Kheldian Slot Starvation: A Fix
Kheldians could definitely use some attention.
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

God forbid you not be able to perform every role ever thought possible with one spec.
I don't agree with extra slots for kheldians at all.
I wonder if Kheldians would be more desirable if they gave the team buffs the same way they revieve them from having team members (Their inherent)
We have IOs. They're not all superexpensive. Frankenslot.
If we were still stuck on SOs only, I'd be more inclined to agree.
I wonder if Kheldians would be more desirable if they gave the team buffs the same way they revieve them from having team members (Their inherent)
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I don't like the idea of a team XP bonus for teaming with them and much prefer contributing to the fights over contributing to the rewards. I hear people talking about how awesome having multiple VEATs on a team is, so adding a few Khelds on a team should provide a similar level of excitement.
What keeps Khelds low on the priority list for teaming invites?
Team Leaders who don't know what they can do to contribute?
TLs who think the team will have to drop everything whenever a Quantum/Void shows up?
TLs who think that they'll get killer Cyst spawns added that will cause team-wipes?
I don't know.
While we're at it, can we make the Dwarf transformation not be interrupted if something mezzes you while it's animating? I keep thinking I'm going to be transformed and safe but the effects fade away and there I am, in human form, mezzed, and I have to start the transformation all over again while my enemies gleefully carve me to pieces.
Cutting the activation time for the transformation in half or even less would be nice too. If your build depends on a lot of changing you can spend half the fight locked in transformation animations. Slow and annoying. |
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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We have IOs. They're not all superexpensive. Frankenslot.
If we were still stuck on SOs only, I'd be more inclined to agree. |
There definitely does need to be a fix of some kind. I agree mightily with the Dwarf-form change, and would like to see the form change power animations lowered in duration. I have enough problems with the lag-spike I get from going Dwarf or nova when the camera is close to the character, shortening the animation for the change might make it a bit more tolerable.
Inverting the inherent? I kind of agree with that, so long as it -also- effects the Kheldian or Nicti in question.
Giving them extra slots for all their form-powers... That I can't really get behind, I'm afraid.
However, I think I proposed a suggestion at one point that for every slot you put in the BASE form-power you should get mirror-slots in all the powers which spring from it. (2 slots in Dwarf = 2 slots in all dwarf powers)
And yes. I realize that would allow EATs to amass more set-bonuses than any other archetype. The question then becomes: Would that be enough of a change to make EATs as Epic in play as VEATs?
Yes. I know. the Story is the Epic Part. Go back, reread the VEAT content, and then put your argument away. Besides, the EAT-only Content is incredibly dated and has no signs of being added to or updated
So yes. I think the Mirror-slotting idea would make them much more playable, and with Set IO bonuses carrying over they could be very powerful. Though if people think that's "Too" good they could (feasibly, I don't know the amount of effort involved to adapt this) use the Dual-Build tech to separate the Set bonuses from the forms when the player isn't -in- those forms.
-Rachel-
Which Dev was it that stated Balance wouldn't be based on IO sets?
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It was Castle that said they would never rebalance existing content (as in all content up to the point when he made that comment) to account for IOs. Wasn't a comment about ATs, wasn't a comment about game systems.
Bill's comment was a perfectly legitimate response, since the IO system was specifically designed so people could do that.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
As we all know Kheldians suffer from a severe lack of slots. To get a tri-form build working is a pain in the tentacles. My suggestion is "simple" (conceptually, maybe not technically): give the bonus powers granted by the alternate forms TWO starting slots instead of just one. That would go a long way towards making the forms useful right out of the box, and of course it would make building kheldians a bit easier.
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Finally I'd love it if kheldians could be as desireable on a team as the spiders are. I don't know what can be done about that short of making each kheldian grant an xp bonus to non-kheldians on the same team for putting up with them.
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While more slots could help, perhaps we need a more fundamental fix to the base template from the start. And no, I really don't know specifically what to tweak, just that something does need to be fixed.
Alternatively, perhaps we could get an alternate Hero Epic. Maybe "Hero Corps" or something like it, wouldn't fix the Khelds, but it could give us a more rounded Heroic Epic.
Don't twist words to make that statement into something it was never intended to be.
It was Castle that said they would never rebalance existing content (as in all content up to the point when he made that comment) to account for IOs. Wasn't a comment about ATs, wasn't a comment about game systems. Bill's comment was a perfectly legitimate response, since the IO system was specifically designed so people could do that. |
Expecting players to use IOs to make up the difference doesn't work, and the balance is still tipped in the favor of the VEATs. So the balance issue between the two still stands.
