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Posted
5 hours ago, Videra said:


Kheldians are both not mentioned and you appear to misunderstand how they play. Dwarf is not a 'tanker' role, you actively switch between human, dwarf and nova to rotate through your attack powers. 


No, that's ONE way (and is only even remotely viable due to using an EXPLOIT that should be patched) to play a kheld. The dwarf IS a pseudotank, the nova IS a pseudoblaster, and the human is somewhere between the two like a sentinel before sentinels were a thing. A source isn't needed as the powers of each form are self evident as to what their roles are, but because of an EXPLOIT you get to fire off all your attacks and instant switch in an obnoxious display of visual vomit.

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Posted

Something being effective doesn't make it the intended gameplay pattern. That's an unintended consequence, not a deliberate design choice, and using a recent mechanical QoL change to justify calling it a deliberate archetype design intent from day 1 is absurd. 

For a while in FF14, monks spamming dragon kick and nothing else was top-grade DPS; this was not intentional, and neither is turning your Kheldian into a continuous barrage of the most horrible sounds mankind can listen to in the name of slightly outperforming a scrapper.

Posted (edited)

Yall are getting really off topic talking about kheldians in a patch that does not mention them. The exploit is around and allowed because it's oddly balanced in terms of whats possible with other ATs and the alternative is that kheldians are the worst AT is the game by a mile. A kheldian rework is probably on the horizon at some point but I don't need to be a dev to tell you it's out of the scope of this patch and I don't see any timeframe where the changeling glitch gets patched unless kelds get a full rework, which is likely a pretty massive undertaking. 

 

Otherwise though, looking forward to this patch coming out, specially now that tanks get to keep their cones.

Edited by Kaika
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Kaika DB/INVUN Stalker                                                 Unluck AR/Nin Blaster

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Posted

I have an issue where none of the contacts in kallisti have map markers. It's nigh impossible to find the repeatable contacts as a result. I don't know if this is just client-side or not.

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Posted (edited)
7 hours ago, Unrecognized said:

Thank you for checking Wavicle.  I'll take it as it stands, Can't heal me but at least I can heal myself still as I Main Tank Hamidon in a Dwarf.

 

It is odd.  Kheldians probably should have their Heal Res cap lowered so others can heal them if they're tanking (both ATs are listed in the "Tank" playstyle category during character creation).

 

[Edit:]

 

The Patch Notes say...

 

Armor Sets > Self heals (all)

  • Self heal click powers no longer are irresistible

 

I don't think it should be left to interpretation as to whether Kheldians are affected by this or not.  Given that parenthetical "all" after "Self heals".  Why not just make it clear what was changed and what wasn't?

Edited by csr
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Posted
7 hours ago, Captain Powerhouse said:

This was a change to all ATs to make the power more likely to hit additional targets and not part of the Tanker changes. 

 

The others, they were bugs on all ATs from the Staff changes. Should now be entirely fixed internally and you should see that in the next build.


Thanks.

My bad on Sweeping Cross - obviously I was so blinkered on Tanker (and Staff!) changes that I missed the Street Justice one!

FWIW; as it stands currently on Brainstorm the current state of Innocuous Strikes with the increased arc and almost the same damage seems to be propping up Staff Fighting's overall damage output a fair bit. Since Staff is consistently a standout underperformer across the board in terms of damage output and the recent tweaks to Sky Splitter have partially addressed its ST Burst; it probably makes sense to bump its AoE coverage a bit. So would there be any chance of working a small +Radius/+Arc global buff into Staff Mastery to allow both Guarded Spin and Innocuous Strikes to have an increased arc; and Eye of the Storm to have an increased radius across all ATs? I'll add the request into the Focused Feedback thread; but thought it was worth mentioning here as well given the context + for visibility.

Posted
9 hours ago, csr said:

It is odd.  Kheldians probably should have their Heal Res cap lowered so others can heal them if they're tanking (both ATs are listed in the "Tank" playstyle category during character creation).

Why, though? The only reason these changes are happening in the first place is because tester feedback said making armor set heals resisted would complicate certain content (namely Hami raids). Kheldian self-heals staying unresisted means nothing changes for them.

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Posted
13 hours ago, Kaika said:

The exploit is around and allowed because it's oddly balanced

Lmao.

 

The exploit is around because the developers are afraid of a few megapopular Kheldian mains setting the forums and discord on fire.
 

Calling this exploit balanced is wild.

 

But yeah! Off topic so carry on.

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Posted
3 hours ago, macskull said:

Why, though? The only reason these changes are happening in the first place is because tester feedback said making armor set heals resisted would complicate certain content (namely Hami raids). Kheldian self-heals staying unresisted means nothing changes for them.

 

Whether the heals are resistable or not is separate from the Heal Res cap.  The reason I think the latter should be changed is simply to be consistent.  PBs and WSs are listed as "Tank" playstyle ATs.  They clearly include armor powers in their sets.  If the change is for all "armored" ATs as the notes state then I think PBs and WSs should be included.

