Why do HEATs feel like fail?


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Originally Posted by JohnnyKilowatt View Post
You need to "casually slot them with PVP and Purple IOs."
*snorts*

Too funny. IOs certainly help Kheldians, as you have a lot of powers and only so many slots, but they hardly need to be that expensive. Heck, frankenslotting with cheap sets alone helps you get even more out of a solid build. And you can get a lot of nice bonuses from very cheap sets.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

I deleted my PB twice. Once at 50 and the second time at 30. It's a poorly constructed AT.

My WS still exists at 50. There are times it shines, usually on teams. There are times it fails miserably, usually when solo.

There is a group of people that love their kheldians because they are "difficult to master" or "a challenge instead of a cakewalk."

You can easily interpret either statement as "weak." Or "weak most of the time with occasional moments of cool."

A human only warshade with perma-eclipse, inky aspect, orbiting death and three fluffies out is certainly a sight to see and even more fun to play. right up until you have to shift to dwarf to avoid mez death and your DPS drops into the dirt.


Be well, people of CoH.

 

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Originally Posted by Bill Z Bubba View Post
I deleted my PB twice. Once at 50 and the second time at 30. It's a poorly constructed AT.

My WS still exists at 50. There are times it shines, usually on teams. There are times it fails miserably, usually when solo.

There is a group of people that love their kheldians because they are "difficult to master" or "a challenge instead of a cakewalk."

You can easily interpret either statement as "weak." Or "weak most of the time with occasional moments of cool."

A human only warshade with perma-eclipse, inky aspect, orbiting death and three fluffies out is certainly a sight to see and even more fun to play. right up until you have to shift to dwarf to avoid mez death and your DPS drops into the dirt.
I agree. And the major problem with people saying that you "Actually have to use tactics" with the HEATs is that it isn't essentially untrue with the normal ATs. For example, while a SS/WP Brute can pretty mindlessly mow down 0/x8, when teaming on my SS/SD I employ certain strategies like running ahead when we're mopping up the last few mobs of a group, I speed to the next group and eliminate most of the minions and lieutenants while the group mops up and catches up.

In fact, with the whole tactics and stategy, I seem to get a better return on investment with other ATs by adding tactics than with HEATs.


 

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Originally Posted by Techbot Alpha View Post
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?
HEATS - Designed very early in the game, by designers who expected them to always group. They have an inherent ability that buffs them, but only works in a group. They originally had a group of arch enemies whose weapons did triple damage, unresistable damage, and included both stun and knockdown status effects. (This has been toned down somewhat.) They were designed to fit the tanker role in Dwarf form, the blaster role in Nova form and in human form, a scrapper/defender role (Peacebringer) or a scrapper/controller role (Warshade). Jack of all trades and master of none. They can fill out any gaps a team may have.

VEATS - Designed much later in the game, by designers who expected them to be played solo, as well as on teams. Instead of being buffed by a team, they can buff the team.

HEATS have a well written series of story arcs, with a new one every five levels. These story arcs serve to give HEATS an interesting history. VEATS have a not very interesting series of missions that don't really do much more than justify inserting them into the Project Destiny story arc in Grandville.

I don't think that HEATS were intended to be a challenge to play. I think that they were intended to make teaming more interesting. I think that failed, as people prefer to team with specialists, and there is no shortage of specialists hero side. So HEATS solo more than intended, and that became a challenge. And the only people who maintain interest in the HEATS are those who enjoy the challenge. And VEATS are not as challenging to play, as they are very powerful. Some of those people who enjoy the challenge of HEATS, seem to find the VEATS rather dull in comparison.


 

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Originally Posted by Bill Z Bubba View Post
I deleted my PB twice. Once at 50 and the second time at 30. It's a poorly constructed AT.

My WS still exists at 50. There are times it shines, usually on teams. There are times it fails miserably, usually when solo.

There is a group of people that love their kheldians because they are "difficult to master" or "a challenge instead of a cakewalk."

You can easily interpret either statement as "weak." Or "weak most of the time with occasional moments of cool."

A human only warshade with perma-eclipse, inky aspect, orbiting death and three fluffies out is certainly a sight to see and even more fun to play. right up until you have to shift to dwarf to avoid mez death and your DPS drops into the dirt.
I disagree completely. They do take more work and thought to play and build, but that does not mean they are weak. Difficult to master is a way of saying you have to put more effort into playing them well (not that they can't play well). Let's face it, soloing a Tank or a Scrapper isn't TOO difficult. If you just want to go in and hit stuff without thinking, a Kheldian is not for you. Which is why they aren't quite as popular: the more basic setup ATs get a lot more playtime for that reason.

