JustBling

Recruit
  • Posts

    55
  • Joined

  1. Quote:
    Originally Posted by Combat View Post
    I know it may sound like nerf-calling for /fire, but really I just find that resistance tends to be better for survivability than defense in today's game
    ...
    What? Seriously, what makes you say that? In the case of a scrapper, even resist sets have to be content with 75% mitigation via resists if they can hit the cap at all. With a tank or brute, they are likely to approach 90% mitigation only on fire (for a fire armor toon). A shield toon (at some investment, true) approaches that mitigation regardless of AT via the defense softcap. I do not understand, therefore, how you can make the assertion that resistance sets, under any circumstances, really, somehow offer better mitigation. At the very best, fire offers similar survivability in niche circumstances such as a fire farm.

    Quote:
    and that /fire is better for offense.
    And I'd argue that /shield is still better for mitigation, therefore /fire being better at offense isn't a problem.
  2. Quote:
    Originally Posted by Leo_G View Post
    Soooo we should nerf scrapper HP/HP cap down to Stalker's?
    Regarding this and your other post:

    I'd never ask for another AT to be nerfed. It's not my fault Stalkers haven't been taken into account in the last batch of nerfs and buffs. I just want Stalkers to be where they should, in light of the devs' attentions to other AT's.
  3. Quote:
    Originally Posted by Supernumiphone View Post
    I don't remember which red name posted it, but it was said that the reason for lowering Brute Fury was because they were not supposed to be on par with Scrappers on damage since they already outdid them on survivability. The obvious implication being that there is a continuum. The more survivability you have, the less damage you deal, and no AT should outdo another on more than one of those metrics.

    Stalkers have less survivability than other melee ATs. Based on the above logic they should do more damage than any of them. By that I don't mean in a specific set of circumstances such as an entire team huddled up on you. All the time.

    Add in the lack of AoE, and Stalkers should be the single-target kings, and not by a slim margin.

    If balance demands that their damage cannot be increased (and I'm not conceding that point necessarily), then to me it seems perfectly reasonable that the other areas be addressed. Those being survivability and AoE.

    A raising of the HP cap so their powers can work properly seems obvious, especially given that it will have minimal impact on baseline performance.

    All that said, I suspect that the devs don't compare Stalkers to other melee ATs for balance consideration, which is why those comparisons are unlikely to gain any traction.
    ^This^
  4. Quote:
    Originally Posted by Leo_G View Post
    Yes, this argument is a slippery slope fallacy, but your WHOLE PREMISE to make Stalkers outdamage X AT is a slippery slope. .
    Actually, as I've expressed before, it's the exact metric the Dev's used to balance Brutes, Tankers, and Scrappers. Why Stalkers were left out of that particular rotation of balance changes is anyone's guess. If the Devs' own metric is off for Stalkers, I don't see it as unreasonable that members of the player community call them on the discrepancy.
  5. Quote:
    Originally Posted by Leo_G View Post
    Well consider me an opponent of bad press on the boards, then. I play nearly all the ATs and play along side any. When it comes to talking about the ATs (the damage ones, particularly), I'll be there to exemplify their good qualities from a generalized, multifaceted perspective.
    No you're not, you're here to tell people to lrn2play. Everything comes down to skill to you, even things that are not dependent upon skill.
  6. Quote:
    Originally Posted by Gilia View Post
    So... less than a 10% drop of HP from a Scrapper, and some lower mods on the mez secondaries... that's enough to make "durable" not possible for Stalkers, but possible for Scrappers?
    Actually, the discrepancy starts at 10% without any hp bonuses and then exceeds 30% if capped. So, if a capped Stalker and Scrapper were to receive the same incoming damage after mitigation, the Scrapper would still have a third of their bar when the Stalker faceplants. Of course, I would have placated and taken a moment to recover as the Stalker, but in terms of raw survivability, I'm not sure I could count that as a win or even a draw.
  7. Quote:
    Originally Posted by Gilia View Post
    The difference in survivability doesn't come from a difference in defense/resists though.
    No, it comes from differences in hit points. You will get more mileage from resists, though. Defense functions on both AT's, but the lower health of the Stalker means that (assuming equal damage intake and equal resists), hits take off more of the character's health bar. Equal resists may equate to equal mitigation in terms of numbers, but a Stalker will feel the hits more.
  8. Quote:
    Originally Posted by Jibikao View Post
    Burst damage is nice when you solo or on a small team but once you take set bonuses into consideration at high level, I feel the usefulness of Assassin Strike is less and less especially on a large team. I find myself not using AS as much past lvl 40 and I seldom solo.
    Assassin Strike is very dramatic early on because you can bust up bosses and the like very easily with the burst damage. At some point in the later game, say 38 or so, AS takes a chunk out of the same boss, but usually only serves to make the boss angry.
  9. Quote:
    Originally Posted by Jibikao View Post
    Every time I feel my stalker is coming up short, I like to come here to vent. lol


    Last night I invited a friend lvl 26 Stalker BS/Will to do a mission and that mission happens to be "Save Johnny's Soul" or something like that. It's basically an AV with sonic/sonic.
    I'm vocal about the real difficulties faced by Stalkers in common situations, but if this was an AV, it's not in the type of content that is meant to be soloable. In the case of an AV, it is still a pretty high bar to set to take it out with two people. Of course people can do it, but usually one of them is a debuffer. Heck, people can solo AV's, but that's not what I would consider a standard test of an AT.

