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Quote:It IS from the archetype. You're splitting hairs over implementation detail. If you want to be that way then everybody's inherent is "from" the powers they use since they have to be implemented in the actual powers. Attacks that Brutes can use have a line-item that adds to their fury meter. Doesn't mean their inherent isn't Fury, because it is. Similarly, Hide sets the Stalker's "crit" meter to 1. But then so does Placate. Getting a controlled critical from the hidden state (again either Placate or Hide) together with getting random criticals outside hidden based on teammates within 30ft IS the Stalker inherent, collectively known as "Assassination".Which reminds me...what exactly do stalkers get as their inhearent power?...the hide power lets them do criticals.....but thats from the power itself(just like blasters get usualy an immobolize power).....I mean from the actual archtype
As for Blaster survivability, the point is not that they have no survivability. The point is that they have less survivability than Stalkers. Really, this can't be argued. Hit points may be the same, but Stalkers have an entire secondary powerset devoted to their survival, including mez protection from a low level and much better defense/resist values than a Blaster can achieve. Even if you don't believe any of that, the devs have come right out and said it before during the last discussion of Blaster buffs. Blaster earn the most debt bar none. -
Not all DoTs are implemented the same way. Powers that create a pet which then performs multiple attacks per second still "looks" the same as a regular DoT like Flamethrower, but it isn't. Each tick of Ignite is a separate attack so each one can hit/miss independently AND scourge (or not) independently. Same goes for rain powers like Rain of Fire.
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Can't really advise you on the other melees, but here's some quick advice on Stalkers...
The easy way not to duplicate the secondary at least is to pick Ninjitsu on your Stalker. At the very least you probably want to stay away from the non-defense sets for your first Stalker. They are less good on a Stalker than they are the other melee ATs. Ninjitsu is not as easy to softcap for defense as SR (but not that hard either) and comes with a very nice self-heal and some gadgety powers like Caltrops and Blinding Powder. It's a Stalker exclusive, at least for now, and likely the most popular secondary choice for good reason.
For primary, Kinetic Melee is a good all-around set and has the interesting instant-recharge mechanic for Build Up whenever you crit with Concentrated Strike (which now includes the Stalker's controlled criticals so just using CS from Hide will recharge Build Up). Electric Melee is weaker on single-target damage but considerably stronger on AoE, if that's your thing. Both KM and Elec Melee are at least as good (if not better) on Stalkers as they are on other melees. Same cannot be said of all Stalker primaries, though I'll admit my favorite is currently still Katana (a.k.a Ninja Blade on Stalkers). Very scrappy set, though suffers a bit from dealing lethal damage type. -
Quote:I suspect the real problem might be Blasters. Any time this Scrapper/Stalker thing manages to get brought up in the AT forum, the Blaster fans start in. They're similarly worried that Scrappers outshine them in survival AND damage output. Not sure I buy that, but if true then it's the same argument we have, but it's also being stuck between a rock and a hard place for us. There may just not be any room to put us above Scrappers in damage but below Blasters. Not without making Blaster damage entirely ridiculous.PVPLOL
Honestly I agree. They should have the states of a scrapper. Especially since now the content for both is universal, originally it was because CoV's content was designed balanced for a stalker with CoV's launch - now it's no longer an issue.
PVP is certainly no longer a concern. They can easily adjust the damage output of select powers, like Assassin Strike, downward if they think it's too much for PVP with a higher damage modifier. They did it to normalize long-animation-time attacks for PVP already. Though I am not sure which they care less about: Stalkers or PvP. -
Quote:Ah yes, KM might indeed be a special case since that change to CS. My KM/Nin is just starting out. Looking forward to that.No I am talking single target. Since the Hidden CS BU recharge buff I never use AS anymore, and only use it solo when I feel the need to throw a Hadoken.
Quote:Stopping mid attack chain to placate-AS kills DPS. God forbid if you aren't softcapped. -
Quote:"Below average" is a considerable exaggeration. Depending on the surrounding teammates, the Stalker might equal or exceed a Scrapper even at ST damage. AoE is a different matter of course. Not saying that is good enough. I don't like it either, but it's hardly "below average".The sad thing is Stalker isn't even the ST specialist king with AS. Stalker is only ST specialist on the first target, or the first 10s. After that, Stalker's performance is below average.
