Some nice ideas to make Khelds more fun
They're gonna make fitness an inherent! I wouldn't even need a respec with my pure builds and so what was situationally fun will now be more fun XD
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
1) Sounds good!
2) I don't want my Performance Shifters to have to go away. I'm going to say no to this unless I can keep that IO.
3) I like the overall idea, but I'd say the Powerboost part has to go.
4) Yeah!
To add:
5) Make actual shifting animation 2x faster. Actually, this is all I want for Khelds.
Very good suggestions, especially number one. I was just talking about this one the other day. It would make shapeshifting so much less of a hassle.
Final Grade - A
2) I don't want my Performance Shifters to have to go away. I'm going to say no to this unless I can keep that IO.
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3) I like the overall idea, but I'd say the Powerboost part has to go. |
5) Make actual shifting animation 2x faster. Actually, this is all I want for Khelds. |
Captain Skylark Shadowfancy and the Tomorrownauts of Today. Arc ID: 337333 - Signal:Noise, where is everybody? Arc ID: 341194
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I do like the idea of suppressing toggles, but that's kind of mutually exclusive with my idea of allowing toggles to be turned on while in Nova/Dwarf form, but it drops you back to human.
That was my solution to the issue of macros to return you to human form not working while powers are animating, which was added a while back to cover some exploits involving the costume Temp Powers.
If you could leave the toggles up and suppressed, though, and have using one of your other Human powers (like Mire or Essense Boost) drop you back to Human form, that would be fine.
And did you know that the new Alignment Powers work even in the forms?
I've recently gotten back to playing my Warshade again and there are a few things that bug me about khelds that I think could be solved without changing the way the AT is balanced; personally I think they're already a viable, if difficult, AT in the game, so my ideas are more quality of life things rather than "OMG BUFF PLZ".
1) The first idea I had was that when shapeshifted, human form toggles should be suppressed instead of detoggled - this would be functionally the same as it is now, except that it would save you the trouble of having to constantly manage your human form toggles if you do a lot of quick back and forth shifting, as is common as a tri-form WS (I don't know if PB's do this as much, but it would still be nice).
2) Something else that bugs me is that shapeshifting toggles get detoggled by running out of end. They should be "free" toggles like stalker hide - it's kind of silly that they have both an end cost and a recovery bonus. I think it would work out pretty much the same if the end cost was just removed and the recovery bonus was lowered to even it out. Technically this would make slotting them for endmod less useful, but I think that would be a worthwhile tradeoff. With inherent fitness being added in I19, you could really just remove the recovery bonus from shapeshifting entirely and just make fitness apply to all forms instead of just human like it does now.
3) Mez protection isn't really that big a deal anymore since you can shift to Dwarf while mezzed, but at the same time I think the inherent effect from teamed controllers/doms should be buffed up a bit since right now it does a whole lot of nothing most of the time - it takes 3 controllers on the team just to be protected from one whole hold. I think the bonus should be buffed up to mag 2 or 3 protection per controller/dom rather than mag 1. People don't usually team with more than 1 or 2 controllers anyway, so the inherent effect should be meaningful with even a low number. If possible, it could start with a larger mez protection buff and get smaller as more controllers join, so a team with a single controller would give the kheld mag 3 protection, but add 3 more controllers and they'd only have say, mag 6-7 instead of mag 12. Another idea here, which is a bit more of a change, would be to buff the protection for peacebringers, and instead of giving mez protection to warshades, each dom/controller on the team would increase the duration of the warshade's own mez powers (Like a mini-power boost). I think that would be a lot more in line with the buffs warshades get from other ATs and also make them even more distinct from PBs. Even better would be to buff the magnitude of warshade controls for each dom/controller, but that would probably be overpowered and a lot more difficult to do anyway.
4) While I sincerely doubt this is possible since I imagine it's probably something deeply embedded into the game's code, it would be nice if defeated enemies didn't fade quite so quickly. They're kind of important for us Warshades! :P
Captain Skylark Shadowfancy and the Tomorrownauts of Today. Arc ID: 337333 - Signal:Noise, where is everybody? Arc ID: 341194
@The Cheshire Cat - Isn't it enough to know I ruined a pony making a gift for you?
12 second horror stories - a writing experiment.