New Pool Powers: What of Kheldians?


Angelxman81

 

Posted

I know this might be weird to ask, but PBs and WSs are locked out of Flight and Teleportation, what if the player wanted to new powers from them? Are they SoL? Will they get a new power choice in thier primary/secondary? Will they get it inherently? I ask because The two from both (Afterburn and the zone teleport) seem useful, or interesting, and the kheldians will not get the option for them, despite they getting Teleport Teammate, Teleport Enemy, Teleport for the WS (Though the Teleport Foe is bought with a power pick in primary.) And PBs only get Hover and Flight (Not Air Superiority, but can get group fly with a pick, if I remember).

So, anyone know if the fifth power picks will be available for these two ATs?


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Posted

Quote:
Originally Posted by Quinz View Post
So, anyone know if the fifth power picks will be available for these two ATs?
I don't know for sure, but it's pretty unlikely.

They don't get access to any of those powers to begin with, so getting powers that you need to have other powers in the pool to unlock is an impossibility.


Quote:
Originally Posted by Dechs Kaison
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Posted

The devs should remove that stupid restrictions with travel powers and kheldians. They suck enough the way they are.
SoA can get an uber powerful leadership pool TWICE...
And they said they hate villains


 

Posted

I agree. It may be time to rethink that restriction on Khelds. Not to mention that Teleport can be cumbersome for some without coupling it with Hover.


 

Posted

Quantum flight is supposed to give you a boost to flight speed, but doesn't because the flight speed cap is too low. I could see Afterburner's speed boost going in there.

I don't know how you'd give Warshades the extra teleport power without adding an extra option though.


 

Posted

I don't see them adding it, though it would be nice. They could probably work it in as another inherent for khelds.

Quote:
Originally Posted by Angelxman81 View Post
The devs should remove that stupid restrictions with travel powers and kheldians. They suck enough the way they are.
Oh?


 

Posted

khelds dont need new power sets, they are way powerful as they are.


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Posted

Quote:
Originally Posted by Kungfu_Bunny View Post
khelds dont need new power sets, they are way powerful as they are.
lol


 

Posted

Quote:
Originally Posted by Kungfu_Bunny View Post
khelds dont need new power sets, they are way powerful as they are.
The strength of Warshades and Peacebringers could become a very long argument. In my experience, my WS does just fine. It's not the best character in my stable but not the worst, and it is interesting to play.

More pertinent to this discussion is the question of just how much would opening the flight and teleport pools to WS's and PB's change them. Frankly, not very much as it stands. Perhaps, the most significant power in min-maxer terms from either pool is Hover, offering a small bit of defense and some nice opportunities for unique IO's. However, as a toggle, it's usefulness is hampered by form changing. The other powers in question all fall into an area that I'd consider mostly useful for convenience.


 

Posted

Quote:
Originally Posted by ketch View Post
Perhaps, the most significant power in min-maxer terms from either pool is AIR SUPERIORITY.
Fixed it for you.


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Posted

I know Warshade rocks. Had one lvl to 38, how I regret I deleted her.
I was making a global fun with Khelds sucks.
Only the PB sucks


 

Posted

Quote:
Originally Posted by Kungfu_Bunny View Post
khelds dont need new power sets, WS's are powerful as they are if you can put enough money into them.
fixt that for ya

i can honestly say that I wouldn't be able to play my WS if it wasn't completely purpled out top notch stuff to just get as much recharge in the build as possible without giving anything up. Both AT's just need to have all of their powers looked at and adjusted accordingly to bring them up to current game standards, off the top of my head essence drain didn't get the SL change a while back, solar flare needs tweeking, quant flight and neb form aren't the same, one takes more end than the other, and there are a few bugs in each AT the most glaring being that shifting into dwarf to toggle mez prot can be interrupted.

what you have to invest in it (even the bare minimum to get perma eclipse is still a pretty good amount in the current market) and the difficulty of play/level of play almost makes the investment not worth it. Note: i'm not saying that a difficult to play character is bad, there should just be a better upside to it than the khelds currently give.

if the stuff they had now, actually worked properly they'd be so much better to play. any buffs on top of that would be gravy.


for the topic of the thread: i'm relatively certain that the khelds will maintain the same powers they have in accordance to their inherents.
so PBs will get afterburner and WSs will get the long range tp in their inherent, obviously either AT can't get the other power due to being locked out.


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Posted

Quote:
Originally Posted by PC_guy View Post
fixt that for ya

i can honestly say that I wouldn't be able to play my WS if it wasn't completely purpled out top notch stuff to just get as much recharge in the build as possible without giving anything up.
Warshades do not need IOs to be insanely powerful. On SOs alone, you can maintain an approximate 70% uptime on the Eclipse godmode power. No, it's not mindless button mashing like a SS/WP brute, but it's far from the truth to say WS needs IOs at all to be powerful.

Quote:
Originally Posted by PC_guy View Post
for the topic of the thread: i'm relatively certain that the khelds will maintain the same powers they have in accordance to their inherents.
so PBs will get afterburner and WSs will get the long range tp in their inherent, obviously either AT can't get the other power due to being locked out.
This would be a reasonable way to address the issue, but as inherents, it might be giving them too much.


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Posted

Quote:
Originally Posted by Redlynne View Post
Fixed it for you.
No, you didn't. The person whose quote you "fixed" was talking about a min/maxer - who would likely take hover for a place for a global recharge IO.