Quote:When set bonuses are taken into account, Stalker probably solos AV at the worst rate. AV is supposed to be the biggest threat and yet Stalker's mechanism isn't very AV friendly. It is only AV friendly when you have other teammates surrounding you to give you that critical edge.
Quote:Yes, I don't want Stalker to become another Scrapper. I am always against giving Stalker more survival because we already have scrapper/brute/tanker. I just want Stalker to do more damage and do more "tricks". -
Quote:Kind of sounds like you're talking about using AS outside of Hide. That's not really what I mean. Yeah, Elec or Spines *might* get some value out of that but it's a bad idea for pretty much anyone else. From Hide or after Placate however, it can't be beat for single-target DPA, provided it's not interrupted. So it will improve an ST chain if you can start with AS from Hide and/or follow Placate with AS.20-40 I think...
I meant to say 20s I just jammed the proc, and whatever 3 other kinetic combat's I could find to get the Smash/Lethal defense bonus.
AS isn't even on my main 3 power trays.
I don't think i can find a situation where my KM would do more damage over time including AS in the attack chain. Now if you are playing Elec melee or spines, I am sure you could just barely find a boost (if you aren't interruped).
I assume you don't use AS from Hide or Placate because you're one of those "AoE is everything" people. And what I'm saying is that yeah, AoE is great... except when it's irrelevant. And it's irrelevant when there's enough to kill minions and LTs but not bosses (unless the entire spawn is bosses or EBs or something, which does happen sometimes). -
Quote:Whether or not it is the optimal thing to use depends on the situation, not the powerset.Of course its not useless.
But imo its the worst attack in most of the melee sets.
Definately not the optimal thing to open with on Kinetic melee when you min max it. I Don't ever use it unless I am mentally saying: SHINKU-HADOKEN.
But its really great for level 15 kinetic combat!
Besides.. isn't Kinetic Combat a level 20-35 set? Or is this a joke I am missing? -
Well you need to build your attack chain and see what it looks like. Provided you have no gaps in that attack chain, then composing it of the highest available damage-per-animation-second powers will yield the highest damage-per-second. Generally speaking, it's assumed you'll be able to eventually, with some amount of recharge, build an attack chain with no gaps in it. So damage-per-animation-second (what most people here abbreviate DPA, not to be confused with damage-per-activation) is usually regarded as king.
But again, if you're trying to decide between two powers then construct your attack chain in each case and see what it looks like. How much damage do you do per cycle of that entire chain (until it repeats) and how long does that cycle take? -
Yeah, I'm not sure that all-corr team (or maybe an all-def team) wouldn't trump ANY other all-AT team at an ITF speed run. I hardly think it's reasonable to expect the devs to balance performance based on how the AT operates in an all-AT Task Force. Stacking buffs break the game (See also: Repeat Offenders) and short of some kind of draconian PvE diminishing returns nerf, I don't see that ever changing.
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I keep it and use it because the idea it is useless, even in its present state, is forum theory-crafting nonsense.
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I don't know about DoTs but I can't say I've noticed this problem with my Ninja Blade stalker's defense debuffs. Placate pretty much works for me. Not incarnat'd yet, so we'll see. To be fair though I am also a defense-based stalker who does not RELY on the actual placate effect. I use it for the Hidden status.
As to why it hasn't been fixed... I'm not going to re-read this whole thread but wasn't it determined to be one of those tricky client-server race-condition type of timing issues that is difficult or impossible to address without serious changes to the design? Kind of like how the occasional double-crit-after-placate thing isn't "fixed" either. -
There's more than enough AoE in this game. There is room for a single-target specialist. You have only to look at the relative difference in hit points between a boss and a minion to know that.
Quote:The key problem to me is still Assassin Strike. It is too slow with too much restriction/cost/slotting. -
Quote:That depends what you mean by "playing like a scrapper". If you ARE interested in doing as much damage as you possibly can then the way to play a Stalker is as follows:Now, don't get me wrong, I don't number crunch so I don't know the figures and averages, but I don't approach this game from that standpoint either. I tend to focus on playing with what I am given. And honestly, I have no problem with my stalkers or how they play. What I DO see is people playing as if they were scrappers and THAT WILL give you problems and get you taken out quickly.
