EvilGeko

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  1. Quote:
    Originally Posted by Frosticus View Post
    this doesn't make a lot of sense.
    And I am swayed by the detailed and thoughtful argument.
  2. Quote:
    Originally Posted by Lazarus View Post
    Biggest problem with PPD being a HEAT is redundancy.

    Want to be SWAT? Roll a AR/Traps Defender or AR/Devices Blaster.
    Want to be Psi-Cop? Roll a Psi Blaster or Psi/Emp Defender.
    Want to be a Quantum? Roll a Peacebringer.

    The only ones you can't already be are Hardsuit or Detective.
    Actually, this is the problem with VEATs to hear some tell it. And I think it gets to a very germane distinction that's at the heart of the this thread. For Kheld lovers, almost to the person, I've seen they like the Kheldians because they are unique. Whether they think they're underpowered, perfect, or overpowered, folks tend to just like Kheldians because they are substantially different than other ATs.

    My constant foil Memphis Bill comes to mind.

    By contrast, some of us, look at the "under the hood" stuff and care about it much more. VEATs for example, feel very unique to me because their AT modifier (1 in almost every category) gives their playstyle a very unique feel, even if their powers themselves aren't so unique. And so I like them. If a PPD AT were similarly gifted, I don't think the fact that I could create analogues would make any difference to me at all. An AR/Traps Defender would NOT be a PPD. No matter how many powers they shared. Just like a Claws/SR Stalker is not a Night Widow and doesn't play like one.

    I can recognize that this different outlook colors this discussion, but I don't ascribe any greater moral weight to either position.
  3. Quote:
    Originally Posted by Grey Pilgrim View Post
    Oh, and wanting a different unlocked AT doesn't make sense: the devs can NEVER satisfy everyone with an AT (some people love Defenders, I don't, etc.). VEATs are popular, but not everyone likes them. Does that mean the devs need to make another VEAT? No. It just means you go with one of the other many AT options, heroside or blueside. Just because an AT is unlocked at 50 doesn't mean it's going to suddenly be liked by everyone.
    Agreed, but then, some people would like villainous Kheldians on red side. I think what's being asked for is a mirror of each side's epic choice.

    Although, you might be right and perhaps having epic ATs are just "fail" as a concept and all new ATs (if any) should be available at character select.
  4. Quote:
    Originally Posted by Jabbrwock View Post
    If there's a single lesson to take from this thread, it's that the epic archetypes need a bit more variety. There are people who, for reasons that will remain a mystery to me most likely forever, really love Kheldians. But there are also plenty who hate them with every fiber of their beings. For a normal AT, that's just fine. Not everybody has to like every AT in the game. For the AT you unlock as a reward for hitting level 50, it's really inappropriate. Port in something more like the VEATs for heroes to use - PPD or Longbow or something - to broaden the appeal of these unlockable AT's, leaving fewer people feeling. . . cheated? Cheated is too strong a statement, I think, but it's the right flavor. Deeply disappointed, anyway. And send a few Warshades over to the villain side, too. I'm pretty sure before VEATs were unveiled, there was discussion of doing just that.

    That's my take on the subject, anyway.
    This. A PPD or Longbow, branching epic AT that's actually epic like the Soldiers of Arachnos would be great.
  5. Quote:
    Originally Posted by JuliusSeizure View Post
    The Scrapper is limited slightly as well, and should be able to hit the 500% damage cap when on a team setting or swallowing reds. However, the Scrapper AT will rarely hit the 400% damage cap without significant outside buffs while a Brute can exceed it by nearly 100% without a single red.
    This could be the reason that Castle doesn't see a problem. Not suggesting it is the reason, just that it could be.

    Brutes, to be honest, already get the best of both worlds while under extreme buffing. They get to be tanks and scrappers at the same time. It doesn't strike me as particularly unfair that this power be better on Scrappers.
  6. Quote:
    Originally Posted by LostHalo View Post
    And god forbid people learn to make use of KB rather than raging out about it and/or instantly respeccing when they can't handle it.
    I don't think it's that people can't handle it. It's that KB needs to be practiced. Most secondary effects are unreservedly useful or at least not detrimental. Take my BS Scrapper's -defense. With all the accuracy enhancement and +to-hit I have, it's pretty useless to me, but I can just ignore it. KB isn't that way.

    Personally, I think KB is peachy on specific powers (like Shockwave), for example. Shockwave is a good power, but you can live without it. It's not critical to a claws player.

    Energy Blasters or Peacebringers tend to have to put up with it in every other attack, which is annoying. Although I do like Solar Flare on my PB.

