Buff Peacebringers!!
I just want the knockback removed from Solar Flare already... Change it to Knockdown.. I already do ENOUGH Knockback.
Footstomp had its knockback removed and changed to knockDOWN
Frozen Aura.. KnockDOWN.
Tremor.. knockDOWN...
why is Solar Flare knockback ??????!!!!!!!!!! in a set that already has a TON of Knockback !!!!!
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Don't get me wrong guys, I'm one of the people that used to love playing my PB. If you look back in the thread, you'll see my exact thoughts. Life as a PB was amazing until about level 40.
What happened at 40 was, I believe, epic powers. Blasters were getting resistance or defense shields and scrappers and tanks were getting control powers and fireball. Suddenly everyone was a jack of all trades and a master of one. The only thing going though my head was "What the hell? I thought I paid for this versatility because it was too powerful, and now everyone has it." |
And it's perfectly fine to "like" the AT. I liked my PB for years (until I started playing other chars more often and going "whoa, I'm waaaaaay stronger here..."). But this isn't a fairytale. No matter how much you kiss it, the frog's not gonna turn into a prince. You're just gonna gat warts on your lips trying.
"Experience is the mother of good judgement. Bad judgement is the father of experience."
My initial suggestion for helping Peacebringers was to simply raise their base damage but after reading some of the fine suggestions here I'm starting to change my viewpoint. For TriFormers it makes more sense to add another attack or two to each form. But that creates a bit of a balance issue since it'll have to be weighed against Warshades' forms. And there's no way Warshade players (Myself included) won't be clamoring for added attacks of their own. |
Frankly, I've never encountered this massive hole in the attack chains of my forms... and I'm not even built for recharge. In Nova form I can spam "bolt, blast, bolt, scatter, bolt, blast, bolt, detonation... repeat" without any gaps indefinitely. In dwarf form I can spam an endless "strike, smite, strike, flare, strike, smite, strike, antagonize... repeat" chain without gaps as well.
The only thing that MIGHT be needed in that regard would be an increase in recharge speed for the white dwarf flare if you felt that using your multi-target taunt power (and its 75% range debuff effect) was not an important component of playing a pocket tank.
If the PB were to see any buffing I'd much prefer it to be incremental improvements where we get a change to evaluate their effects... rather than completely changing everything at once and then having to figure out what to nerf (and possibly killing something that makes PB the AT they most prefer in the process).
That's why I am proposing only minor tweaks at this point. Things like one or more of the following;
- Add a resistance debuff to all the PB's attacks.
- Improve the recharge time on the dwarf form attacks (most specifically White Dwarf Flare) so that a full attack chain is possible with moderate slotting for recharge.
- Shorten the time that changing forms takes considerably.
- Add debuff resistance to dwarf form.
- Adjust the numbers on cosmic balance so that it adds mag 2 mez protection per controller/dominator.
- Improve the Mag on Pulsar to a solid 3.
Implement some of these and then see how they work and, if needed, then add a bit more, and keep going until you get things worked out.
Still, nova is severely lacking in damage especially if you keep in mind that it trades most its defenses and utility for pure damage. And it is lackluster on its own, even more when you consider the penalties of nova form.
Dwarf for is lacking in Tanking ability (no aura, no debuff resistances, no auto-taunt, low resists) even more if you keep in minda that it trades most its defenses and utility for Resist and Mez Protection.
Yet again, its resistances are lackluster on its own, evenmore when you consider the limitations imposed by Dwarf form.
They need their mezzes to match. Stun and stun or Hold and hold. Not as it is now. This one change and I would play my PB again. Stopped at mid thrities for the last 4 years. Bloody late game bosses. ;p
Add in changing one of the two early (and unessisary) two weak **** human form blasts into a glowy PB version of Air Supperiority, or at level 3-4 popping this in as a slottable INHERENT for the so called masters of flight that they don't get to access the pool... Do this as well and I will call it fair square. Do this and match the PB mezzes with each other like their Dark bretheren get as mentioned above and you solve many problems.
I think thats it.... for me.
It is grating that 'Humans" trained by Arachnos get proper and true Mez protection while Heroic More then Human Khel's do not outside of a click for Pb and the dwarves?...
Yes. Yes, frankly it is. It's also somewhat insulting if your realy into PB's and Shades... Or at least it should be. Is it going to changed? Unlikely due to Dwarf form. Will the Dwarves be given proper attack chains to make the argument, "You get mez protection in Dwarf" actualy valid ... to me and others?... Unlikely. Can live with that though.
What I hate is ZERO recourse except damage to pesky bosses and no Air sup on the AT that's supposed to have inherent flight pool thus the no access to the actual pool one.
So fix what can be fixed please Dev's withought stepping on defenders of "Keep them unnaturaly subpar to what they could be." or the make them strong crowd. Nobody I can think of in either camp from what I've read over the years would complain about matched Mezzes amoungst the PB's two powers that actualy have a Control component and inherent slottable Air Sup.
Anyway... My two cents. Peace all.