I have a tri-from Peacebringer that solos just as well as most of my other heroes, and is more advantageous on a team: because of his adaptability. So I do just fine with mine. You obviously didn't think yours was worth it and deleted.

However, I think your doing so was more because you just didn't like how the AT played: not because it's badly designed (unless by badly designed you mean designed in a way that you don't like). Your Warshade description bears this out for me as well. You can avoid getting mezzed much of the time in human form if you want to stay there, and a Warshade can keep up very satisfactory damage numbers in Dwarf form by using their buffs and pets.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

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It's an old argument but no it has nothing to do with player skill.


Be well, people of CoH.

 

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Originally Posted by Nethergoat View Post
'suck' in this context meaning I find them tedious to play and painfully inferior to VEATs using the Fun/Not Fun Meter.
And, for contrast, I'm the exact opposite. Just rolled up another warshade this past week, and enjoying it tremendously. VEATs? No, no thanks, do not want, tedious, boring, waste of 23 levels to begin each one you roll, and not even a decent story to go along with them.

For me - VEATs suck, horridly. Very much not-fun. Choice between them and a week solid of root canals without anesthetic? The root canals would start out well in the lead.

Of course, me being me, I'm running a crab now (the only one so far I've found the least bit interesting, and I'm still looking at the next 26 levels going "Do I REALLY want to do this?") to see if I feel any different about it than I do the widow or bane. And if a duo I agreed to goes anywhere (as the other person doesn't particularly like their VEAT either,) another will probalby go "huntsman." I have *absolutely* no urge to roll a fort.

But ugh, VEATs, to me, equal tedious and boring.

Meanwhile - two peacebringers and a warshade at 50. LOVE playing them, as well as all the others at all the other level ranges. (Oh, that first 50 PB? Pre-IOs. Most of the way on the Shade that way, too.)

In any case, looking at the build - (notes changed for later build) Pull the endmods (or most of them) out of Dwarf. Put them (as end reduction) in your attacks unless you're ONLY going for forms,w ith human buffing in between. (Humanform plays differently than bi or tri.)

If you're sticking mostly to forms, drop Fitness all together. It does nothing in forms. (Barring global IOs - IO bonuses and the like do carry through.) See if you can fit Quantum Flight in somewhere. Yeah, you're staying in form mostly it looks like, but there are times it's useful. Very fast phase with capped flight, no slotting really needed. I *personally* like adding a Range (or a Range/something dual IO) to Scatter.

... heck, I'd just say post down in the Kheld forums.


 

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Originally Posted by Bill Z Bubba View Post
It's an old argument but no it has nothing to do with player skill.
We can agree not to debate it if you don't feel like it, but don't simplify it like that. What I was talking about wasn't player skill, either, it was playstyle preference. Some like them, some don't. But they aren't weak, either. You clearly don't enjoy them (or like some parts of them, but not others), but you're not saying that. Of course, you may have some crazy high metric for what plays well. I haven't known you to have an unbalanced viewpoint like that, though.

Anyway, I'm not want to paint things rosy when they aren't, either. My Sonic/Sonic Defender solos much slower than the rest of my heroes, so I can tell the difference between heroes and how they play. My Kheldians do quite well, and I like how they work.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

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Originally Posted by Techbot Alpha View Post
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?
1. You're not even to SOs yet. Most things suck then.
2. Khelds, especially Warshades, bloom late - a Warshade isn't really powerful until you have Eclipse and get it slotted up.


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With the new Difficulty Slider my Warshade has probably become my most powerful soloer, if you count soloing as x8 Players and +1-3 level(s).
(Sorry if I repeat myself here)
When people often say that a Kheldian is a jack of all trades but a master of none I get a sense that they are refering to the forms, not the ATs themselves. Sure neither Dwarf can tank as well as a "real" Tanker, the same with the Novas compared to a real Blaster, but that doesn't mean when used together they cannot create something new and exciting.