    Of course, you do say that you're venting, so I hope you feel better.
    (seriously)
  10. Quote:
    Originally Posted by Gilia View Post
    Truth be told the part I find the worst about these debates on the forums is that it often comes down to two sides "I like it the way it is. Please don't change it." and "I don't like the way it is. It needs to be changed."
    Even after saying this, you join the camp that clearly believe that everything is fine and anyone that has a problem with it needs to lrn2play.

    Quote:
    With some rare and overwhelming exceptions, I don't think the latter is ever right. If a lot of people like it and you don't, play another AT. Don't pretend like Stalkers are unbalanced because YOU can't survive as one.
    Ah, the self-refuting argument, the inverse of which is just as true: Don't pretend that everything is just fine because YOU don't have the same difficulties. See?

    I don't think the AT is broken, I was merely supporting what I conceived to be novel suggestions regarding the current state of stalkers. I backed off on that position after considering the issue further.
    We have lived in the shadow of the other melee DPS classes. One is more survivable, the other does more damage. Should our lower survivability* not be compensated by higher damage? Yes, this question is rhetorical, but it's also relevant.
    My hope is that the recent dev attention to the differences between brutes and scrappers heralds new attention to stalkers. I think there are quite a few possible solutions to stalker issues, but after some consideration, I'd like to keep the AT as straightforward as possible.
    We already have to potential for finesse with Placate, Hide and AS, but finesse is largely situational, and is not as amenable to analysis as straight up damage. Again, before anyone brings the specter of player skill up--I'm very cautious about recommending AT balance based upon player skill. It would be silly to recommend that Scrappers be balanced around the fact that they can solo AV's if build right. I think the notion that player skill, beyond what may be considered "average", may be used to balance an AT is silly.

    *The exact terms of which are the same as the previous disparity: hit points.
  11. Quote:
    Originally Posted by ChrisMoses View Post
    I try not to build around the really rare enhancements (ignoring all of those LotGs, that is), and since I would need two KnockBack protection IOs (one for each build), I thought that was pushing it a bit, particularly when I have more power choices than I do slots and money.
    The -KB IO's aren't that rare. Check their prices on the market, and put in a low bid. If you don't have the patience for that, or if you don't have close to what the market is asking, you could always run a few AE missions. KB IO's are in the lowest level Bronze roll bracket, lvl 10-15, and a roll only costs 60 tickets, keep rolling until you get what you need. If you get anything else that's decent, sell it to bankroll.
  12. Quote:
    Originally Posted by nalrok_athzim View Post
    and that's why he posted in the stalker forum, right?
    ...
    The first thing i got sick of was "go roll a scrapper with invis." that's a bs suggestion for anyone who wants a stalker.
    qft
  13. Much as I like caltrops, I just can't get behind a blanket change like that. I just don't feel that one of the defining features of a stalker should be based on the use of caltrops. (To my mind, if you're going to make it inherent, it is one of the defining features of the AT.) There are a number of other powers--AS, Placate, Hide--that are already far more common than caltrops, and help define the AT's character better. If you're going to make anything inherent, it would probably be more acceptable to the players to make one of these other powers inherent.
    For myself, I'd just like more damage. How that is accomplished--through another debuff on AS, or a range extension on scaling crits, or having a magical genie arrive and debuff on command--isn't so much an issue for me at this point. I'd probably prefer a more conventional route than a genie tho.
  14. Quote:
    Originally Posted by Jibikao View Post
    If the AV has less lethal resistance, I think Katana/Ninja Blade could be very good especially if you slot for procs. Ninja Blade is very quick.
    Hmm, what armor sets would be the best for this? Would it have to be a defense set like Nin or would a more balanced set, like Willpower, suffice? Would I have to cap out the relevant defense, or would a power like Shadow Meld be good enough? OR would it be better to get the End powers out of Body Mastery?
  15. Quote:
    Originally Posted by Infernus_Hades View Post
    As Miyamoto Musashi says by training you make the heavy single sword light.
    But Musashi says the fighting with two weapons is superior to fighting with one.
  16. Quote:
    Originally Posted by Gilia View Post
    I did not mean to call anyone a newb, and the condescending tone is unintentional...
    If you're fighting so large a group that it can't be so easily dissected, ask that any buffers please keep you well defended and just scrap. The HP difference is not enough to claim that a well buffed Stalker can't do what a Scrapper can at base. That'd be lunacy.
    So you're okay with a fully loaded Stalker being roughly equivalent to a base Scrapper? That's lunacy right there. Remember, this is the situation you will face as a Stalker in every combat where you can't leverage Hide. If the Stalker does his or her job and delivers an AS, this is unavoidable. If the Stalker is knocked out of Hide, not only does he or she enter the fight without contributing much more in the way of damage than said Scrapper, the Stalker also won't last as long under most circumstances.