    Quote:
    As for why it wouldn't work... There doesn't exist "negative" enhancement and there doesn't exist "additive" magnitude.
    BTW - this wouldn't be a "negative" enhancement. It would be an enhancement with an enhancement value of 0. Zero times anything equal zero, which would then eliminate the KB. And all KB enhancement right now adds to the magnitude. When a melee character slots a KB enhancer in a KD power, it increases that KB magnitude of .67.
  7. Quote:
    Originally Posted by Grey Pilgrim View Post
    Ummm, what? Range doesn't matter? So blasters don't have superior damage capabilities to a Scrapper because they have so much ranged and AOE capability? Okay.
    Umm... Remember, I was responding to your point that Scrappers aren't a generalist AT. They are. They have all they need to succeed in this game. That's a fact. I never said anything about Blasters not having superior damage. Not sure where you got that.

    My position (None of these comments need to be read in context, they stand alone):
    • Kheldians are OK, but not particularly effective as an AT.
    • My reasoning is that I believe that the forms are a poor mechanic used to justify overly weakening the human base form. Also, I don't enjoy the inherent because of its uselessness while solo.
    • I would prefer a Kheldian AT, where the forms are more of a choice. I believe that after the recent buffs, Nova qualifies, but Castle, by admission holds status protection hostage in dwarf form to make it attractive.
    • If you disagree with the above and nevertheless find Kheldians fun, great. I do not. But I also don't have any quarrel with people for enjoying them.
  8. Quote:
    Originally Posted by NightmareWyvern View Post
    Wrong. The game is about having fun. Winning,losing,DPS,drops,inf,survivability, and all the stats you can fit on your "spreadsheet of heroes" don't mean diddly squat if your not having fun. PERIOD.

    If you ask me Khelds are the best AT in the game followed by blasters and corruptors because I find them the most fun. On the other hand widows,scrappers, and masterminds are "fail" because I do not find them fun. Notice how power does not equal fun.

    In the end there is no right and wrong, no 1337 or fail. There is only personal preference.
    OK. But I already said that if you just enjoy Kheldians then that's cool. We're discussing effectiveness. So what's your point?

    EDIT: Why do you even feel the need to justify something as subjective as "fun"? If you find it fun, why does it even matter what I think? Or are you trying to convince yourself?
  9. Quote:
    Originally Posted by LordXenite View Post
    [FONT="Verdana"]Thank you for saying this as you just demonstrated your bias with it.
    OR...I was responding to a specific point.

    Quote:
    Every class, other than Scrappers, has weaknesses designed into that class that require the player to figure out ways to kill and survive.
    Right, which is why I said they were the best generalist AT.

    Quote:
    Kheldians are a bit more intricate than other classes. Kheldians have both melee and ranged abilities but lack major characteristics in each doctrine and so the player can't simply rely on either doctrine to be successful when solo. When a Kheldian is form-dancing, or when a Kheldian is on a team, then the potential increases and the Kheldian classes become more interesting to play.
    Sadly, they're really not. Controllers are intricate. Defenders are intricate. Kheldians are actually pretty straightforward. Need a lot of defense in a hurry, dwarf. Feel like you can blast away, nova. The human form is at least somewhat interesting, too bad it's loaded with limitations to make the forms more attractive.

    Quote:
    If everyone playing this game was interested in nothing more than pure DPS, everyone would be playing Scrappers. The fact that not everyone is, simply suggests some people are still interested in something more than chasing enemies to smack'em in the face, and for me, any other class is superior to Scrappers because most other classes actually offer both strategies since I can smack stuff in the face both at melee and at range but I'm required to employ tactics other than chase-your-enemy and beat it!
    Or you could use Scrappers' gifts to do things, you could never dream of with Kheldians. Or Controllers' if you like something less direct. Kheldians' weakness as an AT can't be explained away by saying, "Well, you only care about DPS, so, of course, you don't get it." Nope. My Ill/FF Controller, has crappy DPS. My Cold/Ice Defender has crappy DPS. But they aren't nearly as tedious to play as either of my Kheldians, although they both kill slower when solo.

    Kheldians mechanics are just poorly executed. The forms feel tacked on, not integral to the AT. They limit the human form, not enhance it.

    Quote:
    What's more, Kheldians feel epic to me because when I'm in Nova, blasting things, I know how vulnerable I am, and I'm just waiting for those Bosses to come chase me down so I can shift to Dwarf and whack'em in the face as a Dwarf with awesome damage-resist numbers in comparison to what I had a moment before as a Nova. Scrappers are simply not that exciting for me, because there's nothing exciting to me about playing Superman. There never was.
    OK. But it's not an argument to say that, "You only like playing Superman." I don't. I like playing lots of different characters. My Blasters, for example, Little Frosty and Flamewasp, are substantially less tough than either of my Kheldians, but they're fun. They don't have the tactical limitations that Kheldians do.

