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Neither are the problem. But adding more damage is absolutely not what Stalkers need.
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Quote:It's not really apparent now, but when the game launched the tanker attack sets were much more control focused while the Scrapper sets were much more debuff focused. At the time, -defense actually was worth something, especially in the lower levels and so Katana and Broadsword had a nice debuff. Dark Melee and Spines were and are good debuffers. Claws had a decent -def, but it was the worst at it. Martial Arts sucked, but then what else was new./rant off...I would probably reverse that idea, EG. Make Scrappers into the ST debuffers (as it doesn't even make much sense to me that Scraps would be debuffers at all) while making Stalkers the AoE debuffers. Consider, some of the Scrapper sets don't have big AoEs to attach debuffs to. But Stalkers have a wide-spread AoE debuff already. Just make some sort of qualifiers in combat to trigger different debuffs, like hitting a minion will get current demoralize, a Lt. demoralize+set-secondary debuff, a boss demoralize+secondary debuff and -res and on GMs/EBs/AVs a simple single target -regen/-heal.
That is to say, you don't have to bother with AS and just focus on DPS, but if you choose to take that dmg hit, you could better support a team. -
Quote:The question I have with this is: Do you believe that the utility value of Hide and Placate are worth nothing in balance comparisons? Personally, as I said above, if the HP are the issue, then fix it. Stalkers' cap should be increased at a minimum because there are several sets that can't even get the full benefit of accolades, IOs and their own buffs. The base difference is 129 HP. I say give that to Stalkers as well and let's take that off the table.But even then, you're quibbling about possibly doing roughly similar single-target damage over time as an AT that has more base hit points and a higher cap - let alone the comparison with Brutes, who also tend to do more damage over time than Stalkers.
Then we can have a productive discussion about the roles of Stalkers and Scrappers vis a vis Brutes and Tankers. Brutes and Tankers have aggro generation (i.e. Tanking) as a stated role. Scrappers and Stalkers are supposed to be melee DPS and they have no other role that every combo in the AT can play.
If I had my way, I would significantly increase the debuffing potential of both Stalkers and Scrappers. Instead of increasing base damage of Stalkers, which in my opinion would be silly and ultimately counter-productive, I would give Stalkers strong ST debuffs that rival Defender class debuffs. For Scrappers I would have weaker ST debuffs, but attach a strong AoE debuff to their AoE attacks.
Let's use Broadsword for an example. Both sets debuff now, but -Defense isn't the greatest PvE debuff. But OK, let's go with it. I would increase it for every power in both ATs. But for Stalkers I would make Headsplitter a much more powerful -defense and I would add a strong -regen to it. For Scrappers I would attack something else like -damage to the AoE. Then Stalkers/Scrappers would have a better secondary role and really with sets like Time, Rad, Dark and Kinetics, the buff/debuff ATs could stand to have some competition.
What I take issue with is everyone wants to increase damage. I just think that's silly. Not because I like Scrappers more, but because the arms race in this game has already gotten out of hand. Another thing that gets lost in these discussions is that Stalker have significantly more defense than Blasters. Thus if they EVER start doing more damage than Blasters, the Blasters would have a fair beef. Then what do we do? Buff Blaster damage? The devs did that already (twice), but do it again? OK, but then Stalkers and Scrappers, who only have damage as a role, get devalued in teams next to our new supercharged Blasters whose defense can be buffed in teams.
If people perceive a defensive disparity, then fix that. -
Quote:Note I said Assassination, which is the Stalker inherent. Not Assassin's Strike which is a power in the Stalker sets. I don't even take Assassin's Strike on my Stalkers. I use their big hitter after placate in a normal chain. Being able to create a controlled crit like that is fantastic. On teams, I stay close to at least some teammates to take advantage of the scaling buff.We will differ in opinion there then. AS is a good opener, but on full teams that's often times all it is. Stalkers may start out faster due to the higher burst from AS, but after that it's all scrapping.