What needs to be fixed in their statement is that the usefulness is hampered by form changing - it is not significantly hampered, as IOs like that (and set bonuses) persist regardless of form.


 

Posted

All forms should be able to use all pool powers. I don't think it's overpowering if Nova/Dwarf can use leaderships. I mean what else can they use? They already put shifting delay which annoys the hell of me.

Warshade can be fun.

Peacebringer is just frustrating. I think being "powerful" is out of question for PB but the design has to be fun, which it fails IMO. All the knockbacks, restriction on what can be used in forms, having aerial combat but can't use solar flare, not being able to drop photon seekers out of sight... etc. The design is there but the restrictions make it un-fun. I can live with underpowered AT (hell, I mostly only play Stalker and have no lvl 50 Brute,Scrapper/Tanker) but it has to be fun and less frustrating.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Jibikao View Post
Peacebringer is just frustrating. I think being "powerful" is out of question for PB but the design has to be fun, which it fails IMO.
And doesn't IMO. I find mine to be a great deal of fun. *shrug* So who's right?


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
And doesn't IMO. I find mine to be a great deal of fun. *shrug* So who's right?
Regardless of how the Peacebringer preforms, I'd like to think the one having fun is the one doing it right.


 

Posted

I suspect forms being locked out of Pool powers is as much a problem with animation as anything else. (To take an extreme example... Bright/Dark Nova trying to use Jump Kick?)


 

Posted

Quote:
Originally Posted by Thunder Knight View Post
I suspect forms being locked out of Pool powers is as much a problem with animation as anything else. (To take an extreme example... Bright/Dark Nova trying to use Jump Kick?)
Aren't you locked out of all non-form powers when in a form, anyway?


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Posted

Quote:
Originally Posted by Memphis_Bill View Post
No, you didn't. The person whose quote you "fixed" was talking about a min/maxer - who would likely take hover for a place for a global recharge IO.

What needs to be fixed in their statement is that the usefulness is hampered by form changing - it is not significantly hampered, as IOs like that (and set bonuses) persist regardless of form.
To say the usefulness of Hover is hampered isn't to say that it's completely negated. LotG: +recharge will still function without regard to Hover's state, as will the -kb IO's. However, one particularly useful IO, Kismet: +6% to hit, does require the power to be toggled on. Also, the defense provided by Hover naturally requires it to be toggled. It's a small knock to benefits provided by Hover, but it does exist.


 

Posted

Honestly, I have no doubt that Khelds were never even thought of when these new powers were designed, and that they'll simply never get access to the new flight/TP powers.

Sucks to be them.


@Oathbound & @Oathbound Too

 

Posted

Quote:
Originally Posted by Oathbound View Post
Honestly, I have no doubt that Khelds were never even thought of when these new powers were designed, and that they'll simply never get access to the new flight/TP powers.

Sucks to be them.
More so, it will suck to be someone that will pay to play them, only to find irksome limitations in place.


 

Posted

Quote:
Originally Posted by Oathbound View Post
Honestly, I have no doubt that Khelds were never even thought of when these new powers were designed, and that they'll simply never get access to the new flight/TP powers.

Sucks to be them.
Wrong.

Quote:
Originally Posted by Avatea View Post
Peacebringers
  • Combat Flight now correctly provides defense to all types of attacks.
  • Luminous Blast
    • Build Up has been renamed "Inner Light". It now grants a large damage and ToHit bonus for 10 seconds, and then a moderate damage and ToHit bonus for 20 seconds thereafter, for a total of 30 seconds of boosted damage.
    • Photon Seekers cooldown has been reduced from 300 seconds to 180 seconds.
  • Luminous Aura : Quantum Acceleration
    • Added a new power available at level 24: Quantum Acceleration.
    • Quantum Acceleration is similar to Afterburner.
    • This allows Peacebringers to select this power if they wish.
    • This power now provides a moderate amount of defense, improved flight control, and -fly protection, but has a 30 second cooldown once toggled off. This power can now accept Defense enhancements, IOs and Defense set IOs.
    • This power will no longer allow the user to fly unless the user has a flight power active.
    • This power's long help now clarifies that this power's flight protection is only granted while Combat Flight, Energy Flight, Quantum Flight or Group Energy Flight is active.
  • Light Form has been redesigned. Its cooldown has been lowered from 1000 seconds to 300 seconds, but its duration has been reduced to 90 seconds to match that of Eclipse. The recovery bonus from the power and the status protection from the power have been moderately reduced to compensate for the drastic increase in uptime now possible. Additionally, Light Form now persists when activating White Dwarf or Bright Nova.
  • White Dwarf now protects you from status effects as soon as its animation begins, preventing the power from being interrupted.
  • Solar Flare and White Dwarf Flare are now generated by the Peacebringer's hands instead of their feet, and can now be used while in midair.

Warshades
  • Umbral Aura : Shadow Slip
    • Added a new power available at level 24: Shadow Slip
    • Shadow Slip is similar to Long Range Teleportation.
    • This allows Warshades to select this power if they wish.
    • Decreased this power's interrupt time from 13 seconds to 10 seconds and decreased its recharge from 450 seconds to 300 seconds.
  • Black Dwarf now protects you from status effects as soon as its animation begins, preventing the power from being interrupted.
  • Shadow Cloak - This power has been updated to reflect changes to power pool Stealth that have occurred since it was made. It now provides defense to all types of damage, rather than just positional defense, and half of the defense bonus now suppresses while in combat.


Arc #40529 : The Furies of the Earth