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Quote: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.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.
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. -
Quote: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.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.
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. -
Quote:This. A PPD or Longbow, branching epic AT that's actually epic like the Soldiers of Arachnos would be great.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. -
Quote:This could be the reason that Castle doesn't see a problem. Not suggesting it is the reason, just that it could be.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.
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. -
Quote: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.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.
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. -
Quote: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.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.
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.
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Quote:OK. But I already said that if you just enjoy Kheldians then that's cool. We're discussing effectiveness. So what's your point?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.
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? -
Quote:OR...I was responding to a specific point.[FONT="Verdana"]Thank you for saying this as you just demonstrated your bias with it.
Quote:Every class, other than Scrappers, has weaknesses designed into that class that require the player to figure out ways to kill and survive.
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.
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!
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.
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. -
Quote: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.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. -
Quote:I've never understood why all KB powers couldn't have the following: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.
.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? -
Quote: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.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.
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Quote: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.That's why I said "You're nearly half way through your character, in terms of levels."
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. -
Quote:I want to disagree with the first one, but really, when you branch isn't a big deal to me.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.
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. -
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! -
Quote:Indeed.Where are Defenders in that picture? Controllers can do anything a Defender can do. Not as well,
Quote:For that matter where do Scrappers fit in that picture? 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.
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.
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.
That has nothing to do with how fun people find them. There's no need for anyone to justify their enjoyment. -
Quote: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.[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.
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? -
Quote: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.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.
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. -
Quote:You're too kind...no seriously. I have much stronger words for the folly that is the Kheldian inherent.And yet their inherent directly benefits only them, and requires a team to function. That's incoherent design.
The same could be said for the Defender's inherent, but at least Defenders bring a lot to the team. -
Quote:Made beating him up all the more rewarding IMO.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.
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Quote:Cerebral = TediousMany 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.
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. -
Quote:Actually, Controllers require more knowledge of play mechanics, and vastly better reward that knowledge when used.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?
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. -
Quote:Good thing no one said that.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.
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Quote: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.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).
And isn't there like 7-9 contacts for that level range anyway? -