    Kheldian forms are an awful mechanic. It could have been good, but they lead to an AT that is poorly designed. That's my beef with Kheldians. All you've been arguing in this thread is that people who don't like Kheldians must like Superman. It's you that's biased. You can't see that people could have objections to the Kheldian AT that are substantive and real. It's a crappy argument you're making here. If you like Khelds, bully for you. But that doesn't give you any purchase to insult those who don't.
  10. Quote:
    Originally Posted by Fleeting Whisper View Post
    Well, let's consider the Scrapper sets that deal lethal damage:
    Broadsword: T9 with increased chance to crit, several -def powers
    Claws: Higher Damage/Endurance than most sets, decent AoE
    Dual Blades: Combos (though I'm not really sure that's worth the lethal from your perspective, since the combos can be difficult to pull off sometimes, and require specific power picks to make available, and all 9 powers to make all combos available)
    Katana: See Broadsword
    Spines: Toxic DoT

    So the lethal sets do get things to help out. You might argue it's not enough, and that's fair, but it's not like they've got nothing.
    I have no idea of the context of this comment, but this doesn't seem fair to me. Sure the lethal sets get secondary effects, but then so does DM, Elm, FM and MA. I think the real question is what do the lethal sets get ON TOP of the secondary effects all sets get.
  11. Quote:
    Originally Posted by Liquid View Post
    I asked Castle about this when Inventions were introduced. He said he'd check to see if it was possible, but he didn't know if it was. I never heard anything else, so I'd assume it's not.

    Because of the varying magnitudes on KB powers, you'd probably have to have an enhancement that set the KB value instead of just reducing it by some percentage. And that may not be possible.
    I've never understood why all KB powers couldn't have the following:

    .67 KB, ignores buffs and enhancements;
    [X] KB

    Where [X] is whatever KB the power has now. Then you have a -KB IO that reduces the KB magnitude to zero. Power then does KD, because the .67 isn't enhanceable. Anyone know why that wouldn't work?
  12. Quote:
    Originally Posted by Grey Pilgrim View Post
    At any rate, Scrappers are still not superior generalists to a Kheldian. They certainly don't have similar ranged damage or control capabilities. They have some, but not as much as Khelds. Scrappers are quite solid, but I wouldn't call them a generalist AT... being good at soloing isn't quite the same as being a generalist.
    This game is about killing and surviving while doing same. Scrappers can do both. Control and range are irrelevant when you can do the above.
  13. Quote:
    Originally Posted by DarkEther View Post
    That's why I said "You're nearly half way through your character, in terms of levels."
    The point stands though. Getting to level 24 has no relationship to half a character's lifetime. It's more like 1/5. And that's if you retire the character at 50.

    My first 50, spent maybe a month or two getting to 24, another 5 months getting to 50, and has been there for five years and gets playtime. Having the branching at 24 gives you more than just a taste of the basic branch and I like that.
  14. Quote:
    Originally Posted by Memphis_Bill View Post
    My design


    So, taking this into consideration, if we were to get another “branching” AT designed like this, how would it work?


    • You branch early, say level 10-14.
    • Your early powers, the very basic ones, are kept regardless of branch. You don't respec and start over when you branch – this keeps a smoother “flow” of the character and its progression.
    • Once you pick your branch, within that build, you never see the other branch's powers. You can, of course, start a second build, pick the branch at the start and just build from level 1 that way. On the other hand, with the branching coming early, rolling a new one is more attractive as well.
    I want to disagree with the first one, but really, when you branch isn't a big deal to me.

    As to the second point, this really doesn't work in CoH/V unless the branching path is at least partially a continuation of the basic path. This works in Aion, because a Gladiator or a Templar are still tanks, still close in melee fighters. Chanters and Clerics are still priests, etc.

    This is effectively how Night Widows work, though. And I'll note that you claim to like them the least of the VEATs.

    Finally, permanent choices are and always will be a bad idea in MMOs. MMOs expect you to play characters for years. CoH/V is probably a bit different in that it expects you to alt a lot. But I have always thought permanent choices are a bad idea. Because things change in MMOs, and people have to make decisions based on what they know when they make decisions. And since nothing is permanent to the devs, they should provide their players the same courtesy.
  15. So germane to this post, I'm running my Peacebringer through one of these terrible arcs that Memphis Bill tells me is supposed to be better than the VEAT arcs and here is the flimsy justification Sunstorm gives me for having to clear yet another map of Council:

    "If the Council knows what we're looking for, they're likely to alter or destroy the decryption key. So you had better arrest every villain in the place, to keep them guessing about our true intent."