1. From Hide, select either a high-value target for BU+AS or a packed mob for BU+AoE to take advantage of your alpha strike critical from Hide.
2. Scrap it out while looking for another Placate+AS or Placate+AoE opportunity (there are very few cases where Placate+ST attack is a good idea from a damage output standpoint).
It's that simple. Is this what you call playing like a scrapper? Notice I am not saying anything about where you are doing this. If the high-value target you want to AS is in the middle of a big mob of enemies, then that is where you go. You aren't going there to off-tank like a Scrapper nor should you be the one gaining aggro like a Scrapper. You don't have a taunt aura like some Scrappers, you have a lower threat rating, and you have Assassin Strike's debuff to help out.
Quote:a stalker is a lone operative that survives on his own and cannot just wade into mobs like a tank or scrapper cuz he aint one.
Quote:Sorry, don't mean to sound preachy, but the main problem I encounter with people complaining about their stalkers is that they just wont play them like they should or could, and them complain that stalkers don't play the way they want them to play.
Sorry, just my opinion from my own experiences. -
While we're wish-listing things that won't happen...
1. Make Placate a slottable inherent. In its place, add the power each set is missing from the Scrapper version of their primary. For most this will be a PBAoE attack.
2. Add to Hide the same small unsuppressed stealth radius that powers like Energy Cloak have.
3. Revisit AS damage scaling. Don't go overboard this time. Don't scale by a percentage of the target hit points. Just scale by the Stalker's level such that AS scales up at the same rate an equivalent level boss's hit points do. If I can hit a level 50 boss as hard as I used to hit a level 25 boss, that would do it. Make this scaling apply to the base damage as well as the crit so that AS now becomes worth risking *outside* of Hide in situations where you can avoid the interruption but are not in Hide and don't have Placate ready.
4. Normalize all AS activation/animation times to Kinetic Melee's 2.67s.
5. Increase the radius of Stalker sliding critical rate to all team members within 50ft (instead of just 30ft).
6. Assassin Strike summons a pony. A KILLER pony!
Okay okay... I'm willing to compromise on that last one. -
My post was poorly worded. I meant "some" other epics do not crit in or out of hide. The basic ST and AoE attack powers in the PPPs do crit. The two damage-dealing controls in the PPPs do NOT crit. NONE of the powers in any of APPs except for Blaze Mastery, can crit. Scrappers can crit with these APPs. Stalkers cannot.
Blaze Mastery is an exception to all of the above. ALL of its damage dealing powers, including the controls can crit in and out of Hide. And the AoE crits for full damage.
At least this is all according to City of Data which was updated fairly recently. I don't have personal experience with all of the PPP and APP sets for Stalkers. -
Quote:Actually, I think nothing changes because there are too few of us left playing Stalkers to justify spending any more time. Castle's last post about Stalkers and why they weren't going to do any more for us made it sound like it was impossible to do more because of the design of the game. For whatever reason, they just refuse to bump up the damage scalar any more. Whether this is to avoid angering Scrappers or (maybe even more likely) Blasters, who can say? For whatever reason, it's just not happening.I still have fun so I'll keep playing and I guess that's why nothing changes. =)
I do still have fun with Stalkers. IOs fixed a lot of the problems with the AT relative to PvE content. They can't fix us relative to other ATs who have the same access to inventions but often this matters a whole lot less in the actual game than it seems to on the forums. -
It's curious they haven't done anything yet about Burst or Fireball. My most optimistic guess as to why is that they are quietly collecting data to see if they should do this for all Stalker AoEs... but I kinda doubt it. I think they just haven't bothered to fix it. Other epics don't crit at all, in or out of Hide, like Shuriken.
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They've already explained that. They couldn't do anything involving new artwork/animations this time around. Apparently even re-using an existing animation but giving it an icy/frosty effect would involve something like this. So for Stalkers the obvious problem was Assassin Strike. I would very much expect to see Ice Melee some time after i21.
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Quote:Yeah, reading that on these forums back when the changes went in was worth a good laugh. I can't believe anyone complained about that. I mean, I can believe people will complain about anything, I suppose, but seriously? A Stalker has to huddle up within 30 feet of about four teammates AT ALL TIMES just to equal the single-target damage output of a Scrapper even after the changes. THAT is the problem. Teams just aren't that compact most of the time unless they are all standing around an AV and even THEN it's typical for the ranged/squishy types to be farther away than 30 feet. The *shortest* of their ranged attacks tend to start at around 40 feet after all.The Devs stomped all over the toes of Scrappers with the changes to Stalker criticals.