I think the AT my Warshade is closest to is a Scrapper, albeit a Scrapper with a range of fancy new toys to play with. The reason I think my Warshade is like a Scrapper (Note I say like a scrapper, not play like a scrapper) is because it's a self-fuelling steamrolling machine. Sure it might not have quite the up-front damage of a Blaster, nor the survivability of a tank, it can still take out more enemies at once than either of these (In most cases) .
Also if we view a Blaster as the "King" of AoE Damage then I think a Warshade geared towards AoE damage may come close to usurping the blaster, whilst still having more self buffs and heals than it, and indeed a lot more sustainability in the area of endurance, meaning in the long run - even if we disregard staying alive - a Warshade will do more damage than most Blasters (This IS a big generalization, and I make no claim that there are no Blasters that can out damage a Warshade in the long run, that would be a world gone topsey-turvey ).

To sum it up a Warshade is the only Build I know of that can practically Hard-cap it's resistance and damage bonus at the same time, without outside buffs, if there is another build that can I'd like to hear about it


 

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In my experience, HEATs are FREAKING AMAZING!

I've only played a warshade, though, so I can't really say anything about PBs.

I haven't had any characters blueside since I took a break after i4. I came back to the game shortly after CoV was released, rolled a mastermind and hadn't looked back until very recently.

Anyway, I started playing my warshade after reading Plasma's guide to Kheldians. (I'm too tired to link it right now) Getting to nova form was very fast, and once I had Sunless Mire I felt unstoppable. I was even better on teams, as someone else would grab aggro and I'd mire/nova everything to death faster than ... well, faster than a lot of things could.

Getting dwarf form wasn't amazing at first, but once I learned how to use the dwarf mire for a couple quick nova AoEs while the normal mire was still recharging, I loved it. I'd felt powerful the whole time, but Stygian Circle meant I never needed to rest, and from then on I've felt immensely not like fail.

I've done all the TFs up to Manticore now (even with the lvl 40 PP elites) and I haven't liked an AT as much as I like this warshade. It may be notable that I haven't done much solo, because of the inherent team bonuses. I have to be cautious on my own (I don't have eclipse yet, one level to go...), but on a team I feel greatly overpowered.

Granted, I've still been taken down. It's not an easy AT, I have to stay on my toes the whole time. As long as I'm careful, watch my health in nova, drop for stygian circle in time, and go dwarf when I'm stunned, I don't faceplant. Good keybinds help in this pursuit.


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The debate in this thread has been going on since the days when these ATs were created. Back then, they were truly horrific to play solo, and even in teams you needed a ton of help to keep your endurance from bottoming out. Since then, there have been many, many improvements to them, and while I haven't played my PB in ages, I still play my WS pretty often. I went tri-form until I got SO's and then dropped Nova and haven't looked back.

Tri-form, Bi-form, Human-only, they're all viable options. They function differently solo and in teams. You are by no means "gimping" yourself by choosing one over another; base it on how you like to play. Do they dish out as much ST damage as a blaster? Probably not. Are they more resilient? Absolutely. PB's have an advantage solo, since they don't rely on large numbers of opponents to buff themselves, but with some creativity, a WS can do very well.

And for those that say that HEATs are useless solo, I have to laugh. CoH/CoV is designed to allow ANY AT to solo at a decent pace. Short of a TF or Trial, there is nothing in this game that requires you to team. If you want to experience slow soloing, make any build that has Empathy, FF, Sonic Res in it. For even more fun, pair one of those with Ice Control, Earth Control or even Fire Control. Pre-level 32, it's very slow going, but there are many ways around that - just as there are with HEATs.

Then we come to the age-old gripe about not having mez protection. Well, you do - it's called dwarf form. Yes, you don't do as much damage, but frankly, it's nothing to laugh at. Three of the five hero ATs have no inherent mez protection, so do what you're forced to do with them when fighting mezzing enemies - carry Break Free's.

HEATs mature later than the other "damage-class" ATs. Combine that with the huge number of build options, and things can get very frustrating. Unlike other builds, it's not as easy as coming to the forums and copying the latest min/max build. It will take some tweaking to get a build that fits your play style and your needs - and for some, it never will. Personally, I enjoy them. Far more than I enjoy scrappers, and even blasters - which I find very boring to play.

To the OP: Stick with it until 35 if you can. At that point you'll have a bunch of powers to work with, and some slots as well. It'll be a whole different game at that point. Copy over to test, and play with some different builds to see what works for you.


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Never tried a PB because on paper they don't appeal to me, but my WS was my out and out favourite character from about level 22 onwards. Just great power after great power, and tight slotting meant I was also constantly looking forward to dinging regardless of the reward. Plus in her 40s Frankenslotting (my preferred way of using set IOs) probably was more fun to work out and worked better for her than any other character I've played in the 40s.

The ability to switch between roles mid-fight is just so much fun. I was actually very disappointed when she hit 50.


