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Laucianna

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Everything posted by Laucianna

  1. Increasing its cost by 1.5 and if you want it for 8 hours you have to by each hours worth? We're not saying that the buff should last for 8 hours buying it once
  2. That doesn't mean we can not suggest new improvements that help with the QOL of the game, this is a small change that will help bring attention to an almost forgotten feature in the game ❤️
  3. Updated - 11/04/2024 - Added Mayas WarShade build to the guide for a more updated one ❤️ - Lauci x
  4. The only one I could see be worth 1m is the Recharge so yeah I would be okay with that one, if the rest stay at 100k 🙂
  5. What about adding an influence cost on top of some of the better ones then? Similar to crafting where you need the salvage and the set influence? Say a 100k influence cost on top of the salvage?
  6. I would just like the option for when I log on to be getting my buffs for the day, having the day to have fun with friends, do TFs, raids whatever it is we are doing, without having to break up that fun by going to my SG base, looking up what salvage I need, heading out of the base to buy the salvage, going back in the base and buffing up and repeat again later. I play on average 5-6 hours most days so that would require me to do it around 4 times instead of just the once. To me personally tedious things like this is not content that makes the game harder it just makes it more annoying
  7. I fully get the idea to make them easier to get used to, but to me that has been one of the biggest enjoyments out of playing a Kheldian, to start off a bit lost and overwhelmed, always running out of slots and building horribly, but through learning the AT I would like to think I've become pretty good at it. My point is the learning curve to me is something that should remain as much as possible for all the EATs as I would hate for them to be died down to more basic ATs ❤️
  8. The inherent made more sense during the live days since it was a lot harder to get things like perma lightform, damage cap etc. But in the Homecoming days it is pretty darn useless 😄
  9. It favours what makes the AT unique which similar to MM our inherent should encourage, to me if you want to play a human only Kheldian you are better playing a Sentinel, you have more power options and a ton more damage and your inherent is also useful now ❤️ The Mez protection idea is very good (probably too good) but doesn't feel like anything to do with a Kheldian? Maybe on something like a controller/dom where their main thing is mez they could impart that knowledge onto their team on how to resist it, but on a Kheldian it is just a flat buff with 0 ties to the AT. Not to mention shifting will benefit normal Tri Form Kheldians since Changelings won't be a thing come the rework.
  10. True yeah, my bad on saying the focus on Human only, what I meant was basically any thought towards human only. Human only is a niche that ignores the main mechanic of the AT similar to a petless MM, and the MM inherent focuses on what makes that AT unique so it would make sense for ours to do the same ❤️ I get a few people play human only for a number of reasons hence why when I made my suggestions list there was a "minimal fx" option for forms so you could still be 90% human even in forms 🙂
  11. I am still strongly against any Kheldian rework having a focus on human only being just as good as tri form, the forms are what make us unique hence why the inherent should focus on that section. And as much as I love Kheldians, without the changeling binds we are wet noodles in end game content sadly with such weak DPS, in the inital rework post I put the number differences of DPS and it's painful to see, we need a proper rework that increases our DPS and the usefulness of a lot of our features, inherent most of all 🙂 I would argue the weaknesses for both Kheldians is: - Very low DPS compared to other ATs with similar rating - Pointless inherent that doesn't work solo, and is useless in end game content - Weak/No Mez protection The WarShade case is what the AT is about so I wouldn't class it as a weakness, that is it's unique selling point and it pays off with just 4-5 mobs around you ❤️
  12. Updated - 10/04/2024 - Updated section about my playstyle including rotations, stats, and content ran with it. Also updated it to my most recent build, build 20 ❤️
  13. But you have the Start vendor selling better buffs for something much simpler to get that lasts up to 8 hours and is in a ton of zones? The Start buffs are more expensive but majority have influence and not a set list of different salvage needed to craft the empowerment buffs.