    Quote:
    Bolded what exactly I'm pointing out. "Somethings just happen" is being lifted up as if THAT were what needs to be changed. You can't argue that a few lucky hits is the downside of an AT when defense based Scrappers and Brutes have that worry and *drum roll* every AT besides Tankers does as well. The aggro will not always be well managed. The group will not always be tightly packed. Occasionally a Blaster will get pegged by two bosses and ripped apart. Does that mean we buff Blasters so they can be as tough as Scrappers? By no means!
    Blasters have the damage and can stay at range. The AT's are different and have different roles. If I am to accept that Stalkers are melee damage dealers, then I think we should be balanced against other AT's that have the same role, so we can specialize in some things while other AT's handle other roles.

    Quote:
    Player skill is used to a point.
    But the devs can only balance around a theoretically defined average. That's what we're discussing here, right? Balancing around the player having more or less than that skill level is silly.

    Quote:
    If a lot of people like it and you don't, play another AT. Don't pretend like Stalkers are unbalanced because YOU can't survive as one.
    I've already dropped the Hide and AoE issue. I still find it tacky that a major damage advantage can be taken away by a single lucky hit, but I've already admitted that the fix would be problematic.

    Don't make this conversation about me. I have used a Stalker in its intended role, as well as that of an off-tank, EVAC teleporter, and the person who keeps the spawn busy while the Pain is rezzing people/people use Wakeys and rest for a min. With the exception of my frustration at being two-shotted by BaBs, which I described earlier, my own survivability is fairly solid. However, at the beginning of this conversation, I merely stated that Jeraud had a convincing argument, and that I agreed with him for the most part. More than one person here has taken issue with my statement, and I have been assured several times that it must be a lack in my playstyle, or something else that is not inherent in the Archetype.

    As far as elitism and condescending behavior go, you are doing it, but that's okay, since I feel as if you're doing it wrong. Here's how it works:

    I will certainly read responses (from anyone that's not on ignore) to this thread and consider them. I have decided that this conversation will bear no further merit and will not post again in this thread. You may, however, now have the final word, rest assured it will be given the utmost consideration.
  17. Quote:
    Originally Posted by Leo_G View Post
    I'm not an elitist, I really am not. I've only got 2 lvl 50s, neither of which are stalkers, I don't have the dozens of characters others have (I probably only have about 26 that I can count off the top of my head), I don't have billions of inf to spend on stupid-powerful builds and I don't play the game all that often (actually, I've been playing quite a bit more when GR came out but still probably still less than 10 hours a week).

    But the complaints you guys make...it just makes me seem like the super amazing player...which I'm not >_>
    I have to say that it is you, and perhaps the fact that we cannot judge your tone because of the internet, that makes you seem elitist. You describe a number of ideas as "dumb" or "unnecessary" then you move on without suggesting an alternative. I've asked you more than once to state your concerns for the AT, you ignored the statement and moved on. You suggest that people "move on" when they disagree with you, as if you are somehow in charge of the conversation.

    Quote:
    So either I'm amazing or you guys are just exaggerating your complaint to give it false merit.
    Or one of the myriad of "other" options is true. Perhaps you haven't understood the argument, I think you have, but there you go. Perhaps your tone and greater than average self-assurance suggest that you have skills you do not possess. Perhaps you don't even play the game and are only posting on your father's forum account to make waves. I don't know, but your either/or doesn't explore all the options.
    I note that even the terms of your either/or statement are couched in terms that could be considered elitist. Your first option is self-aggrandizing and your second option approaches condescending toward your opponents. (I am still unsure of your actual intent, so it may be unintentional. I also have to assume that some of it was tongue-in-cheek.)

    Quote:
    So you're going to suggest removing the interrupt on AS now too? So damage doesn't break hide and AS will always go off?
    Wait, why would we need both?