 

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I feel that HEATs need a buff in a few different regards. I played PB up to about 40 and then stopped. She just didn't do anything particularly well enough for me to enjoy her. And perhaps I was spoiled after having played a Crab and Widow to 50. Comparatively, they just do less damage, have long animation times, aren't as durable, and don't get mez protect outside of Dwarf.

But, having voiced my concerns before, there were enough vocal people that felt they were fine and didn't need to be changed. So HEATs go on my list of things I can't or won't play, like Stalkers.


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Originally Posted by Dispari View Post
I feel that HEATs need a buff in a few different regards. I played PB up to about 40 and then stopped. She just didn't do anything particularly well enough for me to enjoy her. And perhaps I was spoiled after having played a Crab and Widow to 50. Comparatively, they just do less damage, have long animation times, aren't as durable, and don't get mez protect outside of Dwarf.

But, having voiced my concerns before, there were enough vocal people that felt they were fine and didn't need to be changed. So HEATs go on my list of things I can't or won't play, like Stalkers.
Of the two, Warshades seem to be set up a little better. Peacebringers have a few powers that could still stand for some tweaking. I used to have a list I could break out, but... I'm forgetting some of the things I usually have in mind. I think the one of the ones that stood out were the length of the animation for Pulsar (3 seconds), and the fact that it's a guaranteed Mag 2, with a decent chance (50%) of a Mag 3 stun. Gravitic Emanation for Warshades is a guaranteed Mag 3 stun, PLUS knockback, PLUS it animates in 1 second. That difference makes no sense.

The other big one I remember is the length of recharge on Photon Seekers. It's a nice power and gives a nice burst of damage, but it takes five minutes to recharge out of the box. It's not too hard for a Warshade to have 2 pets out at once, which is a continual source of extra damage for them.

Even so, Peacebringers do well, and have some fun and flashy powers. I do wish the above would be tweaked, however. Peacebringer's advantage over Warshades is consistent performance (whereas the powers a Warshade have can bring extreme highs and lows in damage, etc.), but there is no need to have the two above imbalances.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

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Not to mention that Photon Seekers is not a true summon power. If I could use them like Seeker Drones to take/make the alpha, it would be a much, much better power.

I also wouldn't mind if they did something to make Luminous Detonation (and the WS equivalent) not be absolutely horrible.

And the requisite "make Solar Flare KD instead of KB". I'll stop now.


Anyway, in my experience:

Human-only PB: Brutal to play, but sorta-fun. You pretty much have to try and leverage your inherent when possible, and there's a distinct lack of good attacks in the set. I had to pick up Boxing to help fill a respectable attack chain. I blame the crummyness of Luminous Blast. Survivability-wise, they're actually really dang good.

Triform PB: Very, very workable. Basically, if you want a class that can focus 100% on the forms with little trouble, this'll do it. Of course, on the other hand, this makes them a bit bland, IMO.

Human-only WS: I've heard...interesting stories. Probably not outright terrible, but not really gripping either. If a really heavily disruption-based character appeals to you, I could see it being a neat idea. Otherwise, it would be kinda underwhelming considering...

Triform WS: An absolute blast. A little micro-managey, but the amount of crazy stuff you can do is great. You always have options, and it's hard to die unless there's a lot of mez flying around. Forget Mire, it's all about Stygian Circle. <3


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I played a PB from 1 to 50 Human Only the whole way, then I purpled her out and got most of accolades. Most of my play was solo. So, either I'm a glutton for punishment or there's something about the AT I find appealing haha. Maybe a bit of both...

Nowadays, the AT just doesn't have the problems it used to have. The recent buffs, the 3-1 Insp trade making having a BF all the time pretty easy... It's just no longer the exercize in teethpulling many have groaned about over the years.

I'm not a member of the Kheld Fanboi club, though. There are improvements that could be made to make the AT more appealing and more desireable to have on teams. If there was just one thing that could be done that would make the most different, it'd be to flip the inherent.

Instead of the AT getting buffs when teamed with certain ATs, the inherent instead gives those ATs the exact same buff they currently give the Kheld. A PB's new Cosmic Balance: A Tanker teaming with a PB knows he will get a constant 20% damage buff; a Scrapper will get 10% more Resistance; a 'Troller will get a +1 bonus to her control mag... These buffs would instantly make Khelds more welcome on teams. The Kheld's base stats would have to be enhanced to account for the fact that they won't be getting buffed from teammates anymore; they would no longer reach the highs of teaming with 8, but they also wouldn't have the lows when soloing or on smaller teams. Balances out from the Kheld perspective and would make other ATs welcome khelds. Win/Win...