A number of Stalker sets have no attack other than AS that can be used after Placate that doesn't lower overall DPS (over not using Placate). For those sets that do have a good attack to use following Placate the difference in overall DPS doesn't tend to be large. Placate is a good aggro management tool, and for controlled criticals, but it's not that significant a contributor to DPS.
As far as the scaling criticals, it takes four team members within 30 feet to exceed Scrapper damage on average. Not everyone agrees on just how common a scenario that is, but I would say that Stalkers will not out-damage Scrappers on average due to the scaling criticals alone.
Damage comparisons are usually done at base and at the cap, but Scrappers will often pull ahead in the middle ground due to differences in powersets. Follow Up, Blinding Feint, Soul Drain, AAO, Fiery Embrace, and of course damage auras all give Scrappers an edge in damage. -
Quote:Single target is in line with Scrappers as well if not better. No one bothers to try and quantify the effect of Assassination on overall DPS, but in my experience it's significant.And single target, unless you're talking about short time window burst.
They're a lot closer there than with the AoE numbers for most sets, though.
Scrappers with crits are usually considered to do an average of 1.2 melee damage. 1.125 + 0.075 for crits.
Stalkers have a set 10% chance to crit at all times. Bringing their average to 1.1 before Assassination. 1 + .1 for crits. Hide and Placate allow a number of attacks to automatically hit for critical damage. You also have AS which does well in excess of a normal critical coming out of Hide. Also, being on a team give Stalkers a scaling buff to their criticals. If you can't leverage all those tools to cover a .1 gap in damage, then it's not the AT that's the problem. -
Quote:Or just set Stalker HP values to that of Scrappers. Funny how everyone always ignores that option. Probably because they know that, Stalkers would then have more survivability than Scrappers. If you read my post, I don't think Stalkers are less survivable than Scrappers. Brutes draw aggro and you speak of that like it's a detriment. A taunt aura and taunts on your attacks counteracts morale loss and scatter keeping mobs in damage auras and in PBAoE range. And no one wanted to nerf Brutes. Brutes had MORE damage than Scrappers and MORE survivability. Stalkers do not have less damage than Scrappers except in AoE. But then Stalkers get a number of tools (high value stealth, placate, AS fear) that Scrappers don't.That's pretty funny considering all of the arguments in favor of nerfing Brutes listed more HP as the primary reason.
You can choose any equivalent Brute/Scrapper powerset combo and the Brute will always out aggro the Scrapper, thus taking more incoming attacks and more damage and reducing the danger to the Scrapper.
If Brutes needed a reduction to be in line due to their much vaunted "higher survivability", then Stalkers either need to outdamage Scrappers or something needs to be done about Scrappers.
Otherwise Stalkers will always be the least valuable of all of the available melee ATs.
FWIW, I think Stalkers should outdamage Scrappers in ST capabilties - by at least 15 to 20%.
The only problem with Stalkers is the lack of AoE. While I would like changes to AS, there is no other significant weakness that Stalkers have compared to Scrappers. -
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Going Strong and Pretty. Was going to do KM/EA, but it wasn't as much fun in beta as I thought it would be. Loves me some Crowd Control though.
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Best place for Fake Nemesis is an island in the middle of Firebase Zulu. Usually 5-10 Fake Nemesis spawned at a time in the 40-44 range. A 50 of most ATs can run a circle around that island and be done in about an hour or less. If you're on an AT in the level range who can handle good sized spawns, you can also gain a level doing it.
The tip mission where you save Frostfire and Miss Thystle works OK at high numbers of players (x6 or above), but still not as easy or quick as the island above.
As for Clockwork, just run a Synapse TF (needed for TF Commander anyway), and you'll almost certainly earn it. I've had characters with NO gears killed who got the badge in the middle of that TF. -
I like my Stalkers a lot and I don't feel they are weaker than Scrappers. Just different. Stalkers...well stalk. They have amazing abilities in Hide/Placate to control the flow of battle. I have only two concerns with Stalkers:
- Assassin's Strike should animate MUCH quicker and have a longer recharge. Stalkers are very similar to other MMOs Rogues, Assassins, etc. In most games the 'backstab' attack is very fast animating. This allows it to be used in battle consistently. Stalkers have this attack that they have to really consider whether they are even going to have time to get it off before the team has killed the NPC targeted. I've dropped AS on my Stalkers because I don't feel it's worth it.
