Buff Peacebringers!!


Airhammer

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
A 3 second recharge single target attack, if going by the "rules," does .84 damage an costs 4.368 endurance.

Why Castle decided to break those rules for Psionic Dart, I do not know but I see no reason for it to happen with Peacebringers as well.

EDIT: Has CoD not been updated since the Dom changes? It still show Psi Ddart at .84 damage.
EDIT2: Mids also shows it at 44.4 versus CoD's 44.38

You sure that patch not didn't have a correction later on in another patch, EG?
It must have because you're correct. Psi Dart is .84 damage not 1.32. Ah well, no hope of that change.


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.

 

Posted

Quote:
Originally Posted by Fireheart View Post
I'm sorry, Geko, but I really Hate the idea of slowing down attacks. HATE!

I play my main PB as all-human and your proposal would devastate my ranged attack-chain. I don't want to have to rush into melee Just to actually have an attack-chain. Bolt-Eye-Bolt-Blast-Bolt etc. becomes a painful chain of wait-wait-attack-wait-attack-wait-wait when you slow the recharge.

Unless, by some magic, you have a plan for creating a relatively seamless attack chain from these three attacks at your new level of recharge? Or are you thinking, 'Everyone does Perma-Hasten, so recharge doesn't matter'? Because I don't have time to explain to you, that Hasten does not float my boat.

If you propose a buff, make sure it's actually a buff for all levels and (most) playstyles... right?

I've already gone through this agony with my Energy Melee Tanker. Please, sir! Please! Stop the hurting!

Be Well!
Fireheart
Fair enough. I'm open to any change, but the ranged attack chain for Peacebringers right now is atrocious. Not enough damage without using multiple procs in Gleaming Bolt and barely even then.


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.

 

Posted

Quote:
Originally Posted by EvilGeko View Post
Fair enough. I'm open to any change, but the ranged attack chain for Peacebringers right now is atrocious. Not enough damage without using multiple procs in Gleaming Bolt and barely even then.
I'd be ok with recharges being affected if they lowered the cast time of the tier two and tier three blasts (with a bit of a damage buff as well of course.) Something akin to what fire blast or ice blast used to be on blasters with each blast floating around a 1 sec cast time.


 

Posted

Quote:
Originally Posted by EvilGeko View Post
Fair enough. I'm open to any change, but the ranged attack chain for Peacebringers right now is atrocious. Not enough damage without using multiple procs in Gleaming Bolt and barely even then.
I won't disagree that the actual damage output of the human-form blasts is anemic. There are times when I wonder if he's not weaker than a Defender. I'm certainly open to re-balancing damage, endurance cost, and Small tweaks to recharge.

I like to be active, changing up targets at will, strafing to position for a cone or Big-time KB blast, zip in close to drop a big Ker-Smash!, or punch a thug that's messing with the Defender, and keeping an eye on the rest of the battle. This fluid response to the changing face of the fight is what I love Most about PBs - I can put up with anemic damage, to retain that flexibility... AND more damage wouldn't hurt.

I'm not looking to frighten the Blaster, or make the Scrapper weep, and I also recognize that stacking up the right partners in a full team can make giant improvements to Kheldian effectiveness. However, 90% of the time, my 'team' consists of 1-2 others, at most, and that's not really enough to stack the Kheldian Inherent up to 'uber'.

Be Well!
Fireheart


 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
I'd even back changing PB buildup to be something more interesting like the new fiery embrace.
I was thinking this. If the sole reason Warshades are outperforming Peacebringers so badly in PvE is the Mire durations that Shades get...

Why not just increase the duration of PB Build Up? 30 seconds would be a little overpowered, but Fiery Embrace's 20 second buff and longer recharge would give us some precedent. Makes sense thematically. Kheldians are "masters of energy", so their energy buffs should consequently be more potent.


"I'm flying free with my beautiful butterfly wings!" ~ Randy Marsh

 

Posted

Maybe Im crazy but I really enjoy my peacebringer as is. Slowing down the attack chain would really mess my whole flow up. After i19 and fitness being inherent I will be more than happy with mine, but yea the only thing that I could possibly ask for in a perfect world would be IS changed to a stun.