 

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Originally Posted by Socorro View Post
Instead of the AT getting buffs when teamed with certain ATs, the inherent instead gives those ATs the exact same buff they currently give the Kheld. A PB's new Cosmic Balance: A Tanker teaming with a PB knows he will get a constant 20% damage buff; a Scrapper will get 10% more Resistance; a 'Troller will get a +1 bonus to her control mag... These buffs would instantly make Khelds more welcome on teams. The Kheld's base stats would have to be enhanced to account for the fact that they won't be getting buffed from teammates anymore; they would no longer reach the highs of teaming with 8, but they also wouldn't have the lows when soloing or on smaller teams. Balances out from the Kheld perspective and would make other ATs welcome khelds. Win/Win...
I've never understood this attitude about the Kheldian inherent. I color it this way to show the problem: "How dare that teammate of mine get buffs, making it possible for him to help me and my team out more!"

Seriously, no one whines about buffs making the Tanker more survivable or the Blaster do more damage, so why the Kheldian? The problem is a perception, not so much how they work. Anything that helps the team helps you: the game doesn't portion more xp to the Kheldian on your team because they're suddenly taking or doing more damage. Instead, your team is rolling along, safer and stronger than they would be otherwise.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

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Originally Posted by Socorro View Post
Instead of the AT getting buffs when teamed with certain ATs, the inherent instead gives those ATs the exact same buff they currently give the Kheld. A PB's new Cosmic Balance: A Tanker teaming with a PB knows he will get a constant 20% damage buff; a Scrapper will get 10% more Resistance; a 'Troller will get a +1 bonus to her control mag... These buffs would instantly make Khelds more welcome on teams. The Kheld's base stats would have to be enhanced to account for the fact that they won't be getting buffed from teammates anymore; they would no longer reach the highs of teaming with 8, but they also wouldn't have the lows when soloing or on smaller teams. Balances out from the Kheld perspective and would make other ATs welcome khelds. Win/Win...
Oh yeah, that sounds balanced. Instead of giving one buff per teammate to one player, let's give the same buff to up to seven players.

But as Grey Pilgrim said, I find that people welcome Khelds already.


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Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

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Originally Posted by Grey Pilgrim View Post
I've never understood this attitude about the Kheldian inherent. I color it this way to show the problem: "How dare that teammate of mine get buffs, making it possible for him to help me and my team out more!"

Seriously, no one whines about buffs making the Tanker more survivable or the Blaster do more damage, so why the Kheldian? The problem is a perception, not so much how they work. Anything that helps the team helps you: the game doesn't portion more xp to the Kheldian on your team because they're suddenly taking or doing more damage. Instead, your team is rolling along, safer and stronger than they would be otherwise.
You're taking things you've heard elsewhere (Khelds are leeches, etc) and erroneously applying a kneejerk response to my post. I'm not complaining about the Inherent being a problem, per se. It was a decent concept, but it fails at helping Khelds get on teams. I'm saying a tweaked inherent like my suggestion would make Khelds more desirable as teamates by other ATs.

And there's no need to rejoin with 'My Khelds never has problems finding teams...'. My PB doesn't either. However, I also know that other ATs rarely go out of their way to search out and get a Kheld on a team. We're not as wanted in the same way Tankers, 'Fenders, DPSers are (I'd like to see someone argue otherwise...)

This inherent tweak would, IMO, change that.


 

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Ah, well, sorry if I took it too far. You did suggest flipping the inherent, which suggests it doesn't work as is, though.

People have a lot of weird anti-kheld bias built up over the years that I usually try to argue against, and the inherent is one of them. If anything, the inherent makes even more sense now that it carries across the forms and that Khelds can get buffs from other kheld teammates. I just wish Controllers gave more of a buff: 1 mag mez resist is a joke. As other people have pointed out, you have to have multiple Controllers on a team to get the buff to an adequate level, and at that point, they're locking things down so well you don't NEED mez protection.

I think people just like the VEAT buff more because we're innately selfish and like getting buffed ourselves. People talk about the devs hating villains, but they did give villains easier to appreciate powers at times. VEATs buff their teammates, Corrupters and Doms are a bit more able to solo than Defenders and Controllers, etc.

