Why do HEATs feel like fail?
Kheldians were designed to require more player-effort, period. If a player wants to be successful with a Kheldian, they have to learn more about game mechanics than almost any other class out there requires, and the player is actually tested on their knowledge whenever they take out their Kheldian to the field. This more than anything else is probably the reason most people feel Kheldians are a failure. They require more investment to accomplish anything worthwhile.
Like the title of this thread implies, HEATs feel like fail. Feel. Get it? |
Kheldians are OK. They aren't fail, but they aren't anything special either. Kheldians are great for folks who like their flashy "cool" powersets. But on straight effectiveness, they are middle of the road. Not the worst at anything, but not the best either.
I would also question your belief that Kheldian even require much knowledge of the play mechanics. Certainly not more than most ATs. Defenders and Controllers require more thought IMO. And that thought is greatly rewarded.
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To the OP:
I had a hard time getting into my PB untill 2 things happened.
1st was the (excellent) change from shields dropping when mezzed (massive boost to my PB). The second and most important was staying single form human Scrap-Blas-Troller with emphasis on the Scrap.
Yes, there will be the odd (sometimes verrry odd) elitist/purists maintaining that "You're doing it wrong!" and that HEATS require binds/tri-form only and genius level IQ in order to play "properly". They are dead wrong.
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Many players, both in-game and on the forums, have already declared their love for thrills that come from rushing into stuff guns-blazing and to heck with tactics, strategy or game mechanics.
I know this may sound mean-spirited, but to be honest, I felt cheated once I took my Dominator to Lv50 only to unlock VEATs and discover their playstyle revolved so much around passive abilities and active abilities that were completely uninteresting to me for various reasons. So for me, VEATs satisfy the thrill-seekers who are looking for the cheap and easy (passive force-multiplying powers coupled with reliable mez-protection and easily accessible attack-chains) while Kheldians satisfy people looking for a more cerebral experience. We're all entitled to our own niches in this game, but what truly reflects poorly on the player community happens when the VEAT-enthusiasts want to mold Kheldians in the image of their precious VEATs, i.e. passively overpowered. |
Just like with Scrappers, VEATs can be played mindlessly. Or a skilled player can leverage their gifts into things that are amazing.
With Kheldians, you have all this flash, and that flash isn't without substance, but there's a clear limit to what you can do. It's not interesting to me in the least, it's very limiting. More limiting than every other AT in the game.
Take form-shifting. Presented by many as a means for Khelds to perform the functions of several ATs. But those forms greatly reduce the tactical options of the player while in the form. Contrast that to, for example, a Shield Scrapper. If the fit hits the shan, a shield scrapper can easily move in to take the role of Tanker and protect his or her team. But doing so requires only a change in tactics. The Scrapper doesn't lose their melee damage role, they simply have another role to handle at the same time.
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As it stands, many teams don't find Kheldians worth the risk of an invite. I feel this is because a poorly played Kheldian is more common than a good one, and a poor one is only 80% of what the specialized player would be, even if he was also poorly played.
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And yet their inherent directly benefits only them, and requires a team to function. That's incoherent design.
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And yet their inherent directly benefits only them, and requires a team to function. That's incoherent design.
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The same could be said for the Defender's inherent, but at least Defenders bring a lot to the team.
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You know... I actually started writing a long post in response to yours, but then, I took another look at what you've started with:
To me Kheldians feel like an Epic Win because I actually have to put in the effort to fight the enemies. With my VEATs, every victory feels like it's actually the Devs who have won the battle rather than me because of the passive defenses and defense-multipliers VEATs have.
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And yet their inherent directly benefits only them, and requires a team to function. That's incoherent design.
Sadly, most forumites I've seen, that speak against Kheldians seem to care only about combat performance and how to most effectively defeat as many enemies in as little time as possible. They require that Kheldian limitations be removed and that Kheldians get MOAR DPS NAO and other such things.
Clearly, the Devs, bless their RP'ing minds, actually care enough to supply us with different themes and different sources of entertaining ways to defeat our enemies, some faster than others. We call this "having options" and also "variety", and it's been proven a good thing... if not for that, we'd all be playing City of TankMages.
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See i find that warshades are OVERPOWERED. Once slotted correctly and used to their playstyle, you can basically do insane ammount of damage with also capped resis.
Its just the low levels that are a killer and a slog
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You know... I actually started writing a long post in response to yours, but then, I took another look at what you've started with:I want to thank you for that because you've saved me the trouble of actually analyzing things and explaining things in detail, so here's the TL;DR:
To me Kheldians feel like an Epic Win because I actually have to put in the effort to fight the enemies. With my VEATs, every victory feels like it's actually the Devs who have won the battle rather than me because of the passive defenses and defense-multipliers VEATs have. |
But I don't fool myself into thinking that this somehow makes them harder to play. Just tiresome. Yes, VEATs handle the standard content with ease. If I want to "put effort in to fight the enemies" then I up the difficulty or take on bigger game. And I get rewarded for the trouble.
