HEAT Epics
Oh, no... Here comes the barrage of "Khelds are perfect as they are"...
...Because, according to the Kheld playerbase, Khelds are near-perfect as-is... And the Devs aren't going to touch anything that doesn't have any sort of "outcry" from the playerbase to change things.
That's the simple reason why.
A zillion other reasons may be told by everyone else, but that's the down and dirty.
Personally, I think a few tweaks here and there could be done for a bit more balancing or further "interesting" game play, but eh, that's me.
"The One"
76 characters and Twenty-four 50s later, I still love this game.
AlienOne's Human-Form Warshade Guide (Old guide+New guide = 12,000+ views!)
I feel stupid now, scrolled farther down the screen only to see this topic is already being discussed
Oh, no... Here comes the barrage of "Khelds are perfect as they are"...
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Khelds get more power choices than any other AT, so don't really need any extra choices.
British by act of union, English by grace of God, Northern by pure good fortune!
If you PL'd to 50 just to get an "epic" thinking you'd be �ber, you're going to be sorely disappointed with the HEATs, because the VEATs were designed so that anyone with one good finger and a braincell can rock the toggles.
I'm more interested in full access to pools for Khelds, personally. My Peacebringer wants Recall Friend, and my Warshade Air Superiority. VEATs can stack Leadership; why can Khelds not stack fly/port?
I'm more interested in full access to pools for Khelds, personally. My Peacebringer wants Recall Friend, and my Warshade Air Superiority. VEATs can stack Leadership; why can Khelds not stack fly/port?
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The other thing is that I really like the pool lockouts. They add a flavour to the AT's that no others have, and teleport is a Warshade thing so doesn't really fit into Peacebringers.
British by act of union, English by grace of God, Northern by pure good fortune!
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
I thought it was summed up when someone said it was because the eipc pools are actually built into the primary and secondary.
Khelds get more power choices than any other AT, so don't really need any extra choices. |
Kheldians get 26 powers from their primary/secondary. (Yes, plus two freebie travels.)
Night Widows get 27 from their Primary/Secondary, Fortunata get 30, Crabs get 28 (30 if you count the two frags/vemons as seperate powers) and Banes get 30.
All four of those get Patron Pools.
AS a Kheldian player I frankly fail to see why any Kheldian player would be OPPOSED to getting access to APPs.
IF YOU DON'T WANT ONE, DON'T TAKE ONE. But don't rain on other people's parade because of your viewpoint.
I would immediately take any Psi based APP on my Peacebringer, because it would actually FIT his background. His host was a powerful psychic. It makes NO SENSE that he can't use ANY of his Psi powers now that he's joined.
This is actually not true.
Kheldians get 26 powers from their primary/secondary. (Yes, plus two freebie travels.) Night Widows get 27 from their Primary/Secondary, Fortunata get 30, Crabs get 28 (30 if you count the two frags/vemons as seperate powers) and Banes get 30. All four of those get Patron Pools. AS a Kheldian player I frankly fail to see why any Kheldian player would be OPPOSED to getting access to APPs. IF YOU DON'T WANT ONE, DON'T TAKE ONE. But don't rain on other people's parade because of your viewpoint. I would immediately take any Psi based APP on my Peacebringer, because it would actually FIT his background. His host was a powerful psychic. It makes NO SENSE that he can't use ANY of his Psi powers now that he's joined. |
Of course, the Devs might have to deal with *possible* "overpowered" scenarios from the min/maxers because of adding EPPs... And this may be something that the Devs really have no interest (or no time) to deal with. However, you make some excellent points, and ones that I would definitely agree with.
I'd also mention that "outcry" from the playerbase is *almost* the only thing that will cause the Devs to re-look at an AT and see what they can do to "improve" on it.
That said, in the past, this has also proved to add "nerfage" as well... And, if adding an EPP to a Kheld causes powers such as Stygian Circle or Eclipse to get nerfed.... I would make a complte 180 on my stance and say "don't add EPPs."
Yeah, I like those powers that much.
"The One"
76 characters and Twenty-four 50s later, I still love this game.
AlienOne's Human-Form Warshade Guide (Old guide+New guide = 12,000+ views!)
This is actually not true.
Kheldians get 26 powers from their primary/secondary. (Yes, plus two freebie travels.) |
Anyway, it'd be neat, but I don't think necessary. APPs/PPPs are designed to fill in gaps that the AT may have. As it stands, there are very few gaps that the Khelds have that cannot already be filled within the Primary/Secondary.
Head of TRICK, the all Trick Arrow and Traps SG
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Not counting the form powers is just skewing the numbers for your own benefit. You may not pick them as such but you do still get them, and can still use them and slot the like any other power.
Also I don't think the VEATs can have ALL those powers, at some point a fair few of them get closed off when they pick their branches?
British by act of union, English by grace of God, Northern by pure good fortune!
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
Not counting the form powers is just skewing the numbers for your own benefit. You may not pick them as such but you do still get them, and can still use them and slot the like any other power.