  14. I do like the idea of a visual element to show your achievements in game and this would be a nice way to do that, but I feel like it wouldn't feel unique to the player since the Devs control the layout yours will look like everyone else who has done similar things. Saying that something less personal like a exhibit dedicated to the player character opening up, where they show displays of achievements you have done with little plaques and souvenirs (Like items of power in the base menu) would make sense on why you don't control it ❤️
  15. It's a QoL thing above all others, it's not making the game super easy it's just making something less tedious ❤️
  16. Honestly I don't tell them, in most content the people who can heal don't get to do it often so if it helps make them feel important then I am happy to let them panic over healing ❤️
  17. Not sure how many are aware of actively use the empowerment buffs you can get from your SG base by using Salvage to craft it, but recently I've noticed some really good ones on there that would be super useful, if they lasted more then a single hour. You have things like double XP and the defence Amplifier from START that you can "buy" multiple of to a maximum of 8 hours which is great to grab as you run past one. It would be nice if you can stack the empowerment buffs up to 8 hours too if you have the salvage, to me it would make nice use out of SG bases and a imo forgotten feature whilst not being game breaking ❤️
  18. Well done to the winners of the "Martial Arts" Friday Fashion Contest with a prize pool of over 1 Billion Influence! Make sure to come see us on FRIDAY at 19:00 EDT at Homecoming - Excelsior for a chance to win! This Fridays Fashion Contest theme will be "Fey"! It will be in Echo Plaza on Homecoming! Join our Discord to suggest a theme for next week and vote on which suggested theme is picked! https://discord.gg/3deQdRudtZ 1st: Jade Monk 2nd: Ogami Itto 3rd: Fission Frankie Honorarys: Tabletop King Ming Amun Ptash Hazoria of the Sands Gunmetal Goddess
  19. Updated - 07/04/2024 - Added a section for Playstyles to help people decide ❤️ - Lauci x
  20. I do love the idea of building Shift but I feel like it might be too complicated to implement in it's current form. To me it would be simpler to do the following: PeaceBringers: Generates 15 "Shift" each time they shift forms to a maximum of 75 total "Shift". For each point of "Shift" you gain 1% End Reduction and Recharge Reduction to a maximum of 75% WarShades: Generates 10 "Shift" each time they shift forms to a maximum of 125 total "Shift". For each point of "Shift" you gain 1% Damage and Accuracy to a maximum of 125% Also for the decay I feel it should be the other way around ❤️ WarShades atm have that drive of constantly needing combat so having their shift slowly build up will make them want to crave battle more to keep it capped since it takes a while to build up. But PeaceBringers can have a break if they want because it builds up rather quickly, so each AT would lose "Shift" at 1 point per second but the forms generate a different amount of shift.
  21. What I'm suggesting isn't changing the how the AT works though, it changes how we will perform at level 50 mostly. The difference I think we have is you believe they are balanced right now, which is fine it's your opinion, but the majority of Kheldian players I know that also know the AT believe they are not and have shown multiple times how they are not ❤️ When I get home from work I will try to get more data to hopefully help convince you 🙂 Also FYI: to everyone please don't make this toxic and have the GMs lock it, we all lose then ❤️
  22. A tanker can out perform us in all of that I believe. The character creator screen is a loose guide yes, but when we are doing almost half the damage of someone in the same ranking whilst doing more work, you have to admit there's an issue right?
  23. Dominator have control and Sentinels are tanky. They should do as much damage as Homecoming has listed them as, this isn't me saying they should be on par with them because of my own views, this is homecoming rating them the same damage despite Kheldians being far lower.
  24. Because our damage cap is so low that the boost from the team is pointless when doing content at end game, and the resist bonus is only useful for Psi damage since we have light form to fulfil said resist, compare it to almost every other inherent that doesn't stop working even if you are buffed to cap on everything. The scales are great it's the lack of high damage powers we suffer from due to a mix of super slow animations like incandescent strike or the fact they have super low recharge (meaning low base damage), to the point most high end builds will have to pick up Cross Punch to fill in for some of that damage. Same issue as the two points above, that +45% damage is pointless at high level due to us having a low cap and again with actual damage of the attacks, if we just went off the damage scaling it would mean Squids are the highest ranged damage dealers in game which we all know is far from the truth 😄 So we are not equal to other damage dealers in our cap and in end game content it is capped instantly from barely any buffing due to it. The data points are just the base surface you are looking at, not the actual damage numbers of attacks. For actual numbers: Base Dominator melee DPS rotation: 68.93 Base PeaceBringer melee DPS rotation: 51.69 Base Sentinel ranged DPS rotation: 72.94 Base PeaceBringer ranged DPS rotation: 40.25 Our damage should be equal to both of those ATs in that regard going by the rating Homecoming suggests to players but we fall massively short in both. The trade off is losing changeling which is currently something that allows us to do good damage (Not the best) and have some extra tankiness due to procs in the forms. At the moment without changeling as much as I love them, Kheldians are bottom of the barrel to the point play a scrapper or even a sentinel to do a ton better then them.
  25. Our damage is 100% upsetting without changeling and yes we have -def debuffs on all our attacks but so does pretty much every other powerset have a bonus thing on attacks (Radiation is also -def, sonic is -res (Much better), fire adds a dot etc) And being in a team really doesn't boost our damage greater then anyone, if anything we suffer as a lot of other damage ATs have higher damage cap hence why I suggested an upgrade to the cap 🙂 Allowing us to do good dps without relying on changelings is what I suggest for damage and the trade off is the changeling binds ❤️ The devs know we need a buff otherwise they wouldn't of given us back the changeling binds when they took them away by mistake in the past.
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