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[FONT="Verdana"]Actually, if you think about it, it's a perfect design for a LEADER, in the sense that if the team stands united behind the Kheldian, the whole team will benefit because the Kheldian will be able to spearhead the team's efforts to win the fight.
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Tankers, don't need a spearhead. THEY ARE THE SPEARHEAD!! They can walk into situations that even the most well built Khelds can't.
Controllers and Defenders united grant themselves and their minions the power to do anything.
Blasters can melt most things so long as a real Tanker is there to handle what's left.
Where's Kheldians in that picture?
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.
But I don't fool myself into thinking that this somehow makes them harder to play. Just tiresome.
I'll also add another point of reference that people are going to flame me for... I've never classified Kheldians as a DPS-centric AT while most people I read on the forums, do.
And so do we. Haven't you seen Kheldians fighting purple-cons yet?
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Tankers, don't need a spearhead. THEY ARE THE SPEARHEAD!! They can walk into situations that even the most well built Khelds can't.
Controllers and Defenders united grant themselves and their minions the power to do anything.
Blasters can melt most things so long as a real Tanker is there to handle what's left.
Where's Kheldians in that picture?
I've been confronted about this playstyle of mine exactly once, by a Tanker who tried to lead the team and basically wasn't happy with how "independent" I was being... You do the math.
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Scrappers, don't need anyone to spearhead anything for them. The best of them can do on their own, what a team is expected to be able to do. There's a reason they specifically mentioned Scrappers when talking about the new difficulty slider.
Tankers, don't need a spearhead. THEY ARE THE SPEARHEAD!! They can walk into situations that even the most well built Khelds can't. Controllers and Defenders united grant themselves and their minions the power to do anything. Blasters can melt most things so long as a real Tanker is there to handle what's left. Where's Kheldians in that picture? |
For that matter where do Scrappers fit in that picture? A Blaster and a Tanker is better than two Scrappers if you are leveraging AOE damage and aggro management. A team composed of one Tanker, multiple blasters and controllers will cover every required role. Aggro management, damage dealing, control, buffing, debuffing and healing. I have even seen some people put forth the argument that Tankers aren't needed either, since Controllers can completely lock down a spawn.
I'm not trying to disrespect Defenders or Scrappers. I'm trying to show that your analysis is biased against the HEATs. If you are going to treat archetypes as nothing but cogs in a combat machine, then pare out HEATS, Defenders and Scrappers. They might bring something to a team, but they aren't needed. I'm not necessarily refuting your argument, but I disagree with your conclusion, because you specify only the HEATs as being unneeded.
The original hero archetypes were designed to be parts of a whole. Tankers, Defenders and Controllers were all designed to do low damage, so that they would be discouraged from soloing. Blasters were given no defenses and low hit points for the same reason. Scrappers were the only AT designed for soloing, an acknowledgment that some people want to solo in an MMO.
HEATS were introduced early, and followed the same team design concept. Since all roles were already taken, they were made to be the generalists of a City of Specialists.
The current developers have abandoned that design philosophy and have buffed several of these ATs. They encourage teaming, but don't try to force players into teams. They have shied away from complete redesigns, preferring to tweak the existing designs. They aren't likely to go back to that design philosophy, to create an artificial role for the HEATs.
The VEATs on the other hand were designed recently. The VEATs were designed to augment a team, to encourage teaming, rather than be buffed up by a team, as a penalty for not teaming. And all Villain ATs were designed to be more independent than most Hero ATs.
Some players cling to that system of reducing ATs to cogs in a combat machine. It is undeniably efficient. I find it boring. I'm glad that I can solo my blasters, or find a team. Likewise I'm happy that my Tankers can scrap or taunt.
A team can play and have fun with any players, or they can focus on efficiency and spend the extra time and effort to build the most efficient specialist team.
I like my HEATs more than I like my VEATs. I won't try to justify my preference with any arguments that the HEATS are better. I just like them better. I'm well aware a specialist can outperform a generalist in the specialists' specialty. But sometimes I prefer to play generalist.
Where are Defenders in that picture? Controllers can do anything a Defender can do. Not as well,
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For that matter where do Scrappers fit in that picture? |
I'm not trying to disrespect Defenders or Scrappers. I'm trying to show that your analysis is biased against the HEATs. If you are going to treat archetypes as nothing but cogs in a combat machine, then pare out HEATS, Defenders and Scrappers. They might bring something to a team, but they aren't needed. I'm not necessarily refuting your argument, but I disagree with your conclusion, because you specify only the HEATs as being unneeded. |
HEATS were introduced early, and followed the same team design concept. Since all roles were already taken, they were made to be the generalists of a City of Specialists. |
Some players cling to that system of reducing ATs to cogs in a combat machine. It is undeniably efficient. I find it boring. I'm glad that I can solo my blasters, or find a team. Likewise I'm happy that my Tankers can scrap or taunt. A team can play and have fun with any players, or they can focus on efficiency and spend the extra time and effort to build the most efficient specialist team. |
That has nothing to do with how fun people find them. There's no need for anyone to justify their enjoyment.