If EATs need IOs to equate to base-level VEATs there is a disparity there which should be remedied. A buff to the Kheldians would make them more welcome on teams and a more sought after AT for individual solo players. A Nerf to VEATs would make them less sought after and less useful for teams. Given the choice between the two actions in an attempt to get the ATs to similar level of power, I'd prefer to see the weaker AT buffed than the stronger AT weakened.
YMMV
-Rachel-
If EATs need IOs to equate to base-level VEATs there is a disparity there which should be remedied.
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A buff to the Kheldians would make them more welcome on teams and a more sought after AT for individual solo players. A Nerf to VEATs would make them less sought after and less useful for teams. Given the choice between the two actions in an attempt to get the ATs to similar level of power, I'd prefer to see the weaker AT buffed than the stronger AT weakened. |
"Hey look, stacked leadership!"
The AT itself is, IMHO, boring to play. Teams want the buffs, period. Nobody says "Hey, look, someone with stealth that can crit!" when seeing a Bane or Widow. It's all "Stacked buffs, stacked buffs!" To the point where most VEAT discussions end up with "nothing can touch you with multiple VEATs."
Boring reason to roll an AT.
Flipside, why are Khelds sometimes "meh"ed at? Memory of crap players, quite frankly. You know the ones. "Oh no, a void, I'm going to go hide! Someone kill it! EEEEEK!" Not damage scalars. Not "They go boom a lot when switching forms." But, frankly, players who play leeches instead of squids. Never mind voids have been nerfed for so long they're barely a threat. (Not to mention the whole "OMG it says epic and it's not godmode I deleted it at six it sucked!" crap that has been spewed over the last 15 issues.)
It's similar to stalkers in a way. Are they squishier than most other melee? Sure. But they can still stand there and scrap. I know. I DO. But what rep did stalkers get (which came up when people said why they didn't invite stalkers?) "Oh, they're one-trick ponies, they AS and run away waiting for hide." That's not the AT. That's crap players.
Would I turn DOWN a damage buff, or faster swapping of forms? Of course not, depending on the cost. Do I think they need more slots? Absolutely not.
Oh, and as for this:
Yes. I know. the Story is the Epic Part. Go back, reread the VEAT content, and then put your argument away |
I think it's fairly blatant that EATs are not as effective as VEATs |
And for me, what Khelds are *far* more effective at than VEATs is simply *being fun for me.*
Ill start by saying I have very limited experience with Khelds (only tried a PB once and it just wasnt fun for me). Not saying its bad just wasnt my cup of tea. Also I dont know the stroy-line for Khelds so not sure if my below suggestion would break the history/story.
I am planning on trying a WS in the near future (suffering badly from Altitis and want to get most of them int6o the high 30's at least before I start a new toon).
With all that being said, what do people think about changing the way HEATS level into somethng like VEATS?
You are human until level x. At which point you chose EITHER alt FormA or alt FormB. That option is now fixed and you dont get to chose the other.
You still get to be either Human or alt Form and swap as normal but only get 1 alt.
You can Dual-Build for the other option and respecs will allow you to rechose all powers/slots like normal.
This way the problem with the number of slots avail is reduced, but you can still have both alt Forms via Dual-Build (if you wish).
Absolutely not. (Even without getting into the fact that the way VEATs level is one of the things I can't stand about them.)
That flexibility of one to three forms is one of the things that makes Khelds Khelds. Take that away and you might as well kill the AT completely.
I myself wouldn't mind any buffs for Kheldians, but I do agree that part of it is playstyle. You have to rememeber that the kheldian is your swissarmy AT, anytime you see a certain and mob and think "Damn, I wish I was on my X AT" you can go "Oh wait, i don't need to be on my X AT!", prepare yourself with a bit of strategy and move in.
But one of the problem is that you can't always do that because the power that allows you the mimic "X AT"is anemically slotted, you can't afford slotting anything else into it, or maybe the power just isn't that great on that particular AT.
Though perhaps what Kheldians need aren't damage buffs, but like mentioned, shorter form shift animation times, or possibly modified numbers in other stats, such as maybe buffing their armor modifiers to be on par with doms. (This would boost their out of the box shielding from 22.50% resistance with the base toggle shield to 25.50%)
And maybe another possible thinmg to REMOVE THE NEED for extra slots would be to boost some of the number bonuses on the alternate forms. Such as boosting the recovery rate bonus on them to 20%.
So khelds have problems, maybe, and there's a lot of eways they could be brought up to a stronger par with others, so slots can be an answer, but not the only answer.