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Also I don't think the VEATs can have ALL those powers, at some point a fair few of them get closed off when they pick their branches? |
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
I don't agree with that. Using Nova or Dwarf turns off all your other powers. In effect, that is the balance consideration at work. If when you turned on Dwarf you had all its powers PLUS your human form powers I would agree with you.
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Most people don't seem to take this into consideration--that switching into a form is like playing a completely different toon with different powers, shape, speed, capabilities, and working set bonuses. It just "happens" to be worked into a current toon you have. Every time you hit that form-switching button, you're effectively switching into another power set/build/costume "on the fly."
"The One"
76 characters and Twenty-four 50s later, I still love this game.
AlienOne's Human-Form Warshade Guide (Old guide+New guide = 12,000+ views!)
"The One"
Others, myself included, who play their Kheldians as maniac shape-shifters and constantly use keybinds and employ the fact that shifting down to Human-form and executing a Human-form power still flows nicely when you time things right, because I13 made it more difficult to accomplish and it actually requires good timing now and allows the Kheldian to extend their power usage a bit more.
For Warshades, Black Dwarf Mire can still be executed to enhance Eclipse and Sunless Mire, and White Dwarf Flare still buys you a split second to call forth those Photon Seekers, execute Pulsar at the same time almost, and finish with Solar Flare.
Granted, you take more risks that way, and it's a subtle advantage that many may not employ, but I believe it still has to be taken into account when discussing the Kheldian balance of power.
This isn't to say that I don't want more power for my Kheldians, but as I said in my previous short post, Kheldians don't have EPP's simply because the Devs don't want them to and no amount of thematic/gameplay discussion is going to change that unless we can prove that Kheldians are not performing their intended design goals.
A quick Google search yields several threads where Geko speaks about Kheldians as a class that is designed to adapt to the changing circumstances of battle. The recent changes to Kheldians (I13) and what Castle said about not allowing Kheldians Human-form mez-protection so Dwarf won't be obviated, lead me to think the Devs have not changed their goals for Kheldians. If we would be able to prove beyond a shadow of a doubt that adding EPP's to Kheldians would help them adapt better to the changing circumstances of battle, I suppose the Devs may see the logic in adding EPP's, until such time or until the Devs change their goals for Kheldians, I doubt we'll ever see EPP's added.
This is of course my opinion, YMMV.
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
Yes, but how many people across the entire Kheldian community play their tri-form Khelds like you do--binds, timing, and all?
I daresay very few.
Also, in those same Geko articles, he mentions part of the "design" for Kheldians was for "variations" in Kheld form play, including human-only forms, which obviously is in disagreement with Castle's view on human form.
So, in the end... Who here is the "authority" on the "Dev view" on what they intend for Khelds? Who knows if they have any different intentions for Khelds in the future? Who knows if they will implement any or none of our suggestions on these forums in those "intentions?"
I believe that's the point of suggestions. I've seen in the past seeming "Dev intent" change, based on playerbase opinion/suggestions, as long as it wasn't game-breaking.
We are, after all, customers.
"The One"
76 characters and Twenty-four 50s later, I still love this game.
AlienOne's Human-Form Warshade Guide (Old guide+New guide = 12,000+ views!)
This isn't to say that I don't want more power for my Kheldians, but as I said in my previous short post, Kheldians don't have EPP's simply because the Devs don't want them to and no amount of thematic/gameplay discussion is going to change that unless we can prove that Kheldians are not performing their intended design goals. A quick Google search yields several threads where Geko speaks about Kheldians as a class that is designed to adapt to the changing circumstances of battle. The recent changes to Kheldians (I13) and what Castle said about not allowing Kheldians Human-form mez-protection so Dwarf won't be obviated, lead me to think the Devs have not changed their goals for Kheldians. If we would be able to prove beyond a shadow of a doubt that adding EPP's to Kheldians would help them adapt better to the changing circumstances of battle, I suppose the Devs may see the logic in adding EPP's, until such time or until the Devs change their goals for Kheldians, I doubt we'll ever see EPP's added. This is of course my opinion, YMMV. |
But none of what they implemented was game-breaking, so they did it. The point is that so long as it is something an archetype's community is behind and they can demonstrate that it won't unbalance or break the archetype in question I haven't seen any evidence that performance (or the lack thereof) has to be directly related to the changes requested.
Besides, Epic Pools wouldn't take away from an adaptability role - they'd add to it.
Also, in those same Geko articles, he mentions part of the "design" for Kheldians was for "variations" in Kheld form play, including human-only forms, which obviously is in disagreement with Castle's view on human form.
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Since the majority of the changes were focused on problems with human form (increased damage in human ranged attacks, increased human damage scalars, and increased range of human ranged attacks), I don't see how it could be read that Castle didn't agree that human form should also be a viable way to play, and so I don't quite see how he disagreed with Geko's vision, there.
Did I misunderstand you?
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We are, after all, customers.