The thing that WOULD step on Scrapper toes, not because it's justified but because they'll complain about it anyway, is putting Stalkers where they belong: Solidly ahead of Scrappers on damage output. It is the SAME argument they used against Brutes. If Brutes are more survivable why should they have the same or better offense?
I want to see that logic applied to Stalkers in relation to Scrappers. -
The Stalker HP cap could use a boost, but I don't agree it should go all the way to the Scrapper cap. I'd put it at 2000, which is about halfway there from where it is now. I'd rather get another damage boost by adding the PBAoE back in for those missing it and then also bumping the melee mod again to equal Scrappers at 1.125. With our inherent that should put us solidly ahead of Scrappers where we belong BECAUSE we have lower hit points.
If they feel AS is too big a single hit with a 1.125 mod then they can drop its damage scalar a bit on the power itself.
If raising the HP cap is a barrier to any further damage increase, I'd rather leave it as is and give those sets which rely on +HP something else to compensate, like +resist. -
Quote:AoE isn't the problem there. You've got fewer AoE attacks there than Elec Melee has. The problem is the lack of the minor tier 1 / moderate tier 2 combo that ALL scrapper and stalker primaries have. Not sure they are willing to break that mold however interesting it might be to do so. So your 1 and 2 powers will likely remain Frozen Fists and Ice Sword. Ice Slash is also a bit strong for the tier 3 slot. And Ice Patch is most definitely not like anything any other Stalker has in its primary though I'd have to say if they keep it then an Ice/Ninja would be one heck of a Stalk-troller.1.Ice Sword (or Frozen Fists)
2.Frost
3.Ice Slash
4.Assassin's Spike
5.Build Up
6.Placate
7.Ice Patch(Freezing Touch)
8.Ice Sword Circle
9.Frozen Aura
This set may be nothing but a pipe dream though...with that Much AOE...
Anyway, I'd expect something more like this:
1.Frozen Fists
2.Ice Sword
3.Frost
4.Assassin's Spike
5.Build Up
6.Placate
7.Ice Sword Circle
8.Ice Slash (or Freezing Touch)
9.Frozen Aura
Again, not saying I like this one better than your version... just that it seems more in-line with what we've been seeing from recent proliferations. They've been plenty willing to add more AoEs, but not to lose the basic tier 1/2. Not yet anyway. -
Quote:True, but to be absolutely fair the degree to which some people slam AS is also exaggerated. It is good for what it is designed to be used for: A big ST alpha strike. From Hide, there is no better DPA you have access to if nailing a single target is your goal. No attack chain, even from Martial Arts or Dark Melee, will beat using AS from Hide provided you are not interrupted.I would never drop AS!!!
Anyone who says they use AS more than any other attack has a seriously sub optimal play style, and probably contributes to the (somewhat deserved) notion stalkers are the weakest AT.
The other thing that is often brought up is the nonsense about "not having time" to use AS on a steamrolling team. The problem with this scenario is that no one bothers to justify what ELSE they might do. They just assume that if they can manage to put some damage into an enemy before someone else on the team kills it anyway... they have "contributed". If you truly are on a team that, without you, is already killing everything (including all bosses) in the spawn before you can land an Assassin Strike then the truth is that there is NOTHING you can add to that team. Another AoE isn't going to kill the spawn faster. If the bosses are dying in under four seconds then the minions and LTs are being vaporized even faster. Really... what are you going to do in that situation? Blow off an AoE and beat someone else to overkilling some trash minion? Yay?
Not that AS can't be improved. I'd love it if they could rework all the animations to standardize on the 2.67s cast time of KM's AS. Then they should just make the thing uninterruptible. Or at the very least cut it's interrupt time to 1s or even 0.5s. This would require you to plant yourself to begin the animation but have a very small chance of being interrupted. I think that would be enough to make it a whole lot more useful in more situations.
But alas, I think the will to spend any more time on Stalkers is all but gone entirely from the dev team. At least anything that would involve art time. Reducing interrupt time might be good enough and should only require changing a number in the powers database, I would think.