Kheldian Quality of Life suggestion:
*sigh* I hate toggles now. Every time I shapeshift, toggles go off....retoggle up, 10 seconds gone by.
My suggestion: All mez right now that break through whatever mez protection you have will suppress all your active toggles. Not de-toggle them, suppress. I suggest that the kheldian shift forms apply a particular form of mez that does not actually mez, but rather simply suppresses toggles. That way the player can hop between forms while maintaining the defences for human form inbetween shifts. The only problem I can see is if the defences still drain endurance while suppressed, however I'm not sure if they do or don't. If they do I'd suggest a further modifier for the forms that reduces their endurance cost to something minimal. |
I've love for the toggles to stay up when using a different form. Charge me the endurance cost for maintaining the toggles (without giving the form any benefit from the toggles) if necessary. It'd be neat.
I can't see a downside to it. Thereby, it isn't going to happen.
This has been recommended several times and I believe nearly everyone supports it. The endurance costs shouldn't be an issue as we used to not have stamina in the forms, but now we do. Either way it would be a huge qol improvement. Hopefully they can implement it when they lower the form animations.
The Inspiration Maker's Guide [i12] UPDATED with POPMENUS and Movement Binds!
A Flash in the Dark: The Electric/Ninjitsu Stalker [i23]
Kheldian Inspiration Macros UPDATED with POPMENUS and Movement Binds!
Guide to the Katana~Ninja Blade/Electric [i23]
So...you aren't actually asking for toggle supressing through mezz (which is already in the game), you're asking for toggles to stay up between forms. You may want to find a way to build your character without worrying about humanform toggles.
|
I know that light form is entirely capable of perma now, but I'd quite like to slot it for end mod/recharge rather than res/recharge and the shields make up the rest of the res up to the cap and just beyond it. Besides, it's a smart idea to utilise the supression mechanic to solve something like this.
This has been recommended several times and I believe nearly everyone supports it. The endurance costs shouldn't be an issue as we used to not have stamina in the forms, but now we do. Either way it would be a huge qol improvement. Hopefully they can implement it when they lower the form animations.
|
This is the best answer anyone here can give you. We all support it as far as I know, and it's been requested god-knows-how-many times. We do know that the Dev's have been reading our forum lately so it's always good to have more Kheldian players bringing up the concern.
The "problem" with simply suppressing rather than shutting off the (human) Kheldian power toggles (I'm not talking about Pool Powers here) is the endurance cost. While the toggles are suppressed, they're still draining END, because they're ON. That's simply a function of how they're coded (right now).
That could be all changed however if your (human) Kheldian toggles were recoded to have a 0 End/sec cost (or even a minimal/token cost, on the order of Combat Jumping) on the power, and then in the power properties, to apply an END Cost per Activation which then suppresses (along with the power) in Nova and Dwarf forms.
I'm referring specifically to this formulation you see in the properties of Repel in Kinetics:
Self:
|
I'm okay with continuing to pay the endurance cost if that is the easier route to take.
*sigh* I hate toggles now. Every time I shapeshift, toggles go off....retoggle up, 10 seconds gone by.
My suggestion:
All mez right now that break through whatever mez protection you have will suppress all your active toggles. Not de-toggle them, suppress. I suggest that the kheldian shift forms apply a particular form of mez that does not actually mez, but rather simply suppresses toggles. That way the player can hop between forms while maintaining the defences for human form inbetween shifts. The only problem I can see is if the defences still drain endurance while suppressed, however I'm not sure if they do or don't. If they do I'd suggest a further modifier for the forms that reduces their endurance cost to something minimal.