they just got several boosts in that regard since their damage just got upped and they can switch to Dwarf form from human even while mezzed (there's your VEAT mez protection matched, or surpassed, right there).
Plus Castle has just announced the PvP / PvE seperation thing for powers, so no-one can realistically state that they aren't doing anything for PvP.
Warshades might be a different kettle au poisson, but its not like Crab Spiders are particularly well designed for PvP either from what I can see.
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True pvp may be different in i13. Still while u can pvp with a pb, human form will still be useless without light form. No huge difference from how it stands now. Two minutes of mediocre damage output then just not dying the rest of the time. Crab spider will still pwn a pb.
It is only a minor quibble truthfully in light of the huge QoL boost that khelds will get in PvE.
Although tbh I dont think I will be logging my pb again. The toggle drop change seems more appealing for blasters/fenders/trollers to me. And no one seems to have mentioned it but the toggle drop issue seems a somewhat dubious bonus for khelds.
The much vaunted dwarf mez prot STILL means you will have to retoggle all of you powers.
PBs will just sit in dwarf all the time and WS will just carry on as usual i expect.
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And I think I am justified in wanting at least some pvp capacity for the hero epics as some of the VEATs seem specifically designed to perform excellently in PvP. Why else do they have such huge amounts of mez protection and resistance?
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Perhaps, instead of blowing off steam, you actually READ what Castle posted. These changes are for PvE only, as clearly shown in the announcement title. There will be a post in the coming days/weeks detailing the upcoming PvP changes as well. Currently they're not finalised so he can't tell us what's changing there... Yet.
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Regardless of pvp changes khelds will STILL NOT HAVE MEZ PROTECTION. I seriously doubt they will be adding new pvp only powers. And any global change to mez as a whole will STILL benefit every other AT before khelds.
And maybe in future you could try not shooting in with your LOLPVP comment every single time anybody mentions those three letters?
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Crab spider will still pwn a pb.
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Never seen such crud.
Keldians have better single target damage now than a crab spider. The will mop the floor with them after these changes come in.
I really should do something about this signature.
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Regardless of pvp changes khelds will STILL NOT HAVE MEZ PROTECTION.
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AND ALL ATS WITH NO MEZ PROTECTION JUST SUCK IN PVP. LOOK AT BLASTERS AND CORRUPTORS FOR EXAMPLE.
I really should do something about this signature.
So this was completely unexpected:
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Cosmic Balance: This power now functions while shapeshiftedDwarf and Nova forms gain the same benefits as human form.
Dark Sustenance: This power now functions while shapeshiftedDwarf and Nova forms gain the same benefits as human form.
Gleaming Bolt, Glinting Eye, Gleaming Blast, Luminous Detonation, Shadow Bolt, Ebon Eye, Gravimetric Snare, Shadow Blast and Dark Matter Detonation: Increased base Range to 80. This makes Human form Kheldians ranged capabilities more useful overall. The 80 range meshes more evenly with other Ranged ATs capabilities.
Peacebringer AT Multipliers: increased Human form Melee Damage multiple to 0.85, increased Human form Range Damage multiple to 0.8 and increased Dwarf Form Melee Damage multiple to 1.0.
Warshade AT Multipliers: increased Human form Melee Damage multiple to 0.85, increased Human form Range Damage multiple to 0.8 and increased Dwarf Form Melee Damage multiple to 1.0.
Dwarf Form: You may now shift into Dwarf Form even while Held, Slept or Stunned.
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Not only are we getting damage buff, not only do we get the inherit powers in the other forms as well (which, I don't think anyone noticed using the realtime numbers, CAN make a real difference), but we can now change to dwarf while mezzed!
As the rest of the page says, if held in dwarf mode, the resistance will get suppressed, but protections will remain as is!
Coupled with the awesomeness eclipse and double mire, the damage buff to dwarf form is quite nice as this makes dwarf a better scranker - hopefully by much.
Anyway, down to the details:
According to this old forum post from I7, the base damage for all damage is 1.0 (also known as base blaster damage):
<ul type="square">[*] The current base melee damage for dwarfs is 0.85, which is incresed to 1.0![*] Human form's melee damage is 0.75, which is increased to 0.85![*] Human form's ranged damage is 0.62(!), which is increased to 0.8!!![/list]This is a HUGE buff to kheldians. I'm going to respec my WS into being more human-formish...
@Double
Double Flame 50 fire/devices
Double Shade 50 tri-form warshade
Double Light 50 dwarf-human peacebringer
Double Control 50 earth/rad