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Again, you didn't read my comments in context of the discussion and the point I was responding to. The point I was responding to, was that Kheldians are not needed to SPEARHEAD a team. And they aren't. No one is. Perhaps Tankers for some content, but |
I do agree that HEATs are middle of the road. They are neither awesomely bad nor awesomely powerful. Frankly, that doesn't 'feel like fail' to me. That feels like the right place to be.
Now, I'm not saying 'OMG HEATs suck'. A lot of people seem to swear by Tri-form Warshades, and a number of people obviously enjoy playing them.
This is more a question to see if I'm doing anything majorly 'wrong', or wether they get a whole new meaning of 'awesome' at a certain specific point. Tried both PB and WS to around 20s, got a lil' PB at 19 right now. Just...I don't know what it is. The endurance costs dont seem to help but, then again, no Stamina yet. The damage taken seems extreme, but then this is on DOs. Anyone else feel burnout come along very quickly on PBs and/or WSs? |
Many, if not most, of the characters I've played are painful below SO's level (and stamina). After that, you're getting your attack chain going, it's slotted well, your defenses are going, and so forth.
It's similar for Kheldians, although there are certain moments prior to that that kick in the awesome factor for me. The first is being able to use a travel power in the tutorial. Another one is unlocking the nova form. You finally have a mobile assault platform to use while other ATs are deciding on whether to get combat jumping, hover, or what. Then you get your dwarf form, and you can take some damage as well as dishing it out.
As is the case with other ATs, these won't really shine brightly until well slotted, but the foundation is there. I'm not saying they don't need some tweaking wither, because most everyone who plays Khelds will agree they do need some rework.
I'd strongly recommend sticking it out unitl you slot with SO's and play a few levels and see what you think at that point. Another thing that might help is to find some fellow Kheldian players out there and get on a team. We have an all-Khled SG on Infinity and play in all-Kheld teams on Thursday nights, and it's normally a real blast. You can see what a well slotted and experienced Kheld can be and what they can do. Then you might learn to love it.
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Evil Geko, you kind of threw me with the "Scrappers are generalists" comment. Scrappers are the easiest to solo (and designed that way), as well as being melee DPS.
You can argue that IOs, etc. make them a bit more generalist, as you can get their damage survivability high enough that they can kind of fill in for a tank. But that's more of a comment on the IO system in general, rather than the AT system itself. I think some have suggested that the IO system makes for a generalist class being less needed as well. But even then, that's kind of ignoring the heavy benefits Kheldians receive from IOs as well.
At any rate, Scrappers are still not superior generalists to a Kheldian. They certainly don't have similar ranged damage or control capabilities. They have some, but not as much as Khelds. Scrappers are quite solid, but I wouldn't call them a generalist AT... being good at soloing isn't quite the same as being a generalist.
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At any rate, Scrappers are still not superior generalists to a Kheldian. They certainly don't have similar ranged damage or control capabilities. They have some, but not as much as Khelds. Scrappers are quite solid, but I wouldn't call them a generalist AT... being good at soloing isn't quite the same as being a generalist.
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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.
Every class in this game is designed to kill and survive, they simply do it by employing different concepts and different gameplay mechanisms. Melee classes being the most straightforward because they do not have many weaknesses that ensure they need rely on anything more than DPS to kill and survive.
Every class, other than Scrappers, has weaknesses designed into that class that require the player to figure out ways to kill and survive. Kheldians are a bit more intricate than other classes. Kheldians have both melee and ranged abilities but lack major characteristics in each doctrine and so the player can't simply rely on either doctrine to be successful when solo. When a Kheldian is form-dancing, or when a Kheldian is on a team, then the potential increases and the Kheldian classes become more interesting to play.
If everyone playing this game was interested in nothing more than pure DPS, everyone would be playing Scrappers. The fact that not everyone is, simply suggests some people are still interested in something more than chasing enemies to smack'em in the face, and for me, any other class is superior to Scrappers because most other classes actually offer both strategies since I can smack stuff in the face both at melee and at range but I'm required to employ tactics other than chase-your-enemy and beat it!
What's more, Kheldians feel epic to me because when I'm in Nova, blasting things, I know how vulnerable I am, and I'm just waiting for those Bosses to come chase me down so I can shift to Dwarf and whack'em in the face as a Dwarf with awesome damage-resist numbers in comparison to what I had a moment before as a Nova. Scrappers are simply not that exciting for me, because there's nothing exciting to me about playing Superman. There never was.