- Lack of AoE on some sets. Newer sets as somone noted above, are keeping their AoEs which is a tacit acknowledgment IMO, that they never should have been removed in the first place. In the sets where they remain like KM, I don't see any major difference in performance between Stalkers and Scrappers.
I believe that Stalkers and Scrappers should be equivalent in damage potential. Not one better than the other. People harp on the survivability difference, but I don't see it. Stalkers don't draw aggro to themselves and have a number of escape valves (Hide, Placate) to get themselves out of trouble. The only difference in defensive performance with Scrappers is that Scrappers have more HP. That doesn't justify significantly higher damage IMO. - Assassin's Strike should animate MUCH quicker and have a longer recharge. Stalkers are very similar to other MMOs Rogues, Assassins, etc. In most games the 'backstab' attack is very fast animating. This allows it to be used in battle consistently. Stalkers have this attack that they have to really consider whether they are even going to have time to get it off before the team has killed the NPC targeted. I've dropped AS on my Stalkers because I don't feel it's worth it.
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Played a StJ/Regen Brute to the mid-30s then bumped to 50. With Tough the set is very solid on just common IOs. Easily can do some light tanking (went up to +1x4 on commons) before it gets tight.
After bumping to 50, I tricked it out with Sm, Le & Ranged defense and it was pretty darn good. With Mids support I could probably tweak out a bit more power from it. I used Dull Pain solely as a health buff, and was able to tank just fine without buffs.
It's not for everyone, but it's solid for DPS and Tanking. -
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Peacebringer from 40 > 50.
Fortunata 1>14. -
In my opinion, human form is most analogous to a Dominator Assault set. A mix of range and melee with a couple of utility thrown in for flavor.
Thankfully, I finally got my PB to 50. Going to finish the Ramiel arc just in case they ever fix these things right, but other than that, I'm done. Peacebringers are fine in teams. They usually have enough buffs from Balance to make them work quite well. But they have all this KB.
In a haze of grinding, I wasn't even trying to use Solar Flare well and wound up knocking a group of Red Caps out of a Tar Patch. And then when chasing another, I got out of range of the healer (which was OK, I healed myself). The defender in question just got a laugh out of it. I play in SG groups a lot and they know I know how to play. I was just too tired of this character to give a crap. -
Quote:The writing doesn't match, but then, if you're trying to keep your identity secret, especially from a person who regularly runs around in your headquarters, you wouldn't try to make it sound like you. As for the thinking, I think this is exactly how Lady Grey thinks. She and the Dark Watcher are always on the lookout for threats from Human kind. She's almost certainly a 'slow' path Incarnate herself and clearly has a history with Nemesis.Lady Grey seems to be presented more as a Victorian woman who has survived into the present day based on her vampire powers and maybe because she's a "slow incarnate" herself.
I don't think her writing/thinking/speech styles match the letter writer. S/he is much more modern. That aside, I just don't think that sort of clandestine "ghost in the machine" stuff is really her bag. She'd use a more direct approach to accomplish her goals.
The letter writer suggests in some of the letters that you could already be by his or her side. Given the 'natural' order where a character at level 25 goes to Ouroborus and then later at level 35 joins Vanguard, that seems plausible.
I have also been thinking why would the letter writer give the crystal to the Midnighters. I see a couple of reasons. Perhaps there's some kinship and commonality of purpose between the letter writer and the Midnighters. Who is the Vanguard's first major foe, the Rikti. What is the primary point of the hero Midnighter arc? Opposing the Rikti. That's one reason. Second, it seems necessary that the crystal be somewhere that it can't be found easily. As stated, everyone and their brother walks around in the Vanguard base. While many of our heroes and villains are Midnighters, you have to be invited. So it's a safe place to stage the 'correction' of Requiem's nonsense in Cimerora.