    /drop mission
    /logoff - Since that mission was pure filler and he now wants me to go after a defector, probably on another damn Council map!

    All this in service to letting the heroes know that "Nictus are bad". Umm... dude, the heroes and villains whip Nictus behind 20 times a day in Cim. We get it. Darn, these Kheldians arc suck!
  16. Quote:
    Originally Posted by Afterimage View Post
    Where are Defenders in that picture? Controllers can do anything a Defender can do. Not as well,
    Indeed.

    Quote:
    For that matter where do Scrappers fit in that picture?
    Probably nowhere, since they're off soloing their own missions set for 8 players! But remember the point, Kheldians as this "leader". Not discussing team usefulness, just the team need to wait for a Kheldian to "spearhead" their missions with the silly transformations, while the team could be killing.

    Quote:
    I'm not trying to disrespect Defenders or Scrappers. I'm trying to show that your analysis is biased against the HEATs. If you are going to treat archetypes as nothing but cogs in a combat machine, then pare out HEATS, Defenders and Scrappers. They might bring something to a team, but they aren't needed. I'm not necessarily refuting your argument, but I disagree with your conclusion, because you specify only the HEATs as being unneeded.
    Again, you didn't read my comments in context of the discussion and the point I was responding to. The point I was responding to, was that Kheldians are not needed to SPEARHEAD a team. And they aren't. No one is. Perhaps Tankers for some content, but that's it. That's the point I made, and you just agreed with it above. Thank you.

    Quote:
    HEATS were introduced early, and followed the same team design concept. Since all roles were already taken, they were made to be the generalists of a City of Specialists.
    Yes, and they are woefully behind the other generalist AT, Scrappers. As others have pointed out, this is because of the flaws inherent in the design of the AT.

    Quote:
    Some players cling to that system of reducing ATs to cogs in a combat machine. It is undeniably efficient. I find it boring. I'm glad that I can solo my blasters, or find a team. Likewise I'm happy that my Tankers can scrap or taunt.

    A team can play and have fun with any players, or they can focus on efficiency and spend the extra time and effort to build the most efficient specialist team.
    No argument with that point, but then that's not what's under discussion. We're here talking about effectiveness. Why do HEATs "feel like fail?" They feel like fail, because they are not as effective as most Hero ATs. It's that simple. I happen to think that well played Kheldians are middle of the road. Not bad, but not great either.

    That has nothing to do with how fun people find them. There's no need for anyone to justify their enjoyment.
  17. Quote:
    Originally Posted by LordXenite View Post
    [FONT="Verdana"]Actually, if you think about it, it's a perfect design for a LEADER, in the sense that if the team stands united behind the Kheldian, the whole team will benefit because the Kheldian will be able to spearhead the team's efforts to win the fight.
    Scrappers, don't need anyone to spearhead anything for them. The best of them can do on their own, what a team is expected to be able to do. There's a reason they specifically mentioned Scrappers when talking about the new difficulty slider.

    Tankers, don't need a spearhead. THEY ARE THE SPEARHEAD!! They can walk into situations that even the most well built Khelds can't.

    Controllers and Defenders united grant themselves and their minions the power to do anything.

    Blasters can melt most things so long as a real Tanker is there to handle what's left.

    Where's Kheldians in that picture?
  18. Quote:
    Originally Posted by LordXenite View Post
    You know... I actually started writing a long post in response to yours, but then, I took another look at what you've started with:I want to thank you for that because you've saved me the trouble of actually analyzing things and explaining things in detail, so here's the TL;DR:

    To me Kheldians feel like an Epic Win because I actually have to put in the effort to fight the enemies. With my VEATs, every victory feels like it's actually the Devs who have won the battle rather than me because of the passive defenses and defense-multipliers VEATs have.
    Yes, as I said, tedious. You're fighting the deficits inherent in the AT, but still managing to be successful. I understand and respect your grit. It's that same tenacity that's allowed me to get my Kheldian's to high level.

    But I don't fool myself into thinking that this somehow makes them harder to play. Just tiresome. Yes, VEATs handle the standard content with ease. If I want to "put effort in to fight the enemies" then I up the difficulty or take on bigger game. And I get rewarded for the trouble.
  19. Quote:
    Originally Posted by SpittingTrashcan View Post
    And yet their inherent directly benefits only them, and requires a team to function. That's incoherent design.
    You're too kind...no seriously. I have much stronger words for the folly that is the Kheldian inherent.

