So the Kheldian Forums have been quiet about this, but...


AIB

 

Posted

If I'm correct in my line of thinking, the reason Khelds won't be getting the nuke change is that the Devs may be planning on revamping the AT as a whole along the lines of what Dominators went through. Probly gonna hold off on the work until then. Or so the voices in my head tell me.


"I'm flying free with my beautiful butterfly wings!" ~ Randy Marsh

 

Posted

Quote:
Originally Posted by BloodPython View Post
If I'm correct in my line of thinking, the reason Khelds won't be getting the nuke change is that the Devs may be planning on revamping the AT as a whole along the lines of what Dominators went through. Probly gonna hold off on the work until then. Or so the voices in my head tell me.
I really hope the voices are wrong, I don't want Khelds revamped. Just toggle suppression and some help for PBs.


 

Posted

Quote:
Originally Posted by BloodPython View Post
If I'm correct in my line of thinking, the reason Khelds won't be getting the nuke change is that the Devs may be planning on revamping the AT as a whole along the lines of what Dominators went through. Probly gonna hold off on the work until then. Or so the voices in my head tell me.
You are incorrect.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Quote:
Originally Posted by BloodPython View Post
Or so the voices in my head tell me.
Listening to those voices without applying logic/reasoning is generally a bad thing.


 

Posted

Quote:
Originally Posted by BloodPython View Post
If I'm correct in my line of thinking, the reason Khelds won't be getting the nuke change is that the Devs may be planning on revamping the AT as a whole along the lines of what Dominators went through. Probly gonna hold off on the work until then. Or so the voices in my head tell me.
I certainly do not want a revamp of all the powers for my Kheldians, I do hope they take a look at cosmic balance/dark sustenance. I'd hope they would do something along the lines of what vigilance got for defenders...one type of bonus to strengthen the solo kheldian that switches to another kind of bonus when teamed.

Honestly it's not when on large teams that my kheldian needed any bonuses, but on small teams or on my own. ...Though I never mind the controller/Dom mez protection.


 

Posted

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Originally Posted by Seldom View Post
Honestly it's not when on large teams that my kheldian needed any bonuses, but on small teams or on my own. ...Though I never mind the controller/Dom mez protection.
My experience has been the opposite. Solo and small teams my kheldians really shine. By the time there are eight people on the team, however, they've surpassed their peak performance. Which is great. It only takes five or six team members to be capping either your damage or resistance, and at eight team members you can just about cap both.

So what's the problem? It isn't needed. With the current game, - and especially the late game - once you pass six team members all the roles are filled. No archetype has ever been strictly needed, but the changes made to the game these past few issues have given just about every archetype unprecedented flexibility.

Like it or not, Kheldians cap their performance far sooner than a full team. That cap (performance cap, not hard/soft caps) isn't what I would call low by any stretch, but it isn't high enough, versatile enough or (where survivability is concerned) even necessary on leagues and large teams without some help in side-stepping that cap.

What do I mean by that? Well, as far as survivability is concerned, both Warshades and Peacebringers are as survivable - if not more survivable - than any other archetype out there (barring maybe tankers). On large teams and leagues, however, there's more than enough buffs and healing to go around. All that survivability is superfluous.

Now let's talk about Warshades, because otherwise I know I'm gonna get hammered on this. Counting only damage that originates from the warshade itself, Warshades do respectable damage. But not epic damage, mainly because it's limited by the damage cap and the kheldian damage modifiers. HOWEVER, warshades can side-step that limitation through the use of extracted essences. Because these pets put out damage independantly of the warshade, they increase a warshade's damage by increasing the number of simultaneous attacks (obviously) and can push a warshade's performance well past the peak.

Peacebringers get... well, let's not go into my continuing beef with Photon Seekers. I've said enough about them, and they're not going to change. Suffice to say that they don't - even in their current form - do enough to help Peacebringers side-step anything to any great degree. In fact, the knockback would actually do more harm than good if the radius was more and the ai was better.

TL/DR version: In my experience both my warshades and my peacebringers shine solo and on small teams. My warshade shines on large teams and leagues due mainly to the added damage from multiple extracted essences. My peacebringer with photon seekers... not so much.


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