I'm still on Lady Grey and/or Dark Watcher. I see enough evidence that it could be either of these blatantly obvious Incarnates. -
I'm sticking with the Lady Grey and/or the Dark Watcher. Everything that has happened so far makes it appear that Vanguard is the group looking to fight ALL threats external to our world and dimension. I-21 shows that Vanguard is again going to be on the front lines against the Battalion, which is certainly the Coming Storm.
Finally, Serpent Drummers arc shows that the Lady Grey and Mender Silos may have had a long animosity in the old days.
The only thing that concerns me about Lady Grey is that Dean MacArthur's bit about the person being male. But I could see Dark Watcher or another agent handling that bit. -
I used Proton Scatter a lot on my Human Form PB this weekend. As the only AoE that doesn't have KB, I did everything I could to make it worthwhile (procs, recharge, etc.)
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Peacebringers
Elec/dev blasters
Grave/emp controllers -
It's true that Scrappers have a lower damage cap, but the fact that they do on average 1.6x more base damage means that they have more consistent damage, more potential maximum damage, and benefit much more from damage buffs.
Also, note that Scrappers have a higher modifier on self-damage buffs. This among other reasons is why the devs have been reluctant to proliferate super-strength as is. -
I don't have much to add to this discussion. I've tested the buff and love it. I can feel the difference. The buff takes the edge off of damage. It doesn't stop it completely. Regen is about healing. It's reactive and thus not as purely survivable as a soft-capped defense set.
But the set does just fine on trials now, and will be better after this. -
Quote:Yes, the developers have finally admitted something I've long suspected to be true. KB, especially in AoEs, is used to rein in damage. Hawk stated point blank that they won't change Solar Flare at this time because they believe that it would provide too much AoE damage in the PB toolkit. Which really is quite obvious. Why are Electric/Shields and Fire/Shield characters so unbelievably potent? Because they can take out whole spawns with two AoEs back to back. No scatter, no loss in mitigation, no loss in damage.Wait, what? Knockback has always been sold to us as a mitigation tool that we should learn to use and be happy about. In other words, it's there to make us even more powerful through mitigation. Entire sets are based on knockback as a mitigation tool, but Arbiter Hawk's rationale of knockdown in solar flare making Peacebringers overpowered would seem to indicate that he views it - at least in this case - as a negative balancing factor. In other words, it's there to rein in our power.
How ironic.
KB is a very fun power effect. But it is not and never will be as tactically useful as KD. Situationally, one could construct situations where KB is better. But on the whole, in most situations KD is better.
After Hawk posted that changing Solar Flare to KD would be too much of a BUFF for the devs to do right now, I pretty much gave up. I'm going to try and grind out my PB to 50 this weekend and then retire her. -
Quote:Correct, my BS/Regen has 59% Regen debuff resistance with T4 Spiritual.I just checked in game: 11.25% is at level 1. it goes up to 25.35% at lvl 50. Also it's freakin enhanceable! So we're gonna be sitting at ~50% regen resist at 50. If you can actually slot FH. which most of us don't >.<
Resilience is a base of 9.38% res(all), nearly double what it is now.
Devs love us. It's true! -
Quote:Not really sure if you're serious or not. Changing Solar Flare to KD would by itself greatly increase the AoE damage potential of Peacebringers. The ability to use Solar Flare then immediately follow up with Detonation would help a lot.How so? Peacebringers would still be doing less damage and won't be any more survivable.
In fact, given that knockback provides a healthy amount of personal soft mitigation, they would be less survivable.
Ask to change kb to kd because it annoys you, but arguing that it will magically fix our performance issues isn't going to hold water.
Not to mention the ability to leverage solar flare in teams. -
Light form had a new effect. It's now an aura instead of a form change.