    The same could be said for the Defender's inherent, but at least Defenders bring a lot to the team.
  20. Quote:
    Originally Posted by DumpleBerry View Post
    It's the last VEAT "arc" (a single mission *eyeroll*), the one where you have to fight Statesman. He has this monologue that's all about Dr. Brainstorm causing powerset proliferation. It's not even forced, it's just...bad.
    Made beating him up all the more rewarding IMO.
  21. Quote:
    Originally Posted by LordXenite View Post
    Many players, both in-game and on the forums, have already declared their love for thrills that come from rushing into stuff guns-blazing and to heck with tactics, strategy or game mechanics.

    I know this may sound mean-spirited, but to be honest, I felt cheated once I took my Dominator to Lv50 only to unlock VEATs and discover their playstyle revolved so much around passive abilities and active abilities that were completely uninteresting to me for various reasons. So for me, VEATs satisfy the thrill-seekers who are looking for the cheap and easy (passive force-multiplying powers coupled with reliable mez-protection and easily accessible attack-chains) while Kheldians satisfy people looking for a more cerebral experience.

    We're all entitled to our own niches in this game, but what truly reflects poorly on the player community happens when the VEAT-enthusiasts want to mold Kheldians in the image of their precious VEATs, i.e. passively overpowered.
    Cerebral = Tedious

    Just like with Scrappers, VEATs can be played mindlessly. Or a skilled player can leverage their gifts into things that are amazing.

    With Kheldians, you have all this flash, and that flash isn't without substance, but there's a clear limit to what you can do. It's not interesting to me in the least, it's very limiting. More limiting than every other AT in the game.

    Take form-shifting. Presented by many as a means for Khelds to perform the functions of several ATs. But those forms greatly reduce the tactical options of the player while in the form. Contrast that to, for example, a Shield Scrapper. If the fit hits the shan, a shield scrapper can easily move in to take the role of Tanker and protect his or her team. But doing so requires only a change in tactics. The Scrapper doesn't lose their melee damage role, they simply have another role to handle at the same time.
  22. Quote:
    Originally Posted by LordXenite View Post
    Kheldians were designed to require more player-effort, period. If a player wants to be successful with a Kheldian, they have to learn more about game mechanics than almost any other class out there requires, and the player is actually tested on their knowledge whenever they take out their Kheldian to the field. This more than anything else is probably the reason most people feel Kheldians are a failure. They require more investment to accomplish anything worthwhile.

    Like the title of this thread implies, HEATs feel like fail. Feel. Get it?
    Actually, Controllers require more knowledge of play mechanics, and vastly better reward that knowledge when used.

    Kheldians are OK. They aren't fail, but they aren't anything special either. Kheldians are great for folks who like their flashy "cool" powersets. But on straight effectiveness, they are middle of the road. Not the worst at anything, but not the best either.

    I would also question your belief that Kheldian even require much knowledge of the play mechanics. Certainly not more than most ATs. Defenders and Controllers require more thought IMO. And that thought is greatly rewarded.
  23. Quote:
    Originally Posted by macskull View Post
    If I'm not mistaken, Black Scorpion (30-35) and Ghost Widow (40-45) were supposed to be in the game but never made it in - that's why the Servant of Recluse badge for completing the RSF has the Roman numeral "III" on it and there aren't any badges with "I" or "II." Still, saying "we don't need need more SFs because we have flashback arcs and contact arcs" is kind of silly.
    Good thing no one said that.
  24. Quote:
    Originally Posted by Mr_Grey View Post
    That's it. We need a 30-35 Strike Force for the Villains. Otherwise, it's a hideous grind for anybody trying to get through that stage and they wind up doing Newspaper Missions over and over again because the arcs are too few and too short. That, or they subject themselves to another player's NPC version of themselves with all the powers to make their character nigh-insurmountable as an "Arch Villain" in Architect Entertainment.

    We possibly need a 10-15 one, too, but it's actually pretty quick to tear through those levels on Redside already. Sometimes I have trouble finishing Veluta Lunata's arc (which would have made an interesting Strike Force itself).
    While I don't disagree with the general idea (a 30-35 SF), there's a couple of Ouro arcs in that range and now with Super-sidekicking you can just do a lower level TF for exp.

    And isn't there like 7-9 contacts for that level range anyway?
  25. Quote:
    Originally Posted by SmegHead View Post
    6 slot brawl and wreck shop.

    On a serious note I had a similar problem on my fire/regen. Are you using insp?
    I try to use as few as possible, but there might not be a choice here. Bah!!

    Worse, I might actually have to plan out an efficient attack chain!