Why do HEATs feel like fail?
what can be done to distinguish Kheldians in this game so that they may be appreciated more without stepping on anyone's toes?
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Just the way MMORPGS are...
And by the way, that link helped alot.
Just the way MMORPGS are...
Seriously speaking though... wouldn't this be enough power but not too much power, all the while utilizing a mechanism that already exists in game without forcing the Devs to think up new powers and create new animations?
Good stuff!
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
I think so, I think that if you ask VEAT players they'll tell you that their solo damage still doesn't compare with Brutes for example and their solo survivability still doesn't compare with Masterminds. Personally I wouldn't know because I don't play VEATs much (if at all) but if I recall correctly, VEAT burst damage is still lagging behind the other Villain ATs'.
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The Bane also has burst damage that compares very favourably with the alpha-strikes on my Stalkers/Blaster and outdoes the Widow/Brutes/Scrapper (though the Bane does have slow-animating attacks and some redraw when setting up his debuffs, so he gets outpaced on dps over time - but not by much as he ends normal fights so fast - he hits like a truck which is why I slightly prefer him to the Widow). In terms of survivability my Bane and Widow are both soft-capped so they can out-survive my Bot/DM MM and most of my other L50s in most situations (RWZ challenge notably, against an RWZ L54 Rikti spawn with 3 bosses).
Also never underestimate fear of nerfage - some VEAT players may not be entirely truthful about their capabilities VEATs are incredibly good, even with basic IO sets (all of mine were cheaply frankenslotted before I went for the multi-billion full-on crazy of soft-capping and perma-hasten).
Actually, I see the Jack of All Trade concept even in Human-only Kheldians since the Human-only Kheldian has to mix in powers from several disciplines, each mediocre on its own, but the mixture itself can become quite potent, sometimes proving to be very effective in more situations than a normal AT could be effective in.
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Huh? I find that confusing, who said anything about limiting mez-protection to Human-form?!
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Has anyone even considered what would be the price Kheldians would have to pay in term of DPS or survivability if the Devs did decide to grant some wishes and gave Human-form mez-protection and shortened or eliminated shape-shifting?
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In light of the Kheldian Dwarves becoming a Break Free of sorts, I think it's quite clear how the Devs want Kheldians to be able to deal with being mezzed.
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I think many would agree that Warshades are certainly capable of epic performance both in DPS and crowd control (disorient-stacking FTW and all that) and Peacbringers can be quite difficult to kill (three self-heals across Human/Dwarf forms and Lightform plus Human shields) but their DPS potential still lacks in comparison with the peaks Warshades can reach and tanking is already underrated in the game as it is.
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Saying PBs have heals as an advantage over an Eclipsed Warshade, is like saying a /Regen scrapper has heals as an advantage over a soft-capped /SR or /Shield scrapper - the PB like the Regen has the heals because they need to use them as part of their ongoing playstyle to survive, whereas the res-capped Warshade like any def-softcapped characters takes very little damage over time (albeit the def-capped one will experience spikes more than the very slow HP loss the res-capped character takes).
Basically I don't see it as a PB advantage in the same way that I avoid Regen, because having survivability based on click-heals means that you lose time in your attack chain for doing damage, and on a PB it's another thing to pay attention to, when the Eclipsed warshade can usually ignore their HP bar and only pay attention to their Eclipse buff (until fights are over and they can pop Stygians to top off HP/end).
Perhaps the question the community should focus on is what can be done to distinguish Kheldians in this game so that they may be appreciated more without stepping on anyone's toes?
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Peacebringers are my main problem, because at the moment my sole impetus for playing a PB would be that I've never played a PB before and consequently don't have a L50 PB - otherwise I'm really struggling to feel enthusiastic about playing one.
Also, whenever a comparison is made between ATs' or power-sets, the comparison should exclude set-IO's and hopefully focus on SO builds. I think that people's perceptions of what AT's and power-sets can perform is seriously skewed by using set-IO's in a build and only after checking what an SO build can accomplish can we form an informed and productive analysis of who needs improvements and in what areas.
By the way, what did you think about the idea of allowing Kheldians (PB's especially) to "abuse" the Power Pools that I previously posted about?
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
By the way, what did you think about the idea of allowing Kheldians (PB's especially) to "abuse" the Power Pools that I previously posted about?
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Your idea to turn Glowing Touch into a PBAE heal was a good start - maybe turn PBs into the support/protective Kheldian, whereas WS would be the full-offense Kheldian - that would work for me. Taking it further, Restore Essence could be turned into a PBAE rez with a decent radius (25?) so that you could use it either to rez yourself, rez teammates, or rez all of you after a wipe (if you died close together) - giving you an ability to combat-rez multiple players which only Dark Miasma Corruptors/Defenders/Masterminds have otherwise.
Conserve Energy could likewise be turned into a PBAE buff for PBs, reducing end usage from power use for any teammates within range. Group Energy Flight could be changed into something useful, such as a PBAE click-based group buff that granted SJ instead of Flight (like IR does) but also granted +def or +res or +regen or +status resists. The PB human-form shield toggles could also be changed to grant slight benefits to nearby teammates (like Grant Cover does for Shields).
I'd change the inherents too - as well as the existing bonuses the Kheld gets, have the team benefiting from some buffs too - maybe +1% +dmg per team member from the WS, and +1% resists (all) and/or +5% regen per team member from the PB. Maybe differentiate the nova/dwarf forms more as well, so WS nova could gain some status resists (because we suspect the Devs would never give them status protection) while PB dwarf could gain a +regen aura for allies stood near which also functioned as a threat aura.
That would fit the storyline too, with pure Kheldians (i.e. PBs) being generally peaceful and helpful, and the Nictus (i.e. what WSs were/are) being the life-sucking warmongers.
For the novice Kheld (post I13), I recommend a heavy form build with about 90% of slots devoted to the forms. Join or form LARGE teams. If you don't feel the power at that point, you aren't paying attention.
PRTECTR4EVR
I think many would agree that Warshades are certainly capable of epic performance both in DPS and crowd control (disorient-stacking FTW and all that) and Peacbringers can be quite difficult to kill (three self-heals across Human/Dwarf forms and Lightform plus Human shields) but their DPS potential still lacks in comparison with the peaks Warshades can reach and tanking is already underrated in the game as it is.
Perhaps the question the community should focus on is what can be done to distinguish Kheldians in this game so that they may be appreciated more without stepping on anyone's toes?
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati