Why do HEATs feel like fail?
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
To the person who had this to say:
Odd. I thought gaming was about having fun and wasting time.
I hope you feel better knowing you deducted rep points.
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
PPD should be the next HEAT, though the awakened branch would be pretty damn redundant as they don't do anything that a regular PB can't.
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But I have to confess, the first branch I'd go down if they made a PPD epic would have to be the Powered Armor Corps. I just love those hardsuit designs.
Branching Paragon Police Department Epic Archetype, please!
Personally, I think the next hero Epic should be Longbow, and the next Villains epic should be Arachnoids. That way everyone could be frustrated equally.
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"Silly villain, CoX is for Heroes!" -Saicho
I would much rather see Vanguard as the next Epic classes (Wizards FTW!). They can even cross sides easily.
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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? |
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I think the next EAT should be something new and not rehashed. Ohohoho.
And on the subject of Shadow Cysts - I no longer fear them, after watching an uncoordinated sewer team at level 6~ take one down without trouble.
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I think that in summation of this thread, we should all agree that whether or not any AT is a failure or success, is a matter of perception and since perception is also a matter of context and context is a matter of direction, and direction is a matter of will, people who wish to perceive a certain AT as a failure will always find reasons to do so, and people who wish to perceive that AT as a success will find reasons to do so.
THE END.
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
Where to now?
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.
I think the next EAT should be something new and not rehashed. Ohohoho.
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Restructurists and Traditionalist sides.
That is all.
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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Restructurists and Traditionalist sides.
That is all.
EDIT :: Thanks Dechs, because of your comment I found a game I think can predict whether a person will enjoy Kheldians or not.
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
Here we go again.
If I had freedom to fiddle with the HEATs, there are a few design decisions I would definitely reconsider. The first form unlocking at 6, the second unlocking at 20, and other key powers coming available relatively late makes the low level HEAT experience rather unrepresentative of the set's potential. As often as the complaint is made that the level 24 branching on the VEATs basically requires you to level a character entirely unlike what you will eventually become, I would say from my experience on my warshade that at several levels (notably 6, 20, 32, and 38) the powers that became available so thoroughly changed the potential of the character that a respec would have been welcome.
Once you get Nova, whatever human form attack powers you picked up and perhaps slotted to get you through the first 5 levels are obviated, and those slots would be better put into the Nova attacks. Then, once Dwarf form becomes available and mez starts to become common, a Dwarf focused build becomes attractive. Then Stygian Circle makes you regret picking up Fitness, and then Gravitic Emanation makes you regret dropping Nova as you now have an AoE mez to disable enemies before blasting them. Then you get Dark Extraction, and Dwarf-tanking with fluffies in tow starts looking hot again. But at 38, you get Eclipse, and tada, human or nova form becomes as tough as Dwarf (aside from the mez issue, of course).
Obviously this is an entertaining progression to some people, but the point is that while there's certainly a fair amount of build flexibility in a Warshade who has access to all their powers, that flexibility is not at all in evidence at the start, and the radical shifts in the AT's capability through the levels can be very confusing to anyone who has experience with any of the other ATs, whose sets tend to be directed along the same line from first to last tier. There's diversity, sure, but the first few powers in most sets tend to set the tone of what the character will be doing for their entire career, and are generally useful all the way to 50. Even VEATs with their level 24 branching tend to keep several key powers from their primary and secondary, or equivalent powers in their branched forms. After several key levels, however, a Warshade can happily discard the powers that have been key to their play up to that point, and continue on using powers that were completely irrelevant until that point.
I don't know how it goes for Peacebringers as I haven't played one to the level where I can speak on the point, but my experience with a Warshade made me glad that I had a pile of vet respecs to burn on rebuilding the character with each successive change, and I'm not done yet. This wouldn't be a design problem at all if the game were more generous with respecs, but the way they are awarded is consistent with the idea that they should be needed perhaps once or twice in a character's progression to 50, mainly to fix egregious mistakes. The position that Warshade power progression puts players into is whether they want to 1) use respecs, 2) have a build that looks like an egregious mistake until they get the key power that makes it work, or 3) have a build that looks like an egregious mistake after they get the key power that obviates everything that comes before it.
Of course, there is no obvious solution to this problem. The enormously effective, game-changing powers sprinkled through the Warshade sets are padded out with a wide variety of other powers which can be described as anything from situational to just plain sub-par, and frontloading the strong powers would result in a bizarre and unworkable power progression. Putting Nova and Dwarf as level 1 picks would not go amiss since the forms are so key to the overall AT strategy; allowing a respec into one or more form powers at 24 would let you rebuild your human form power selections around your form choice, although it's really not possible to evaluate the effectiveness of human form as a whole until the game changing powers at 26, 32, and 38 become available.
Now I'm just going on and on, though. TLDR: Warshades change a lot as they level, and their build flexibility isn't revealed until all their powers become available, before which building toward certain goals doesn't result in a functional character.
@SPTrashcan
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On the other hand, I took one look at what VEATs can do, simply reading over the power-sets, and figured out these ATs aren't for me and I was right because whenever I try to go back to them, I very quickly become bored with their playstyle.
That's probably also one of the reasons I can't stand the thought of playing a Human-only Kheldian. After 50 levels on characters that have stable and reliable performance I need the excitement and entertainment that only a TriForm Kheldian can provide me with its heart-racing shape shifting.
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
Also the whole void hunter thing is really old and they need to just get rid of it or make it only apply to HEAT arcs. I cant tell you how many tfs have been ruined because we had cysts to spawn right next to the final AV at the end. I simply cant risk griefing my team with a cyst just because I played a HEAT. True enough cysts can be easily taken down IF YOU SEE THEM ahead of time. Most of the time the team doesnt until its too late. |
And Void hunters got nerfed a long time ago. They're barely more of a threat to the Kheldians any more, and nothing but extra XP for the rest of the team. Yeah, that's "griefing" them.
Wanted: Origin centric story arcs.
If you've only played an AT once (one set combo) and "hate" it - don't give up. Roll a different combo. It may just be those sets not clicking for you.
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I think that in summation of this thread, we should all agree that whether or not any AT is a failure or success, is a matter of perception and since perception is also a matter of context and context is a matter of direction, and direction is a matter of will, people who wish to perceive a certain AT as a failure will always find reasons to do so, and people who wish to perceive that AT as a success will find reasons to do so.
THE END. |
Trouble here is, it's hard to quantify kheld performance, taking in all forms. Looking at hard DPS numbers doesn't work if your kheld is playing backup tank, or tank for that matter, in dwarf form. It's easier if they stay nova, as then you look at them the same way as a blaster. But when they switch to human form, (especially warshades) they can pull tricks that are helpful to the team but again don't translate into hard numbers. Not so with VEATS, hence why they are more easily embraced. When a widow comes aboard, buffs your accuracy, damage and defense with its leadership abilities, and does the same damage no matter what the team make, it's easier to get a good feel for what they can deliver. Not so with HEATs, due to flexibility.
Though to kheld performance, I ask this: is a fully buffed kheld unbalanced? If not, why does a kheld need a team to gain said buffs? (And I'm speaking in cold numbers, thematic explanations aside.)
This slow process of seeing my Kheldians change before my very eyes was actually one of the things that kept me interested and still keeps me fascinated with my Kheldians even when they are at Lv50.
On the other hand, I took one look at what VEATs can do, simply reading over the power-sets, and figured out these ATs aren't for me and I was right because whenever I try to go back to them, I very quickly become bored with their playstyle. That's probably also one of the reasons I can't stand the thought of playing a Human-only Kheldian. After 50 levels on characters that have stable and reliable performance I need the excitement and entertainment that only a TriForm Kheldian can provide me with its heart-racing shape shifting. |
Counterpoint: If you don't like shapeshifting - and there are plenty of valid reasons, mechanical and otherwise, to dislike shapeshifting - you can actually create a viable human-only Kheld... but not until pretty late in the game, unless you want to level without some fairly key powers. And it's not particularly clear from the outset that this is possible, or why it isn't a good idea to get there in the most straightforward way.
Of course, once again, I am approaching this from the perspective that games should be didactic through play and that a well-designed game has a relatively transparent mechanism for indicating which decisions will be rewarded and which punished. Khelds don't pass that test for me. But then, I'm sure somebody enjoyed the kind of adventure game where you could make a mistake five minutes in that would leave you unable to win ten hours later. But now we're getting into the more general realm of where challenge should reside and what constitutes a fair game.
@SPTrashcan
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Why MA ratings should be changed from stars to "like" or "dislike"
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The Cysts present in Cimerora missions and the ITF are nothing like the ones you get for having a Kheldian on your team. The Cim ones don't keep spawning enemies, they have a set population.
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The point being, they're just not that big a deal. Never have been, no matter how they spawn. Sure, the first one you see is "OMG, what's that and what do we do?" After one, two at the most, you just take them out and move on. Jaegers are a bigger threat, especially in a big group, with the death explosion. (Yes, I know cysts blow up too, but they don't' follow you. And the nictus in all of them die off quickly even if you don't do anything.)
Wanted: Origin centric story arcs.
If you've only played an AT once (one set combo) and "hate" it - don't give up. Roll a different combo. It may just be those sets not clicking for you.
A while back, when the recent Kheld buffs were being tested, there were some questions about granting human form an inherent mez protection power in Absorption/Incandescence, much like the inherent protection in Wolf/Crab/Bane Armor. What I remember Castle saying about this is that it was considered, tested, and eventually discarded on the grounds that with mez protection in human form, there was essentially no reason to take the other form powers, and as the form powers were considered a core feature of the Kheld ATs, they decided it would be a bad idea to deprecate them in that way.
However, when teamed with at least 4 controllers, a Kheld actually has the level of mez protection that was asked for and rejected. So on those grounds, I suppose you could say that they are functioning at a level that would be considered unacceptable if achievable solo.
What this says about the level of performance of ATs without inherent mez protection, when granted said protection by teammate powers, I leave as an exercise for the reader...
@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs
EDIT :: About the question of how balanced are Kheldians with a team behind them. The Devs have decided that the Kheldian forms were so poorly appreciated by the playerbase so much so that in Issue #13, Kheldian forms were granted the same team buffs they get in Human form in their other forms, and on top of that, Human-form damage modifiers were brought up... I leave the math to someone else, but having brought a PB and a WS to Lv50 before I13, I can say I never felt under-performing as a TriForm. Then again, I never compared my Kheldians to Blasters/Scrappers to begin with.
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
Originally Posted by EvilRyu
Aside from the travel power at level one that dont do anything unique that the other ATs cant already do alot better.
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Or are you referring to role in the team? I tend to play my Warshade as a blaster, where I run most blasters close but add survivability, or I play in Dwarf as a scrapper, where I run most scrappers close on AoE and survivability (And I add great control). Yes they aren't as good individually but I personally would take 2 good Warshades over one non fire blaster and one scrapper or almost any kind.
Oh and what exactly is a VEAT's role?
Originally Posted by EvilRyu
The next issue is that they have too many powers and no where near enough slots. You practically have to have a build HO'ed out just to get enough slots and even then you would be lacking certain things.
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Originally Posted by EvilRyu
The next issue I have with them is the mez protection thing. Castle's half ***** fix with allowing switching to drawf form as a breakfree thing isnt going to cut it for me.
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Originally Posted by EvilRyu
I will admit things got easier with the no toggle dropping thing but that isnt enough for me to play a HEAT to 50. Lastly the biggest reason I hate HEATs is that they dont give back to the team the way the VEATs do.
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Originally Posted by EvilRyu
Also the whole void hunter thing is really old and they need to just get rid of it or make it only apply to HEAT arcs.
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Originally Posted by EvilRyu
I cant tell you how many tfs have been ruined because we had cysts to spawn right next to the final AV at the end. I simply cant risk griefing my team with a cyst just because I played a HEAT. True enough cysts can be easily taken down IF YOU SEE THEM ahead of time. Most of the time the team doesnt until its too late. That it in a nutshell on why HEATs are epic PHail.
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And if a team is going to wipe because of a cyst then they really weren't a very good team or were running on too high a difficulty.
PS: Sorry for being aggressive, but posts like yours really annoy me. Just because you can't get into Khelds doesn't mean they are bad, so statements like your opening statement isn't a good way to make a friend out of me.
British by act of union, English by grace of God, Northern by pure good fortune!
The old traditional model of game design involving "Do It Again, Stupid" design, punishing difficulty, and competition over cooperation is a failing model, and every step CoX takes away from it (which it very strongly does) is a step in the direction of better.
In my opinion Kheldians actually demonstrate a different model which is the "Try again, and this time focus on being smarter rather than using brute force". VEATs on the other hand demonstrate in my opinion a "That's OK, you can go AFK and when you return, you can press your I-Win button and the enemies will die", somewhat like this demo-play-mode game designers are talking about these days.
If you're so knowledgeable in game design you should know by now that successful games provide their audience with satisfaction and the more varied your audience, the more forms of satisfaction and ways to gain that satisfaction you have to offer. Some people will be satisfied by pressing one button and seeing stuff fall over, while others need to feel they actually put some effort into the gameplay experience and are deserving of their rewards. One design does not fit all.
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
Here (as predicted) we go again.
As is often the case, EvilRyu has stated his case in an inflammatory and questionably factual manner. As is often the case, he has provoked a response that is likewise inflammatory and also makes some statements that I would consider questionably factual. Heat will be produced, but no light. Nothing of consequence will be determined, and all parties will walk away sore in the hindquarters.
Or we could stop pretending that Khelds are either fatally flawed or absolutely perfect, and recognize that their current design, both good and bad aspects, emerge from a simpler time when the devs had not the faintest clue what they were doing. VEATs are what they are by design; Khelds are what they are largely by accident.
You can even see the tool marks of design processes from a simpler time if you look closely.
Soft AoE mez with recharge in accordance with a pre-nerf Troller? Check!
Stackable pets with fixed lifetimes on enhanceable summon timers? Check!
Attacks with DPAs all over the map, as if the people who made them had no idea that DPA was important? Check!
Chance of knockback being treated as if it were a useful effect? Check!
Several powers that seem designed around the particular pairings of enhancement that HOs provide? Check!
An inherent that rewards joining teams, but provides no incentive (and several disincentives, however mild one might claim them to be) for anyone to invite you? Check!
HEATs are the product of Emmert's throw-in-whatever's-cool design philosophy just as surely as VEATs are the product of Posi/Castle/BAB's more deliberate, knowledgeable, and analytical approach. Which one you prefer will probably depend most on how much you like puzzles - but HEATs can't be considered a well designed puzzle because they were barely designed at all, and to the extent that they were, their current usage bears only the barest resemblance to the intended one.
@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs
Which one I play will depend a lot on my mood - and desire (or non-desire) to stretch complexity limits. If I want to play simple straight-up fighting, the DM/SD scrapper fits the bill nicely. If I want to play something a little more complex with a lot of firepower, the bots/traps gets the nod. If I want to play something yet a bit more complex yet, experimenting with various strategies and tactics, the PB may get the nod.
As a relatively new player, not yet having played even half of the available archetypes, much less the multitude of power sets, I take what's given and run with it. We're given a framework and it's up to us to mold a character from it. A PB is challenging to play, with a whole host of choices to make even in the build design & slotting, as well as a wide array of options during the course of play. For me, anyway, it's this learning process through play and experimentation that is half the fun of the game.