 

As a side note I saw one Kheld self-heal that can be resisted (both on Live and on Open Beta)... Stygian Circle.

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Posted
Just now, csr said:

 

Whether the heals are resistable or not is separate from the Heal Res cap.  The reason I think the latter should be changed is simply to be consistent.  PBs and WSs are listed as "Tank" playstyle ATs.  They clearly include armor powers in their sets.  If the change is for all "armored" ATs as the notes state then I think PBs and WSs should be included.

 

As a side note I saw one Kheld self-heal that can be resisted (both on Live and on Open Beta)... Stygian Circle.

Also the human form melee attack heal.

Posted
2 minutes ago, csr said:

Whether the heals are resistable or not is separate from the Heal Res cap.

When discussing unresisted heals, the heal resist cap is completely irrelevant. It doesn’t matter all that much in practice either, since there are virtually no critter powers that affect heal resistance, and in the one common instance where there is, Absorb/Share Pain will cover anything the unresisted self-heals won’t.

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Posted
1 minute ago, macskull said:

When discussing unresisted heals, the heal resist cap is completely irrelevant. It doesn’t matter all that much in practice either, since there are virtually no critter powers that affect heal resistance, and in the one common instance where there is, Absorb/Share Pain will cover anything the unresisted self-heals won’t.

For now. Clearly these changes have been made so that more heal resistance debuffs can be added.

Posted

I hope that Chain Induction from Electrical Melee will at some point get the same treatment as the Electric Control chain powers (probably too late to do it for this page, but maybe the next one?). 

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Posted
7 hours ago, Shocktacular said:

I hope that Chain Induction from Electrical Melee will at some point get the same treatment as the Electric Control chain powers (probably too late to do it for this page, but maybe the next one?). 

I made the same request in the patch notes thread for one of the earlier builds and the response was it's on the to do list but not for this page.

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Posted

   I solved Hami raids post-patch BTW, you have ONE Nature character helping babysit the main Hami Tank (using the entire powerset fully slotted for Healing), and the main Tank still heals themself as usual.  Next assignment please.

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Posted
1 hour ago, Shin Magmus said:

   I solved Hami raids post-patch BTW, you have ONE Nature character helping babysit the main Hami Tank (using the entire powerset fully slotted for Healing), and the main Tank still heals themself as usual.  Next assignment please.

I wonder how a Regen tank might do?  

Posted
On 6/12/2025 at 10:22 AM, csr said:

 

It is odd.  Kheldians probably should have their Heal Res cap lowered so others can heal them if they're tanking (both ATs are listed in the "Tank" playstyle category during character creation).


Thanks for reminding me of our wiggly little alien buddies! I wonder if it'd be possible to add a "Low FX" option for their shapeshifting animations? When I stance-dance between forms, I always feel bad for my teammates who are forced to witness constant thunder and flashes. A "Minimum FX" version of the shapeshifted forms would also be kinda neat, for those who wish to play a non-Kheldian-Kheldian for whatever reason (tentacle-phobics, all of them!).

Maybe even give the Kheldian powers a pass with the dynamic recharge for their CC abilities, and that scaling AoE cap in dwarf form? It would be nice to see them experience some updates 🙂

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Posted
16 hours ago, General Idiot said:

I made the same request in the patch notes thread for one of the earlier builds and the response was it's on the to do list but not for this page.

Thanks for letting me know.  I try to read everything but I must've missed that.

Want more from Praetoria? Check out my level 40+ Praetoria missions in AE! I've got 4 complete arcs so far (arc 4 is a two-parter).
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Posted

Dominators:  Glittering Column takes To Hit Debuff sets and also takes Accuracy enhancements...  but doesn't allow Accurate To Hit Debuff enhancements, which seems wrong

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image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

Posted

Don't know if Axe melee was ever 'potentially too good'. its the most heavily resisted damage type, and hard on endurance, and before the changes, the worst performing set available. 

 

Disappointed Peacebringers have still not been looked at.

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Posted
On 6/14/2025 at 8:08 AM, kanga said:

Don't know if Axe melee was ever 'potentially too good'. its the most heavily resisted damage type, and hard on endurance, and before the changes, the worst performing set available. 

Agreed. I really like Axe Melee, even though it under-performed since forever. The changes brought it to average, I felt. If it was "potentially too good," I don't think it ever reached its potential in a substantive way.

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Posted
On 6/14/2025 at 10:08 AM, kanga said:

Don't know if Axe melee was ever 'potentially too good'. its the most heavily resisted damage type, and hard on endurance, and before the changes, the worst performing set available. 

Was it really worse than Kinetic Melee?  That's a bit shocking if true

image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

Posted
1 hour ago, kanga said:

I put it lower because kinetic offered smashing/nrg, where as axe was all lethal. something i have avoided ever since. 

I paired it with Stone Armor after the revamp, so now it also has fire damage.

 

I heard that it may have been tuned slightly because it became the best scrapper set after the revamp

image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

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