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I simply treat EB/AV enemies as "group-content" and move on, at least when I'm on my Kheldians. On my Ice/Rad or Ill/Rad, or other Control/Debuff toons, that's another story
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That's how I feel about anything that should be considered solo gameplay. If you're using a pet-summoning class, that's within the allowed boundaries, but to obtain pets external to your build and use them to defeat anything, isn't essentially solo, in my opinion.
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Quote:Despite being as urban as you, although not on the east coast, I've been to farms and to the odd Kibbutz, so farming isn't such a foreign affair for me. There's an odd sense of pleasure when you're tired after a long day of farming, as you look at all the nice crops and drops you've grown and harvested...Unlike my theatrical namesake, I was born and bred a city boy on the east coast. Hell, I never even saw a live RABBIT in person until I moved out to Iowa for college.
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Quote:So very true.This is the crux of the problem. We keep slipping into what "Khelds" do best and why "Khelds" get invited to teams when what we should be talking about is Peacebringers.
Quote:Warshades are fine. Kheldians as an archetype are fine. A warshade has better control/buff/mez ability that can be used to create absolutely pristine conditions for dealing damage. Peacebringers are behind in that area.
Quote:I think it's an overreaction to state that one healing aura will change the reason Peacebringers are invited to teams. After all - the healing modifier on Kheldians (not the self heal) is down there with scraps and tanks, and while I don't see glowing touch going anywhere in favor of a stationary pet, I see nothing theme-breaking about it.
Quote:(still want the buff to apply to the caster, LX - wink, wink)
Quote:I can agree with Princess Darkstar's list of roles a Peacebringer can fill (with the exception of stealth, which is strictly a WS thing), and I think debuffing especially is where the peacebringer falls behind. -Def is great against hard-to-hit targets, but how often does that happen in the game? The vast majority of pve mobs are pathetically easy to hit, and so the effects of -def aren't noticed.
The moment I entered an AE all Boss mission with a bunch of lowbie characters all 7 of them, below Lv20 and started tanking/attacking the Bosses, those purple shields around the Bosses (the sign something has lowered defenses) were more easily hit by the team... and I knew exactly how helpful -Def was.
Quote:And personally it's added debuffing where I would pin my hopes. I'd trade just about anything for -def. I'd even take -end if Pulsar got a short circuit treatment. No, come to think of it, I wouldn't. But almost anything else. -
But a TriFormPB can easily take Superspeed+Stealth from power pools and have fun with that.
Very true, but if you pay attention, right after using Pulsar and shifting to Dwarf, using the single-target Dwarf attacks sometimes disorients enemies who are still effected by Pulsar. That's definitely nothing to compare to what Warshades can do, but every little bit helps.
Quote:I think thats why the request is made to make the heals on the PB more useful.
Quote:WS were always considered more controllerish and PB more defenderish.
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Quote:And why exactly would a PB get a team-invite? If a team needs a damage dealer, there's no reason to prefer a PB over anything else that does damage. If a team needs damage mitigation in the form of crowd control or tanking, there's no reason to prefer a Kheldian over a Tank or a Controller.I know Glowing Touch does work ok when slotted well enough, but throw in a useful aura heal and the whole reason PB's get team invites changes.
The only valid reason, in my opinion, to invite a Kheldian to a team is because hopefully that Kheldian is an experienced player who can adapt to whatever the team is fighting and sometimes that actually does call for using powers like Glowing Touch and even the dreaded pool powers, like it or not.
I again say, if PB's got an AoE heal component in their Reform Essence, like I suggested, and PB's were then letting themselves be regarded as "h34l0rz", that would be the fault of the individual PB player, not the AT and certainly not the one power that got changed! -
Quote:No no no... it's not the 6 year old who's doing the farming! It's the Lv50 doing it. Besides, weren't you ever on a farm as a kid, helping around, what kind of childhood did You have?That 6 year old should NOT be farming for the flour for his own cake! Child labor laws!
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Ascendantia should already be on the PTS, Lv50 TriFormPB, and I just copied Dark Absolution, Lv50 TriFormShade. Now we just need to get everyone's schedules synchronized and select a date, right?
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Quote:The shock... the horror! Someone wanting to do more than just... damage?! Impossible!I think that this exactly the point and thats why I think people are asking buffs in the other areas of the kheldian powers. What if we could be more than dmg dealer but truely be jack of all trades ?
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I never said a Malta run on increased difficulty was advised, or even possible.
It's just a challenge, mainly to one's patience because you know that eventually you may fail.
Failure to notice a Q/V hiding in the spawn, could kill you. Failure to actually hit with an attack, could kill you. Failure to this, and failure to that...
Truth be told though, it's all meaningless because defeat in this game carries no consequences. If it did, people probably would have had to re-think their concept of damage-is-king ideals, and some people could never enjoy that!
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Giving Peacbringers a weak AoE heal on top of their personal heal, and allowing them to create a safety zone where teammates can benefit from +End;+Def will only turn them into support characters if the player playing them will allow this to happen!
In other words, I trust most Peacebringers out there to decide for themselves when to swoop down and heal their surrounding teammates and when to focus on fighting the enemies.