 

Posted

Im with mercury if you want to increase the recharge on the blast.. then decrease the animation time, increase dmg, and decrease endurance..

I do like the light form change though once i saw strength of will i always though light form should be more like it than unstoppable.


Also they should try to code that when you switch into forms the toggles in human form just suppress to 0 instead of shutting off so it can be a quick transitions switching in forms..

in a pvp zone when i switch back to human i have to turn on 3 shield assault tactics and 2 travels.. you can use binds.. but thats still annoying at times..

but i do agree if you increase the dmg on pb then mez prot will be less of a prob..


Freedom:
Iron-Blade 50kat/invul Iron Ascension 50trifpb Cinder Reborn 50fire/kin Zaha'doom 50triws Cindered Stones 50fire/ston ColdFusion 35 ice/rad Iron Ash 50 Fir/WP
Iron Wind km/regen Iron Static elec/reg Psy Entity 50 psy/dev Iron-Assassin 50 nin/nin

 

Posted

My personal never-gonna-happen wish: the kheldian inherent changes from a self-buff to a team-buff, sort of like an auto-leadership power. PBs grant low damage ATs a damage buff, squishy ATs a DR buff, and trollers/doms and mag. buff. WSs flip this.

Then, to compensate for losing the self-buff, both PBs and WSs get always-on buffs roughly equal to what they'd have currently if they, say, were on a team that had 2 scrappers, 2 defenders, and 2 controllers. So, across the board +20% dmg, +10% DR, +2 mag mez resist.

Leave all else as is (although reducing some of the KB would be nice too). No other change really needed (although this change could make WSs even more uber and still way above PBs in performance - maybe PBs should get a few more tweaks here and there)

I think HEATs (esp PBs) would be much more soloable & much more welcome on teams with such a change.


 

Posted

Quote:
Originally Posted by EvilGeko View Post
OK we all know Warshades are better than Peacebringers late game, if anyone agrees, we'll argue it out. But better to just get to the idea.

DO THIS CASTLE:
  • Solar Flare: Reduce KB magnitude to 0 from 4.1. The Solar Flare change maintains the KB that some folks enjoy, but lessens the scatter a bit.
I would say remove all KB from Solar Flare and all the Peacebringer attacks.


H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD

 

Posted

Quote:
Originally Posted by newchemicals View Post
I would say remove all KB from Solar Flare and all the Peacebringer attacks.
Reducing the KB to a value less than 1 turns it into knock-Down, which is extremely useful. And I Like the KB in Radiant Strike. Effective 'get away from here!' power for knocking badguys out of your face, or off the Squishy-guy.

I'd definitely like Solar Flare to become knock-up/down, careful attention applied to the shields, and a tune-up of Seekers.

Be Well!
Fireheart


 

Posted

I despite powers with a PERCENTAGE CHANCE for knockBACK. Because you can't rely on them to be effective mitigation, and they'll generally knock the mobs around precisely when you don't want them to. It's more of a detriment than a bonus. If a power is supposed to mitigate through knockback it needs a 100% chance, like Power Thrust. If it's just something added to the power, make it knock down so it has a percentage chance to be awesome, instead of a percentage chance to fling your mob somewhere you don't want.


 

Posted

Quote:
Originally Posted by newchemicals View Post
I would say remove all KB from Solar Flare and all the Peacebringer attacks.
I really dont want to lose me KB, I say add it to Proton Scatter, lol. On my peacebringer I have Kinetic Crash full IO set(mainly for set bonuses) in Radiant Strike and love knocking em back.


 

Posted

Quote:
Originally Posted by Jot View Post
I really dont want to lose me KB, I say add it to Proton Scatter, lol. On my peacebringer I have Kinetic Crash full IO set(mainly for set bonuses) in Radiant Strike and love knocking em back.
Folks like this is exactly why I didn't suggest removing it entirely. However, the KB in Solar Flare is a bit much. I suggested 1.4 as the magnitude because that's where Shockwave is and it seems to be reasonable most times to me. While I would prefer nothing, I'm not trying to take away anyone's fun.