"The One"
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
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I did not mean performance as in how efficiently a Kheldian defeats enemies, but rather the performance a Kheldian will have in performing its role, and since the Kheldian role isn't as clear-cut, at least not to me, I can't even decide what I'd want from an EPP and every suggestion for Kheldian EPP's hasn't gained mass community support so maybe we should discuss what sort of EPP's we could all get behind? |
I'm actually quite convinced that from the adaptability role perspective, the Devs are of the opinion that we're doing just fine and we don't require any more additional performance increase. If anything, I13 boosted form performance in team situations and decreased Kheldian form-shifting abilities for a soloist Kheldian! |
Actually, the argument could be made (and was made, by some) that pre-I13 Kheldians were performing just fine with regard to their role of being adaptable. Shape-shifting Khelds could still switch forms to change roles in battle, and teaming khelds of all flavors still enjoyed bonuses while teamed that depended on team makeup.
That didn't change the fact that Khelds needed help. The damage buffs, the dwarf-form breakfree and the range increases only indirectly helped a Kheldian be more adaptable, but were addressed principally to problems that were independent of the role of the archetype. After all, how is a direct damage buff making a kheld more adaptable? It enables the kheldian to get through a battle quicker? That's an indirect benefit.
Taking the animation time out of shapeshifting would have been a direct boon to our adaptability, but that wasn't done. Allowing auto pool powers like Stamina and Health to transfer to the forms would have been a direct help, but that wasn't done either. The only change they made that directly affected our adaptability was to allow the team link inherent to carry over to the forms.
Adding epic pools - or kheld specific pools of any sort, really - actually would directly help us be more flexible and adaptable, and so long as they come at the cost of other power choices from our primary and secondary, wouldn't overpower us or starve us for slots. Kheldians are performing their role just fine, I agree. But then, they were just as adaptable before I13 as after - they just the balance between killing and being killed while performing that role more towards the killing side.
My point is that the archetype's performance of its role isn't necessarily the mean by which it is measured when it comes to requesting changes. We've gotten tons of changes in this game not because something wasn't working as intended, but simply because we as a community asked for them.
If no further changes are made to the kheldian archetype, it's not necessarily because the developers aren't willing to make changes, but more because there is no solidarity among we the players. Most of us are content with Khelds as they are, and those of us who do want change seldom agree on what form it should take, and really aren't discontented enough to pursue it.
And really, there's nothing wrong with being happy.
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
If no further changes are made to the kheldian archetype, it's not necessarily because the developers aren't willing to make changes, but more because there is no solidarity among we the players. Most of us are content with Khelds as they are, and those of us who do want change seldom agree on what form it should take, and really aren't discontented enough to pursue it.
And really, there's nothing wrong with being happy.
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
Actually, the argument could be made (and was made, by some) that pre-I13 Kheldians were performing just fine with regard to their role of being adaptable. Shape-shifting Khelds could still switch forms to change roles in battle, and teaming khelds of all flavors still enjoyed bonuses while teamed that depended on team makeup.
That didn't change the fact that Khelds needed help. The damage buffs, the dwarf-form breakfree and the range increases only indirectly helped a Kheldian be more adaptable, but were addressed principally to problems that were independent of the role of the archetype. After all, how is a direct damage buff making a kheld more adaptable? It enables the kheldian to get through a battle quicker? That's an indirect benefit. Taking the animation time out of shapeshifting would have been a direct boon to our adaptability, but that wasn't done. Allowing auto pool powers like Stamina and Health to transfer to the forms would have been a direct help, but that wasn't done either. The only change they made that directly affected our adaptability was to allow the team link inherent to carry over to the forms. Adding epic pools - or kheld specific pools of any sort, really - actually would directly help us be more flexible and adaptable, and so long as they come at the cost of other power choices from our primary and secondary, wouldn't overpower us or starve us for slots. Kheldians are performing their role just fine, I agree. But then, they were just as adaptable before I13 as after - they just the balance between killing and being killed while performing that role more towards the killing side. My point is that the archetype's performance of its role isn't necessarily the mean by which it is measured when it comes to requesting changes. We've gotten tons of changes in this game not because something wasn't working as intended, but simply because we as a community asked for them. If no further changes are made to the kheldian archetype, it's not necessarily because the developers aren't willing to make changes, but more because there is no solidarity among we the players. Most of us are content with Khelds as they are, and those of us who do want change seldom agree on what form it should take, and really aren't discontented enough to pursue it. And really, there's nothing wrong with being happy. |
I really, really, really wish I could come across like this and word things like you do, rather than seemingly post something "argumentative" in nature to try and say the same thing you do with more diplomacy.
I agree that pre-i13 the same argument could have been made, before all the changes... I certainly was pretty content. But, I also loved the changes post-i13 too... Logging on to my PB and switching to Dwarf and doing a buttload more damage per attack was a "oohhh.... This is nice!" feeling. And I didn't even request any changes then (with the possible exception of human-only mez protection, which I've been on the rampage for forever, so that doesn't count...haha)!
"The One"
76 characters and Twenty-four 50s later, I still love this game.
AlienOne's Human-Form Warshade Guide (Old guide+New guide = 12,000+ views!)
Since the SoA's get access to an epic pool why dont they give that option to the Kheldians?