In reality, I think Warshades are fine but Peacebringers are the ones hurting the most, sacrificing the stronger controls, utilities, and debuffs of a warshade for... raw attacks that often aren't even so damaging.
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I agree with Bill's last comment that the uni, bi, and triform choice is what makes Kheldians themselves and is the main reason to play them.
Yet on the flip-side, I do also believe a buff would be in order. There's a few suggestions that were said in other threads that I could get behind:
- make the human toggles only suppress when in form, instead of shutting off
- a few more slots may not hurt
- other stuff I can't remember
Also, I feel I should ask what you guys think: were Kheldians intended to switch forms mid-battle?
And maybe another possible thinmg to REMOVE THE NEED for extra slots would be to boost some of the number bonuses on the alternate forms. Such as boosting the recovery rate bonus on them to 20%.
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Yes. The recent "Can shift to dwarf while mezzed" a few issues back should be enough to answer that.
I actually like Steampunkette's idea of mirror slots.
Admittedly this comes from someone who wants to actually be able to play in all three modes at once, and that means, when in human form, I can slotted attacks and slotted defenses.
Even with frakenslotting, I haven't found this to be easy.
Would it give the Kheldian's a set bonus edge? Well yeah, but I wouldn't call it a major one. Really, unless they start slotting some of the worst sets for trivial set bonuses, that even when stacked up with others, don't amount to much, they're going to run into some repeated set bonuses.
Could be wrong, but this is me thinking on a few toons where I would have to go back on some slotting, or I'd have more than 5 of the same HP increase.
And not everyone would IO out the HEAT anyways, they'd juse slot the human form powers and the form powers.
Now all that said...
I LOVE Tidbit Jr's idea to have the human form toggles suppress (this means effects AND end use), when in the different forms, without actually detoggling.
And this might go along way in making a HEAT more enjoyable. Maybe even enough not to want the mirror slot idea.
Also, I think alot of people's hate for HEATs comes from knockback hate.
And I think if the mirror slot suggestion happened, we might see more tri forms. I know lately, I've seen more human form only, than anything (this isn't to say the tri forms arent out there...or even to say they aren't more prevalent...I just havent teamed with them lately)
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I LOVE Tidbit Jr's idea to have the human form toggles suppress (this means effects AND end use), when in the different forms, without actually detoggling. |
I had made a suggestion about this a long time ago, and I still think it would provide the best benefit for the Kheldian AT with the understanding that there is a bit of compromise in some areas of performance of certain built types of this AT.
I suggested that Human forms stay the way they are. However, when changing into nova form, all the human non-ranged attacks, buffs, etc.. are grayed out, leaving only the ranged attacks selectable. Nova form will use its current animations for these human ranged attacks, but will have a damage and range modifier applied so that the nova form version of the ranged attacks receives the same damage and range they currently have.
Each Nova form would gain a new ST ranged attack as a result. For examample, PBs, Bright Nova Blast would actually be Glinting Eye and it would gain the Nova damage modified version of Gleaming Blast.
The inverse would occur for melee attacks and dwarf form. The one major change occurs to War Shades since they lose out on the ability to double-mire. Peace Bringers wouldn't be able to use both Reform Essence, then switch to Dwarf for Sublimation.
Now, this technically doesn't really save slots, but what it does do is allow for Human forms to have ranged attacks, and the Nova forms to have them as well, without any sacrifice of slots for having both forms use the power. The down side is the loss of slot bonuses from Inventions, if someone slotted both form's ranged and / or melee attacks.
Flipside, why are Khelds sometimes "meh"ed at? Memory of crap players, quite frankly. You know the ones. "Oh no, a void, I'm going to go hide! Someone kill it! EEEEEK!" Not damage scalars. Not "They go boom a lot when switching forms." But, frankly, players who play leeches instead of squids. Never mind voids have been nerfed for so long they're barely a threat. (Not to mention the whole "OMG it says epic and it's not godmode I deleted it at six it sucked!" crap that has been spewed over the last 15 issues.)
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And Voids are very much real, tangible threats that single-handedly drove me to delete my Peacebringer and swear to never make one ever again. An enemy that can chain knock you down and stun you for good measure, who deals significant damage to your insignificant hit points pool and who is resistant to your damage in turn is not something I want to fight every god damn mission. When a basic Void Stalker - a lieutenant - harder to fight than the actual bosses I've fought in the mission, I turn off the game, or at the very least swap characters. And this isn't one or two of these guys. It's every missions, and outdoors, to boot. But I can turn off bosses. I CAN'T turn off voids.
Lastly, I don't believe suggesting Inventions as a solution to a problem which lacks other solutions is a good approach. I have no problems with Inventions presenting new, easier, better solutions, but I highly disagree with regarding them as the ONLY solution to any problem of basic gameplay.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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This.
Except for the deletion part. I have a warshade half-way through the game, and he's doing...
... what I'd expect a Defender with a no-debuff set* to do pre-damage boost.
* such as Force Fields
I disagree. I meh at Kheldians because I tried playing them and they suck, at least without a team to provide what should have been in the AT all along. Their damage in human form is not enough to even begin to convince me to play Human at all. Even Crab form, the one that looks like it should trade offence for defence, still hits harder.
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From what I can tell, Warshades are enormously powerful with dead foes around so are sorta-like brutes in that, once you get the ball rolling, they'll wreak stuff...but you have to like swimming in corpses.
AFAICT, they both seem fine and that there are limited slots means you have to *choose* what you want to do rather than just doing everything to the max. That's not how an RPG works.
And Voids are very much real, tangible threats that single-handedly drove me to delete my Peacebringer and swear to never make one ever again. An enemy that can chain knock you down and stun you for good measure, who deals significant damage to your insignificant hit points pool and who is resistant to your damage in turn is not something I want to fight every god damn mission. When a basic Void Stalker - a lieutenant - harder to fight than the actual bosses I've fought in the mission, I turn off the game, or at the very least swap characters. And this isn't one or two of these guys. It's every missions, and outdoors, to boot. But I can turn off bosses. I CAN'T turn off voids. |
Lastly, I don't believe suggesting Inventions as a solution to a problem which lacks other solutions is a good approach. I have no problems with Inventions presenting new, easier, better solutions, but I highly disagree with regarding them as the ONLY solution to any problem of basic gameplay. |
Slots can be a big problem, depending how you look at it. I remember when I first made my PB and when I picked Bright Nova for the first time and used it, I was all "Whoa! I get 4 powers for the price of 1!!!" Yeah, so they're under-slotted, but so are everyone else's attacks at that point...but I had 4 to help make a string of attacks with! That's an earlybird bonus, in my book and later when IOs are better, it has an even greater impact on your build.

I find the most painful thing is getting interrupted while trying to switch to dwarf form.
Slot starvation is not fun but it does force a more deliberate planning of the build. I'd be concerned with what we would be giving up to get more slots.
total kick to the gut

This is like having Ra's Al Ghul show up at your birthday party.
Why are VEATs drooled over? Four words.
"Hey look, stacked leadership!" The AT itself is, IMHO, boring to play. Teams want the buffs, period. Nobody says "Hey, look, someone with stealth that can crit!" when seeing a Bane or Widow. It's all "Stacked buffs, stacked buffs!" To the point where most VEAT discussions end up with "nothing can touch you with multiple VEATs." |
Agreed! If that were the only reason to roll a VEAT I'd agree 100%
Flipside, why are Khelds sometimes "meh"ed at? Memory of crap players, quite frankly. You know the ones. "Oh no, a void, I'm going to go hide! Someone kill it! EEEEEK!" Not damage scalars. Not "They go boom a lot when switching forms." But, frankly, players who play leeches instead of squids. Never mind voids have been nerfed for so long they're barely a threat. (Not to mention the whole "OMG it says epic and it's not godmode I deleted it at six it sucked!" crap that has been spewed over the last 15 issues.)
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And Dwarf Form has it's "Mighty" 60ish% Damage Resistance which my Brute walks around with when she's got Tough turned on.
It's similar to stalkers in a way. Are they squishier than most other melee? Sure. But they can still stand there and scrap. I know. I DO. But what rep did stalkers get (which came up when people said why they didn't invite stalkers?) "Oh, they're one-trick ponies, they AS and run away waiting for hide." That's not the AT. That's crap players.
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My Fiance plays Fight Doctor a level 50 stalker who plays with my big brute Hardcastle. I've seen what a well-played stalker can do. They're still too squishy and have damage scales too low for my tastes, compared to what they do. Lower HP, Lower defenses thanks to Stealth dropping a power, usually, less AoE thanks to AS and placate, if they get any AoE at all... They're Scrapper-light outside of Hide and Critting. though that doesn't stop them from being soloable, it just makes them less useful to a team than a scrapper or brute would be.
Would I turn DOWN a damage buff, or faster swapping of forms? Of course not, depending on the cost. Do I think they need more slots? Absolutely not.
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Yes, the VEAT storyarcs suck. They're among the worst in the game, post level 15 or so (and are only average, but have decent flavor for the AT, before then.) That said, they *are a part of the AT.* So no, I will NOT put that argument away. I will, however, continue to take the devs to task for rushing such a slipshod, lousy set of arcs out for an EAT.
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And I disagree. I've never felt as irritated and *frustrated* with anything as I did leveling my VEATs - to where I don't want to level others. "Effective" is such a pointless word in that description. Effective at what? What is "Effective?" I've got more ranged damage and control in my Khelds. I don't lose my resistances and buffs if I run low on END. I have more build flexibility (human, bi- or tri-form) each with their own weaknesses and strengths. I don't have to rely on rather weak stealth to get the most damage out of my attacks.
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Build Flexibility I can't argue wi... wait, yes I can. Human, Human/Dwarf, Human/Nova, Tri-form. Soldiers can go Bane, Crab, Huntsman (Soldier/Bane), or straight Soldier if they feel like it, or Soldier/Crab, too. A Crab Spider doesn't need a stealth power to throw out a Venom grenade, WAWG, Frag, and then Suppression to seriously crush most of the enemies in a given spawn. Meanwhile a PB can build up, Nova out, then hit Proton Scatter and, if the group isn't -too- spread out after the KB, toss out Luminous detonation at the same damage scale as the Crab's three attacks! then drop human and footstomp with a higher damage mod on a lower damage scalar (.85 compared to 1), and if the group isn't -too- spread out by the various attacks he might even KO half of them! After that another luminous Detonation and a Proton scatter which are both much weaker than their nova-form's powers, especially if they bothered to slot the Nova...
Yes, Yes. "Control your KB Young Skywalker" I get that. But sometimes there isn't a wall or corner to try and fling people into, or you have to get close enough to get mezzed to do it thanks to a narrow corridor. And once you're mezzed Nova-ing some ranged damage isn't an option. you have to go Dwarf and while -their- damage is a scale of 1 they still have lower-end cost attacks with lower damage than your average Scrapper. So you -HAVE- to do a Tri-form to have the same damage scales or survivability as a VEAT, meaning your "Build Options" are translated into "Different ways to be gimped by comparison"
This is why I like the Mirror-Slots option or bringing their Damage scalars in human-form to 1, maybe increasing their Nova and Dwarf scalars to 1.1, or perhaps doing all three modifications. Add in an increase to each of the Low-endurance powers (with consummate increase to end cost now offset by inherent stamina) and you've got a real winner!
And for me, what Khelds are *far* more effective at than VEATs is simply *being fun for me.*
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I shouldn't be FORCED to multi-form just to maintain basic survivability. Without it I've got less HP than a Blaster (and only about 50 points more than a Controller or Defender!), less damage than a Dominator, less defensive power than a scrapper, less control effects than a Blaster...
I've always said: If you're going to make a Jack of all Trades character, make him as good as the best of each other character, but don't make him as comprehensive.
For a Peacebringer this would translate to upping the humanform base damages to 1, the nova and dwarf form damages to 1.25, increase their damage resistances or add some additional resistances to the different toggles to bring them up to around 35-40% with all toggles running, and give them a bit of mez-protection outside of Dwarf (maybe have absorption give 1 point and one of their toggles give 2 for a total of 4)... In Nova they can do just as much damage as a blaster, but only have 4 attacks and no secondary abilities. In dwarf form they do as much damage as a scrapper, but only have the 4 attacks. in humanform they do less than blasters or scrappers but can competently do both (at stalker level, coincidentally).
Barring that, Mirror-slotting could make the forced tri-form character design more palatable, though I'd still prefer to see their damages and defensive abilities fixed so that Humanform becomes not only a viable build with enough IO slotting but an attractive alternative to multiforming.
-Rachel-
As we all know Kheldians suffer from a severe lack of slots. To get a tri-form build working is a pain in the tentacles. My suggestion is "simple" (conceptually, maybe not technically): give the bonus powers granted by the alternate forms TWO starting slots instead of just one. That would go a long way towards making the forms useful right out of the box, and of course it would make building kheldians a bit easier.
While we're at it, can we make the Dwarf transformation not be interrupted if something mezzes you while it's animating? I keep thinking I'm going to be transformed and safe but the effects fade away and there I am, in human form, mezzed, and I have to start the transformation all over again while my enemies gleefully carve me to pieces.
Cutting the activation time for the transformation in half or even less would be nice too. If your build depends on a lot of changing you can spend half the fight locked in transformation animations. Slow and annoying.
Finally I'd love it if kheldians could be as desireable on a team as the spiders are. I don't know what can be done about that short of making each kheldian grant an xp bonus to non-kheldians on the same team for putting up with them.
Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522