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.

 

Posted

Quote:
Originally Posted by EvilGeko View Post
Folks like this is exactly why I didn't suggest removing it entirely. However, the KB in Solar Flare is a bit much. I suggested 1.4 as the magnitude because that's where Shockwave is and it seems to be reasonable most times to me. While I would prefer nothing, I'm not trying to take away anyone's fun.
I do agree that Solar Flare would alot of times be better if it was KD instead of KB. I was kinda joking about Proton Scatter.


 

Posted

Solar Flare getting KD would be awesome. The others are fine as they are. I'd love to see both of them have thier animation times reduced for the form changing too, because its far too sluggish at the moment.

Those would be my only gripes, although the 'always on' suggestion as well as auto-buffing the team as an inherent also made me go 'Gimme'


Quote:
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.
Quote:
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

I don't know what exactly PB needs or if it needs a buff (could be that my playstyle needs one), I haven't played one often enough. My son even asks, "Daddy, why don't you ever play a Peacebringer?"

I played an old one I had this weekend though. Was just a bit away from 18 and had a boatload of patrol XP. Got to 18 no problem, and made my way to 19. I played solo much of the afternoon yesterday, just running standard missions, no bosses. And...egads.

I think I died more on that character just going from 19 to 20 than I had TOTAL on just about any other character. Ok, maybe that's an exaggeration. But I must have been defeated at least two dozen times (I had picked up the Resuscitation temp power, it was available maybe one out of four?).

It seemed like every group of mobs had the ability to take me down. Three +1 minions, three EVEN minions, Gardvords, Ancestral Spirits, Vampyrs, etc. I did my best and used insps when I had them, but that wasn't all the time. Some missions I'd have to rest/Rest after every encounter. Nevermind the couple of times where the spawn was Ink Man (mez), Quantum Red Ink, Sorcerer (so if I'm not asleep, I go after the Sorc while getting pounded by the Quant, or I hit the Quant only to...have him healed).

I'm bullheaded, so I kept playing until I hit 20. But afterward I remembered why I didn't play him - it just wasn't enjoyable. I *hope* that changes at higher levels.


Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level

 

Posted

Gotta keep in mind that pre-22 NO archetype is really performing well due to not having SOs. That being said, Peacebringer's only reliable mez power against Lts. or higher is Incandescent Strike. Pulsar's only a percentage of affecting a Lt., and that randomness can get ya killed in highstakes play.

Warshades get Gravitic Emanation and Gravity Well, and Gravitic Emanation's a cone stun (ya don't have to be in melee) which lets ya take out multiple targets. Honestly, after ya got Gravitic maxed most enemies are dead before your initial shot of it wears off.

Peacebringers have nothing like that. So while a Warshade can cork two dangerous Lts. (I won't even mention bosses), the Peacebringer has to choose one. All the while they're fighting that one, the other is attacking them. This's exacerbated on higher spawn settings.

Again, a Warshade has no problem here. They just stun the whole group.

So apart from the damage buff and duration differences for the two, Peacebringers are subpar to Warshades in mezzing as well.

If ya fixed the damage issue and made Pulsar a Mag 3 Stun, (or better yet a Hold so you can stack it with Incandescent) then PB seems pretty dang fixed ta me.


"I'm flying free with my beautiful butterfly wings!" ~ Randy Marsh

 

Posted

- Turn Solar Flare into KD, continuing to provide mitigation without disrupting an entire mob.
- Add the same stun secondary effect of Gravitic Emanation to Proton Scatter (the powers are nearly identical in every other way, why no stuns for PBs?).
- Add slight mez resistance to each shield (for WSs as well) that stacks with each shield.

Done.



 

Posted

The real problem with Khelds is that they benefit from a team but the team doesn't get any benefit from a kheld (other than tank/dps) which other ATs do better.

A well built Widow or Soldier can really buff a team but the secondary effects of many WS and PB attack is um KB. Yeah I know PB has -def and WS has -slow but the KB is what I recall the most.