If augmenting one power in the whole Peacebringer power-set equals making the Peacebringer a support-character, then perhaps Peacebringers never were anything other than support characters, because quite frankly, how can one power define a role, right? -
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Quote:But you do it for much shorter time than was possible before the change. Shorter time, means less damage. You're the numbers guy, remember?I'm not sure why you think this was taken away. I still do this more often than not. And the difficulty in pulling it off is not much higher than before the Dwarf Mire changes.
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Quote:Excuse me??? Where have I said anything about Dev's oversight?I do not care how anyone builds their toons, more power to ya, but assuming the reason Kheldians dont have more support is because the developers never thought of it and it's some tragic oversight I believe to be nothing but wishfull thinking on the part of people who as Darkstar said so well "claim to love Kheldians but do not actually love them because they want to change them into something their currently not."
Are you putting words in my "mouth" now?
EDIT :: You know what?! Let me give you another point to think about, how about that since the Devs improved Human-form damage and allowed the inherent buffs to affect the forms (which essentially allows Kheldians to perform better all around), the Devs would now focus on allowing Kheldians to support the team above and beyond mere damage, in ways similar to what SoA's do, but in an active fashion rather than through passive auto/toggle powers? Is that really so much to ask do you think? -
Quote:If I remember correctly, the additional damage (I13) comes from changing damage modifiers of Human-form attacks and from applying the inherent buffs to the Kheldian Nova/Dwarf forms just like they already affect Human-form and its powers.They added damage, sure (most recently); but that was because kheldians had been shown to be unbalanced toward the support/tanker role.
Quote:Had Castle intended to change the archetype's role to one of pure damage, I'm inclined to think he wouldn't have worried so much about mez protection obviating dwarf form.
Quote:More importantly though, I'd think he would have said something about a change in the "Kheldian Role."
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I still do sometimes (Superspeed+Stealth+IStrike), it's just that I find that the more enemies surround the Sapper, the easier it is for those enemies to notice my PB IStrike the Sapper and they all go ballistic on me, especially those Titans.
It's not a big deal, naturally, but with I16 and its more difficult-than-difficult settings, missions concerning Malta troops may become a nightmare since the likelihood of finding two (or more) Sappers (from adjacent spawns) in hot pursuit of your Squddie tentacles will become higher than ever!
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Quote:Wow Joe... awesome find.
I started reading and got to this part:Quote:I think some of the issues that have come from the "slot" discussion is that players always want to 6 slot most of their powers. But that is not required to be a successful Kehldian. When in Nova form, Kheldians do base 20% more damage than Blasters. They also have an inherent 50% damage boost from the Nova power itself. That means without any Enhancements, a Nova attack does about 80% more damage than a typical Blaster attack. So you don't "have to" 6 slot the Nova attack powers to be effective. Quote:We have considered not allowing slots in the shape shifting inherent (attack) powers, but let the Enhancements from the Root Shape Shifting power trickle down to the attack powers (like pet powers do). But internal testing proved that to bee too powerful. It made each Enhancement 4 times as effective. In the end, we want you to have to make sacrifices and tough choices when you build your Kheldian. Hopefully, this will result in many different viable Kheldian Builds. This might mean shape shifting specialists, Human form specialists, Nova/Humans, Dwarf/Humans, or maybe players who start out one way, and respect out as they advance in level.
The emphasized part in the last quote I posted sums it all up very nicely. Kheldians are supposed to be versatile and their uniqueness comes not from filling just one role, but rather from adapting to the circumstances. Wanting to fixate Kheldians on damage dealing alone, to me, seems contradictory to the spirit of versatility.
I don't mean to say that damage should not be a goal in one's Kheldian build, but I do say it shouldn't be the only one, and I would also like to add that I feel it's high-time the Devs did more to flesh out Kheldians other aspects, especially for Peacebringers, thus the reason for this thread in the first place. -
Quote:See, I've never seen this "Kheldians are damage oriented" line come from a Dev, or any in-game related text....Khelds are a damage oriented character whos main job is doing damage...
It's not that I'm saying Kheldians don't do damage, or don't do enough damage, I am saying though that I always feel like there's more to the Kheldian potential than mere damage, and I feel that should be addressed, by both players and Devs together.
On the damage front, I feel Kheldians already do quite a bit of damage, especially with the I13 changes, and it's time to augment their other aspects. -
Quote:I usually hit BuildUp right before it...ROFL! You realize, of course, that your invoke panic would only hit about half of us, unless you have it heavily slotted for accuracy....
Thing is, as a Peacebringer that has Fear powers, I often find it's better to fear the Malta Sappers first and dispatch them later rather than try to IStrike them because of the long animation IStrike has and how it exposes me to enemy fire.
On my Warshades, Gravity Well and/or Gravitic Emanations usually do the trick and the Sapper doesn't even get to become a problem. -
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Well, I could have dubbed it like: I16, Invasion of the Malta Sappers!!! Please remain calm and extend your squiddie tentacle so that Second Wind insps may be dispensed to those in need., but seriously, why invoke panic?