That's why I am proposing only minor tweaks at this point. Things like one or more of the following;
- Add a resistance debuff to all the PB's attacks. - Improve the recharge time on the dwarf form attacks (most specifically White Dwarf Flare) so that a full attack chain is possible with moderate slotting for recharge. - Shorten the time that changing forms takes considerably. - Add debuff resistance to dwarf form. - Adjust the numbers on cosmic balance so that it adds mag 2 mez protection per controller/dominator. - Improve the Mag on Pulsar to a solid 3. Implement some of these and then see how they work and, if needed, then add a bit more, and keep going until you get things worked out. |
I would not want to see Peacebringers have just one form of soft control. The PBAOE stun of Pulsar and the single target hold component of Incandescent Strike are just fine in concept.
even just the shorter shapechange time would be huge in my opinion. but barring that, i think both khelds could use a late-game mez protection of some kind. and if toggles have to supress in the forms, can they remain on for when we change back to human? those 2 would be huge to me.
This is an excellent point. What's more, as someone else pointed out above, the only real function PBs have in the game is damage - and not only does everyone do damage, but PBs are among the weakest at it, not among the 'mediocre' at it. They're also among the weakest for control/support (the only way you can get weaker than a PB's 1 heal and awful stun power, is to have basically nothing to compete with it) and they're mediocre at personal survivability (would be good, if they had status protection or even if dwarf form had debuff resistance).
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I like my PB and enjoy being mr. versatile, I dont expect him to be the 'best' be nice if I could be 85% of the best at blasting and not run out of end tanking. (though recent changed may have fixed that)
I love my PB, he's my main and I've Purpled him out and tweaked some really strong bonuses on him, but to be fair even with my love for him I find an SO'd out Warshade and a few other AT builds just more effective.
The Jack of All Trades is used when talking about Khelds, and PB's in specific, but truly they do suffer an inordinate amount to accomplish it. A Khelds Weakness is supposed to be Slot need, End heavy and Slow Recharge attacks. But weakness? I think part of the problem stems from when Khelds were first created a lot of powers were cloned from existing powers and therefore to avoid the other ATs feeling ripped off they made the cloned powers weaker. Notice a PB has more cloned powers then a Warshade, particularly in that a WS has Eclipse, Stygian Circle and Extracted Essences, all of which may resemble other established powers but are truly unique on their own. WS powers like Essence Drain, Detonation etc. Suffer because they are cloned powers, but the WS far outweigh the weakness.
I look to VEATs when I think of jack of all trades, because in them they got it right. Now that's impossible to do with an already established AT like the PBs, but some of the fixes mentioned by others (similar mez effects to help stacking as an example) would help. I wouldn't call for Mez protection in Human forms because that for one wouldn't be enough,
and would take away from the Flavor of using Forms but I do think the Forms should be beefed up a bit to help.
My PB's Global Recharge is at 110% without hasten so in the Forms my attacks cycle through well enough, but I do remember it was stressing to wait for the recharges to have a
decent attack chain. I don't think making it faster is balancing, but adding another attack to Nova and Dwarf would be, since you'd still have to figure out how to Slot accordingly which is still a weakness but would alleviate the crunch. Dwarfs should also have their taunt be auto hit instead of Acc dependent. A Dwarf should have some attack that does little damage but has a mez effect (a Black Dwarf have fear, White Dwarf stun) so they can mitigate incoming damage. A PB should lose Build Up and get something more akin to a weak & short Rage so that it can carry over a bit longer in Forms, or just shorten the time it takes to hangs into the Forms.
I think he WS seems to perform beget then the PB because a lot more of a WS powers synergies with each other and sOmewhat with their forms. A PB should have that benifit as well.
Yes, please buff PB's. Mine is collecting dust, mainly because of the KB. And even if they fixed the KB, I would still feel something's missing.
As a PB, you have to constantly be switching forms to maximize your damage output. I would expect such hard work to be rewarded, except the damage barely comes close to a damage dealers output. At the very least, give us a 100% Build Up.
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
For me Warshades really start to pull ahead of Peacebringers at level 26. At level 26 Warshades get access to Gravitic Emanation and Unchain Essence.
What do Peacebringers get? Solar Flare and Glowing Touch.
It could be argued that Solar Flare and Unchain Essence are balanced with each other in spite of their vastly different damage scalars by their vastly different recharges and the fact that they both also carry mitigation (stuns and knockback). It could also be argued that Glowing Touch and Gravitic Emanation are balanced against each other with respect to the fact that they're both mitigation.
I would counter that, however, by pointing out that it is the quality of the mitigation they offer that makes them unbalanced. The stuns offered by both Warshade Powers are far superior to the knockback and healing offered by those of the Peacebringer, to say nothing of the fact that the Warshade can personally benefit far more from those stuns than anything the Peacebringer personally gets (or doesn't get, in the case of Glowing Touch).
Then there's the pets at 32. I don't even really need to say anything about this, do I? Photon Seekers are better compared to Unchain Essence than Extract Essence, and that to me is a sad thing. At 32 my Peacebringer had roughly the same level of effectiveness that my Warshade had at 26.
At 32 my Warshade had the ability - with hasten and stacked fluffies - to bring roughly three times the damage potential to a fight while decreasing the incoming damage exponentially better than my Peacebringer through the value of stuns and slows (and I didn't even mention Inky Aspect) over knockback and loldefense debuffs.
It's sadly fitting that Peacebringers get Quantum Form at 28 instead of something comparable to Inky Aspect: Peacebringers are far more likely to need a panic button.
EDIT - and while I'm on the subject of secondary effects, does anyone but me find it odd that Peacebringers were given -defense in their attacks when it's Warshades who would benefit more from it? If my Warshade had that as a secondary effect, I could save those accuracy slots in Inky Aspect, Orbiting Death and Extracted Essence.
I suppose my Peacebringer could slot only a couple attacks for accuracy and defense debuff, or look for teammates who don't understand accuracy slotting, but apart from that there's no meaningful use for that effect.
Of course, I've always thought that accuracy-dependant defense debuffs in a game with little to no accuracy problems is poor design. Just IMHO, of course.
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
I wish they would either remove the KB from Luminous Detonation an add a Immob to it, so all other KB powers wont spread the mobs out or add a Immob to Pulsar or Proton Scatter.
lvl 50 - Elec/WP/Mu Mastery Stalker, lvl 50 - Dark/EA/Soul Mastery Stalker, lvl 50 - EM/Nin/Soul Mastery Stalker
New Toons
lvl 21 - StJ/WP Stalker
Quantum Flight is a waste of a power slot.
Photon Seekers are an excellent mini-nuke, especially combined with Solar Flare. At point blank, the Seekers will summon and you'll also be able to get the Solar Flare off at the same time the Seekers explode.
Knockback is apparently the mitigation tool that the developer who first designed Kheldians assigned to Peacebringers. At this stage, that's extremely unlikely to change. That said, it's overvalued as a mitigation tool.
Quantum Flight is a waste of a power slot.
Photon Seekers are an excellent mini-nuke, especially combined with Solar Flare. At point blank, the Seekers will summon and you'll also be able to get the Solar Flare off at the same time the Seekers explode. |
I love my Quantum Flight. Granted, it is very situational but with so many power options on my PB, it's nice to have a couple good situational ones.
***
Lumin (D4,50), Caelestes Lux (PB,50), Corpus Operandi (MM,50)
I'm all for buffing PBs, might actually make me want to play mine. Currently I just hate the fact that they are the weakest of all the EATs (IMO).
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Same here.
The main reason I 'hate' my PB is that I do a human only form (I have the dwarf form as a 'just in case' but 99% of the time I'm human just like my warshade); and with the power choices available for PBs, you have a mix of ranged attacks and melee attacks. The most powerful of the attacks are melee which at first may seem okay, but some of the attacks (even melee ones) do knockback....which makes it annoying to keep running up to mobs when they get KB'ed around.
Maybe just change the KB to KD...and if people want to KB things around, they can put knockback enhancements in the powers.
Leader of The LEGION/Fallen LEGION on the Liberty server!
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lvl 50 - Elec/WP/Mu Mastery Stalker, lvl 50 - Dark/EA/Soul Mastery Stalker, lvl 50 - EM/Nin/Soul Mastery Stalker
New Toons
lvl 21 - StJ/WP Stalker
Or knock Up, which keeps the 'things flying into the air' feel a bit better, but limits the amount of scatter it causes.
"Experience is the mother of good judgement. Bad judgement is the father of experience."
A perfect little 'get out of being dead' power.
I was OK with the long recharge. I was OK with the increasing end cost.
The brown and smelly stuff is hitting the wall, hit Q-Flight and run.
Have to cut across talos or IP to get somewhere... hit conserve power - q-flight and go at max fly speed.
So sad. Q-FLight used to be awesome.
A perfect little 'get out of being dead' power. I was OK with the long recharge. I was OK with the increasing end cost. The brown and smelly stuff is hitting the wall, hit Q-Flight and run. Have to cut across talos or IP to get somewhere... hit conserve power - q-flight and go at max fly speed. |
Now you're at max fly speed just from regular fly.
There's no increasing cost. You can't use it quite as Long, but you can still use it for all the purposes you used to, with less end cost. You don't need to use CP, and you don't need to use it for travel.
Seems like they buffed it from my perspective.
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
So sad. Q-FLight used to be awesome.
A perfect little 'get out of being dead' power. I was OK with the long recharge. I was OK with the increasing end cost. The brown and smelly stuff is hitting the wall, hit Q-Flight and run. Have to cut across talos or IP to get somewhere... hit conserve power - q-flight and go at max fly speed. |
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
When you activate it, you get thirty seconds of intangible.
Ooookay... and you get max flight speed. Well, you know, it's *dead easy* to cap flight speed. And all this at a cost that will drain your end bar in relatively short order.
So yeah, it's a nice "for thirty seconds you can flee like the wind" power, but you know, for any other purpose it's a poor second to regular Energy Flight, with or without a Stealth proc.
Okay, so the power itself hasn't been nerfed - it's just been overtaken by buffs to flight.
I would never argue that it was a good power for anything but a panic button, mind you, and I don't like panic buttons anyway... I was just curious.
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
PS - I sent Black Scorpion a PM about this issue. I hope he reads it.