Ask me how long people stick around on a team when you have a Solar Flare spammer scattering stuff. (Okay tanks/brutes spamming Hand Clap isn't popular either)


H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD

 

Posted

Yeah, when people say "can you cut down on all the KB?" I say, "umm... That's in like all my attacks."

Not really a good reputation for Khelds to have, I agree.

"Alien"


Quote:
Originally Posted by Infernus_Hades View Post
The way you play changes your IO slotting..


76 characters and Twenty-four 50s later, I still love this game.
AlienOne's Human-Form Warshade Guide (Old guide+New guide = 12,000+ views!)

 

Posted

Quote:
Originally Posted by newchemicals View Post
Ask me how long people stick around on a team when you have a Solar Flare spammer scattering stuff. (Okay tanks/brutes spamming Hand Clap isn't popular either)
People don't seem to mind mine (other than the "ZOMG KB IZ EBIL KILLITKILLITKILLIT!" folks who will never be happy with it.)

Then again, I direct mine as opposed to "Jump into the middle of the mob, next to the tank, and scatter stuff everywhere."


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
People don't seem to mind mine (other than the "ZOMG KB IZ EBIL KILLITKILLITKILLIT!" folks who will never be happy with it.)

Then again, I direct mine as opposed to "Jump into the middle of the mob, next to the tank, and scatter stuff everywhere."
You say that, but I don't believe you are referring to powers like Dark Nova Blast, Bright Nova Blast, Dark Detonation, and Luminous Detonation, which can't be "controlled."

You hit a foe with it, and it explodes, sending people everywhere in all directions.

You can't NOT use the nova blasts if you're a tri-form, and you can't NOT use the detonations if you're a human-only build, so... While I get what you're saying, it really doesn't hold true for the vast majority of Kheldians out there, regardless if we assumed all of them "try" to "direct" their KB.

When there isn't a controller on the team to lock them down, mobs are going to scatter with Kheldians, whether anyone wants to admit to it or not.

"Alien"


Quote:
Originally Posted by Infernus_Hades View Post
The way you play changes your IO slotting..


76 characters and Twenty-four 50s later, I still love this game.
AlienOne's Human-Form Warshade Guide (Old guide+New guide = 12,000+ views!)

 

Posted

Quote:
Originally Posted by AlienOne View Post
You say that, but I don't believe you are referring to powers like Dark Nova Blast, Bright Nova Blast, Dark Detonation, and Luminous Detonation, which can't be "controlled."

You hit a foe with it, and it explodes, sending people everywhere in all directions.
Well, first off, only the Detonation has any kind of consistent "all directions" knockback, and that is easily controlled. Just like you don't jump in next to the tank and hit solar flare, you don't send your blasts to the guys next to the tank, either. You work from the outside of the spawn in. Instead of positioning yourself for optimal effect, you're choosing your targets for optimal effect.

OR you could just not use Detonation. The only other KB blast in Nova is Bright Nova Blast, and even that only carries a 10% chance of knockback. In addition, it's a single target blast, so the knockback is very uni-directional on the rare occasion that it does happen.

So no, you're not forced into any kind of uncontrollable knockback situations when you're in nova.


The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies

 

Posted

Disclaimer: I unlocked my Kheldians with my Energy/Devices Blaster, so my perception is a bit different from others.

Positioning myself for an effective knockback is easy for me. The problem I have is that the knockback isn't reliable, and not all powers do it at all. Perhaps that's why some folks have a scattering issue. The KB doesn't go off enough, and when enemies go flying, some people think, "Oh yeah...that has knockback."

I could go either way. Make KB happen more often, or change it to knockDOWN. I like the mitigation and crowd control of KB (like forcing baddies back into debuffs), but it's such a polarizing issue that I can stand KD instead.

How about making Cosmic Balance apply to teammates as well?

Also cut form-changing time in half, please!


 

Posted

Quote:
Originally Posted by Gehnen View Post
Also cut form-changing time in half, please!
Oh ye Gods this!

And make the damn thing uninteruptible! When I toggle Dwarf form on to break mez, I don't expect to fail thanks to a second mez hit, thank you very much!


Quote:
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.
Quote:
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.