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Now, I'm not saying 'OMG HEATs suck'. A lot of people seem to swear by Tri-form Warshades, and a number of people obviously enjoy playing them.
This is more a question to see if I'm doing anything majorly 'wrong', or wether they get a whole new meaning of 'awesome' at a certain specific point. Tried both PB and WS to around 20s, got a lil' PB at 19 right now. Just...I don't know what it is. The endurance costs dont seem to help but, then again, no Stamina yet. The damage taken seems extreme, but then this is on DOs. Anyone else feel burnout come along very quickly on PBs and/or WSs? |
On their own, you are pretty dead on. HEAT's are absolute failure. This is because they are anemic in every way. Second rate blaster/troller/scrapper. Just like /Energy Armor.
Thing is, I believe they are designed this way on purpose. There is really no AT that can benefit from as many different IO set bonus combinations and use them to shine as drastically as a PB, WS or any character with the Energy Defense/Armor set.
I think they were designed to be utter crap until you have the eight or nine billion infamy to pump into them to make them shine. And they DO shine, holy god. But unlike the VEAT's which were designed to function as advertised out of the box, I look at HEAT's as a character you make when you KNOW you are going to invest in them as a project.
Just read the guides on the Kheld forums. Pretty much every guide there cites only uniques and purps and rate Hami O's in their builds. There's a reason for that. Without them, Khelds fail. With them, Khelds are able to really blow pretty much everything else out of the water, or at least give them a pretty good run for their money.
I think that much comes down to personal choice. This is my second account. If I still had my first, I think I wouldn't have deleted the 43 WS I had on it due to total failure. Understanding now that they are designed to be inf sinks and can take advantage of that like no other AT can, I would probably have kept him around. These days, I don't really touch blueside anymore, so it's not that big an issue.
If you have limitless inf available and are tired of the toons you've been playing, I say give them a whirl. You'll be amazed at how they can blossom.
If you don't... Don't touch them or you're setting yourself up for a complete disappointment.
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Thing is, I believe they are designed this way on purpose. There is really no AT that can benefit from as many different IO set bonus combinations and use them to shine as drastically as a PB, WS or any character with the Energy Defense/Armor set. I think they were designed to be utter crap until you have the eight or nine billion infamy to pump into them to make them shine. |
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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That doesn't hold up to examination when IO's actually came after HEATs were in the game.
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I personally deleted my WS around 40ish, as I found the AT lackluster and more effort than it was worth compared to any other AT I had played (with the exception of defenders, which I just never got the hang of. Kind of wish I had, as I've seen some pretty spectacular ones). These days, if I decided to transfer a few billion inf over to blueside and build a kheld properly I'm sure I would be impressed.
I hated khelds until I understood what they're for. (at least as far as I'm concerned) Blueside they ARE the endgame timesink. Their what you continue to put effort into until you're satisfied with the result once you've done everything else. And in that capacity I think they're a pretty good idea. Redside could use something like that. I wouldn't say scrap their VEAT's, as in my experience they are far and away a hell of a lot more fun than just about anything else I've played. But I would say Redside can certainly use an endgame Erector Set AT like khelds to concentrate on putting together over the course of a few months.
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If you ask me Khelds are the best AT in the game followed by blasters and corruptors because I find them the most fun. On the other hand widows,scrappers, and masterminds are "fail" because I do not find them fun. Notice how power does not equal fun.
In the end there is no right and wrong, no 1337 or fail. There is only personal preference.
As a "dancing" warshade, I feel that I can dish out more dps than a blaster for short periods of time. I feel I can tank much better than many tanks for short periods of time. I feel able to lock down groups better than some controllers for short periods of time. My favorite trick so far is to survive an alpha in dwarf, double mire and blast away. If I'm only doing 80% of two different jobs, that makes me about 160% of a teammate. Being able to rotate through roles at the drop of a hat makes me feel special, no matter what group I'm in. I find my contribution peaks on TFs which have several factions of enemies to deal with.
If I could change anything about kheldians, it would be to make the forms shift faster. This is a balance altering change though, which would have to prove that Kheldians are in need of a buff as they are. I'd have trouble doing that because of the aforementioned reason: I already feel quite powerful.
Actually, I think it would be nice to have the inherent buff work both ways too. As it stands, many teams don't find Kheldians worth the risk of an invite. I feel this is because a poorly played Kheldian is more common than a good one, and a poor one is only 80% of what the specialized player would be, even if he was also poorly played. Having the Kheldian passively buff the other players might tip the scales enough so that they are worth the risk to invite. This is of course subject to the previous caveat; Kheldians need to be proven lacking for any more buffs to be applied.
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