As for the finding team stuff, one tricky thing with Khelds is that you don't necessarily know what you're going to get (depending on if they're tri-form, human, etc.). So sometimes people are thrown off by that. But no matter what, you will be getting DPS from them and some buffs/control... which any team should want. Still, VEATs are more straightforward than Khelds, so it's easier for people to know what to expect from them.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

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Originally Posted by Dechs Kaison View Post
Oh yeah, that sounds balanced. Instead of giving one buff per teammate to one player, let's give the same buff to up to seven players.
Each AT would only get a single bonus, the same they normally give to a Kheld; they wouldn't get the entire bonus the Kheld normally gets from all teammates. ex: A Scrapper would get a 10% Resistance bonus for teaming with a PB (and nothing else) no matter how many others were on the team.

But yeah, waaaay overpowered, just like overwhelming advantage the boost from powers like the Leadership Pool or the Magic Booster Pack gives teammates.

Seriously, Do you really think a percentage boost thats around the numbers of a small inspiration (and comparable to Assault and Maneuvers) such a game breaker???

Personally, I think it's right in line with powers like Leadership and the VEAT teambuff toggles, and it would have the wonderful property of giving other ATs something tangeable, and thus make Khelds more welcome and sought after...

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Originally Posted by Dechs Kaison View Post
But as Grey Pilgrim said, I find that people welcome Khelds already.
Oh, I'd forgotten about all the broadcasts of 'Looking for Kheld' I see instead of looking for DPS, Support, Tanker, etc...

Most people welcome Khelds because most people are simply nice and/or don't really care. But as has been said on this thread, though, most people do prefer a teammate that offers a clear contribution to the team, whether DPS, control, etc., as opposed to the general 2nd best at everything Khelds bring.

I'm not a Kheld basher. Remember, the AT I play most of the time by far is a PB. I'm love the AT in general, but there are things that can make it better (on teams and solo), and I've offered one. But there is a perception problem; one that I think is born of truth.
People like the OP don't start the gazillions of thread about HEATS like this for no reason at all...

Awww forget it - what was I thinking. The AT is perfect as is *shakes head*


 

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Originally Posted by Grey Pilgrim View Post

I think people just like the VEAT buff more because we're innately selfish and like getting buffed ourselves. People talk about the devs hating villains, but they did give villains easier to appreciate powers at times. VEATs buff their teammates, and themselves.
Added in.
The great thing about VEATs is that they don't suffer from not having a team. Their inherent is miniscule at best (something like +0.01 max end and something small for health? Its damn hard to find numbers) but the same benefits that buff teams are self buffs to.
I do personally dislike the Kheld inherents, because they do absolutely nothing for you when you aren't teamed.


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Originally Posted by Zwillinger View Post
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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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

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Originally Posted by Grey Pilgrim View Post
Ah, well, sorry if I took it too far. You did suggest flipping the inherent, which suggests it doesn't work as is, though.

People have a lot of weird anti-kheld bias built up over the years that I usually try to argue against, and the inherent is one of them...
The inherent works...just not the way I want it to haha

I'll admit that I love pretty much everything about my PB, but I do wish I had a different inherent, preferably one that didn't make soloing more difficult (which I do alot) and also that makes teammates smile when I join their team. Flipping the inherent (and then giving Khelds base stats a small buff to make up for the bonuses they're losing to make up for it) would exactly fit my bill


 

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In my opinion, and experience, Kheldians — especially Peacebringers — are welcome on teams, as long as the team is not looking for something role-specific. As an AT, Kheldians can bring several gameplay options and tactics to a team, however, that depends more on the individual player's playstyle, skill and not on the design of the AT. This fact alone sets up an unfavorable scenario when a team leader is trying to decide whether or not to "hire" a Kheldian.

From my personal experience, no one ever spoke badly against my Warshades, but there have been times when a team leader expressed their dissatisfaction with my Peacebringer, and the reasons as far as I could understand were largely the KB, and to be honest, competing with the TL for aggro and alphastrikes. A competition which I frequently won despite using Dwarf and Nova forms with their limited power choices!

Some people simply don't care to see someone who is a "Jack of All Trades, Master of None" actually prove themselves to be "Better than a Master of One".

When most people simply like to "facemelt" through "raw" DPS rather than use gameplay tactics an AT like Kheldians is at a disadvantage by design. This issue is made worse in comparison with VEATs because the Devs (int their business-guided wisdom) decided to combine passive advantages, such as mez-protection and defensive force multiplication, together with a single-form power-house of raw damage that Kheldians simply require more work to compete with.


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati