Kheldian QoL Improvements
The Essence Drain is essentially the result of the Kheldian Memory Hole. The devs forget that there are ported versions of powers on Khelds. Essence Drain is a clone of Siphon Life, which got a buff not too long ago.
Another thing you might want to mention is the anemic knockback on some powers. Several Kheld powers have a 10% chance for knockback, which is the absolute lowest I've seen on a blast power. The next lowest chance is 20%.
I attempted to go through all the powers for Khelds and wrote down what they seemed to be a port of, as well as finding a few bugs and pointing them out here: http://boards.cityofheroes.com/showthread.php?t=237560
Until I see something that states to the contrary, going to assume VK is right .
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Yeah, I know
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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Knockback resistance should be added to PBs.
Most if not all of their powers got a KB component but they are specially sensitive to knockback. Doesnt make any sense to me.
I also think stupid travel power pools restrictions should be removed. It doesnt make sense either. Not at all.
Why PBs cant teleport? Why WS cant fly?
SoA can get double leadership pool with no problems.
This deserve a serious fix. Like NAO.
Added to the OP, Angel, thanks for reminding me =]
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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You welcome Techbot.
Uh, and...
/signed!
While I wouldn't likely grab any other travel power on a Kheldian, I'm for the removal of that restriction.
Still think the Human form shields should have mez protection tagged onto them.
Don't see why PBs need KB protection just because they have KB effects. Even Superman has been knocked back before. It's more of an annoyance than anything else.
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While I wouldn't likely grab any other travel power on a Kheldian, I'm for the removal of that restriction.
Still think the Human form shields should have mez protection tagged onto them. Don't see why PBs need KB protection just because they have KB effects. Even Superman has been knocked back before. It's more of an annoyance than anything else. |
But I want to roll a WS, but need to fly for my concept.
Its so annoying it made me delete my lvl 43 PB lol
But I want to roll a WS, but need to fly for my concept. |
The KB hole can be fixed with Acrobatics or a couple IOs
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It's the fact that Khelds 'get shields' and yet get absolutely no Mez protection outside Dwarf form, which de-toggles everything else, and then you need to re-toggle everything after... (switching into Dwarf form I mean, not being mezzed)
It's a hassle.
If Dwarf form maybe had some mild (<15%) defences and, more importantly, some debuff resistance, then that would still leave it as a preferable 'armour form', while giving Human form mag 3-4 mez protection would block most mez while not preventing stacking and attack from more powerful enemies, etc.
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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Wouldn't being knocked back then, annoy you on almost every combo there is?
The KB hole can be fixed with Acrobatics or a couple IOs |
I played human form, and they dont have enough powerful ranged attacks like an energy blaster, so you end running behing mobs knocked back from your own attacks if you want to use the melee heavy hitters. Its a bit silly to me, sorry. Not mention the damage could be using a buff like defenders while solo. I felt like a defender with my PB when was playing solo.
I just want a flying WS!
Kheldians are supposed to be the joining of two minds and bodies, right? So why not give Khelds enough Mag Mez protection to keep going through one mez. Mag 3 protection would allow them to roll through one Mez for the most part, but a second of the same type from any source would mez them. You could even explain it as one mind being shut down, but the other one can take over.
If you still wanted to make it a hassle, spread them out among the shields. The S/L Shield gets stuns, the E/NE shield gets holds, and the F/C shield gets sleeps. Leave the KB and Immob holes, because if you want to, you can cover those.
Do that, turn the KB into KD on Peacebringer melee attacks, lessen the crash a bit on Light Form, let us take the other locked out travel pool (why can't Warshades fly, again?), and tweak the animations and pets a bit, and they'd be a great AT, I think. Fixing the inherent to do something while solo would be fantastic, too. Maybe make it so that when solo, you have better regen and recovery.
Khelds and the VEATs were designed, IMO, as teaming ATs. However, while the VEATs enhance a team, Khelds seem more dependent on the team. I think that's what gets a decent amount of people upset with them. They don't seem to be able to reach their potential unless they're on a team (MFWarshades aside).
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
and Sash's (Did I spell that right? Looks odd)
No one goes there anymore, it's too crowded...
"The potato goes in the FRONT."
Gods, how did I forget sashes?
And aye, Aett, I think thats the thing that grates the most. While VEATs are team enhancers, Khelds feel a little parasitic at times. Maybe symbiotic, but they need a team to get any benefit from their inherent. And that just feels wrong t'me.
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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Possibly also look into shortening the recharge on Photon Seekers as currently it is rather long for what it actually does (300 seconds unenhanced - for reference Dawn Strike (the pb's actual nuke power) is 360 seconds unenhanced)
And totally agreed on the sashes - I want to let my pb have a proper Peacebringer uniform damnit!
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To be fair White, the Seekers also actually do more damage than the Nuke, going by Mids at any rate
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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To be fair White, the Seekers also actually do more damage than the Nuke, going by Mids at any rate
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Sure I'd like to see it shortened as much as anyone - I just don't think that'll ever happen without nerfing its damage output.
Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
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--{=====> Virtue ♀
Kheldians are supposed to be the joining of two minds and bodies, right? So why not give Khelds enough Mag Mez protection to keep going through one mez. Mag 3 protection would allow them to roll through one Mez for the most part, but a second of the same type from any source would mez them. You could even explain it as one mind being shut down, but the other one can take over.
If you still wanted to make it a hassle, spread them out among the shields. The S/L Shield gets stuns, the E/NE shield gets holds, and the F/C shield gets sleeps. Leave the KB and Immob holes, because if you want to, you can cover those. Do that, turn the KB into KD on Peacebringer melee attacks, lessen the crash a bit on Light Form, let us take the other locked out travel pool (why can't Warshades fly, again?), and tweak the animations and pets a bit, and they'd be a great AT, I think. Fixing the inherent to do something while solo would be fantastic, too. Maybe make it so that when solo, you have better regen and recovery. Khelds and the VEATs were designed, IMO, as teaming ATs. However, while the VEATs enhance a team, Khelds seem more dependent on the team. I think that's what gets a decent amount of people upset with them. They don't seem to be able to reach their potential unless they're on a team (MFWarshades aside). |
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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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Supposedly. Given the ma-hoosive holes in canon relating to Kheldians, it could be the fusion of two minds into a cupcake for all we know
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But yeah, two consciences becoming one, or just sharing the same space but remaining somewhat independent, the result is the same: there is more that would need to be shut down.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
...spawn Extracted Essence at the start of the animation to neutralise the possibility of summon failure due to body fading during the animation...
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It's one of those things that doesn't happen often but when it does happen it annoys the hell out of me.
"Mastermind Pets operate...differently, and aren't as easily fixed. Especially the Bruiser. I want to take him out behind the woodshed and pull an "old yeller" on him at times." - Castle
/signed to all the suggestions.
VEATs show that there are no good reason left for the holes found in various aspects of the EATs.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
Lots of good suggestions but these would be the big two for me. Particularly the travel powers. Flight is just too fast and hard to control to be used on most indoor maps, so being able to take Hover would be great, and Teleport without Hover is twitchy and awkward.
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Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
A few simple things to make up for some shortfalls;
Kheldian General:
-Transformation animation time halved to 1 second, possibly even made 0.75 of a second
-Decrease interuptable segment of transformation (especially to Dwarf Form) if at all possible
-Overhaul Inherent. Grant something while solo. Currently Kheldians are the only AT that gets 0% benefit from their Inherent while solo.
-Add slow and debuff resistance to Dwarf Forms.
-Possibly add something to Tier 1 armour (Auto power)
-Remove Travel Pool restrictions (TP and Fly)
-Add Kheldians Sashes and Kheldian Eye Aura option to the tailors
Warshade Specific:
-Reduce Animation Time of Dark Extraction to 1.5 seconds, spawn Extracted Essence at the start of the animation to neutralise the possibility of summon failure due to body fading during the animation
-Buff the Heal or Damage of Essence Drain, or severely reduce the Endurance Cost. Currently the power does not deliver suitably for how much it costs.
Peacebringer Specific:
-Increase Pulsar Stun Mag from 2 to 3
-Remove -25% ToHit penaly from Group Energy Flight
-Add Untouchable to Restore Essence/Remove rooting
-Change KB to KD for all melee attacks
All I can think of for now. But yeah, some general tweaks. The Transformation time and the Warshade Extraction changes are the big ones, though. Having a power fail because the thing took too damn long is rediculously annoying.