    Quote:
    It's a slippery slope. If you don't have a focus for what you're trying to solve, you're just gonna have to pile on more changes to make the others viable/attractive. Then we're left with something that doesn't resemble Stalkers at all.
    A slippery slope is also a form of argument as well. It's the sort of thing you just did, suggesting that making a stalker unable to be knocked out of Hide would suggest, for some reason, that the interrupt from AS be removed.

    I am, however, going to back off this particular topic, I have decided that the AoE defense is as close as the devs will let us get to the condition that we are discussing. I've also decided that damage really is the point of a Stalker, so I'd like more of that, however it may be rolled into the AT as it stands.
  18. Quote:
    Originally Posted by Gilia View Post
    He was expanding on the metaphor. You can't consider Hide (or even AS) a crutch, because Stalkers are still a viable and valuable team member if they fail. If you do not believe that to be the case, then you simply have not played a Stalker well.
    Thank you for illuminating Leo's position, as he has yet to do it himself.

    Outside of Hide, I run the risk of being two-shotted. I can understand if this were a rare occurrence, but it is not. Hard-hitting bosses and AV's punch my ticket as fast as a squishy. I would like better compensation for having low health. High opening burst damage doesn't cut it, and it isn't even guaranteed to work. AS misses, I can deal with it, I can even deal with the occasional AoE that randomly knocks me out of Hide, but it would be nice if a single RNG roll didn't remove one of my advantages to damage.

    Quote:
    So your argument is uncertainty?
    No, his argument is how the Hide mechanic interacts with uncertainty. The fact that "some things just happen" isn't being disputed, it's the fact that the "big alpha strike"--upon which the AT depends--may be neutralized by a single lucky hit. This may not be fatal, though it may very well be, but simply serves to highlight the weak points of the AT while negating one of its strengths.

    Quote:
    Again, if you really believe this you have not played a Stalker well.
    You may as well call everyone who disagrees with you a noob. Player skill is not a game mechanic, and shouldn't be used to balance an AT.
  19. Quote:
    Originally Posted by Leo_G View Post
    Then you can just not like what I have to say and move on. And point to where I said I disagree. Wait, I'll save you the work. I didn't.
    You disagreed with the notion that a fix to Hide was necessary. You cited the existing AoE Defense as the reason it wasn't needed. As far as moving on, I'll do so when I've exhausted all chances of meaningful communication. Of course, this is the internet, so I'm probably damned there already.
  20. Quote:
    Originally Posted by Leo_G View Post
    Then if it can be kicked out from under you and you not fall over uselessly, it's not a crutch.
    Is a semantic argument the best you can do? I still don't understand your position beyond "poo poo I don't agree".
  21. JustBling

    So... Stalkers.

    Quote:
    Originally Posted by Greyhame View Post
    I've been thinking the same thing. My spines/nin is 48 now (rolled in I6, slotted w/ generics) and has been played through a lot of Issues. Stalkers are amazingly effective compared to where they used to be, but the damage/survivability still feels off. I don't really want them to become scrappers with stealth - being 'squishier' is ok.

    Perhaps an increase in damage modifier combined with a (high) cap on AS damage to keep that one attack from getting ridiculous? Not suggesting that AS be gimped or nerfed here - its just that if regular damage is buffed to decent levels AS will be nuts.
    I too, would appreciate a damage buff. As the Scrapper/Brute rebalance was based upon the exchange of survivability for damage, I would like the damage that we seem to be missing. I do differ with you, in that I think AS numbers (in PvE) should be 'nuts'.
  22. Quote:
    Originally Posted by Leo_G View Post
    I guess you're right. It is a crutch if you're dumb enough to lean on it like a Brute would its fury.
    Actually, it is a crutch because it can be kicked out from underneath you. I don't find it dumb to use the tools that I have been given, but I won't pretend that the tools work perfectly when they don't.
  23. Quote:
    Originally Posted by Leo_G View Post
    As far as balancing it across ATs, uh, yeah...Stalkers get a power that can cap your AoE defense at level one. That's the balance. Or do people fail to understand just how powerful some things are?
    Perhaps some people just don't appreciate how contingent Stalkers are upon Hidden status. It's a crutch that was programmed into the archetype to differentiate us from Brutes and Scrappers. My concern is that our role outside of Hide can be easily filled by a Scrapper with the same sets.

    Quote:
    Vs a suggestion that doesn't address balance issues either? It's only as out of place as the original thought behind the change it was referring to. It wouldn't make the AT more survivable, more offensive, more viable to teams or solving a disparity among the other ATs.
    I'm not sure I agree with you, but okay, can you point me to a thread with your suggestions regarding the archetype, or do you think we're just fine?
  24. Quote:
    Originally Posted by Leo_G View Post
    I feel that reducing the need to be more aware of your surroundings and of the targets around you takes away from your role as a Stalker.

    If I didn't have to worry about being knocked out of hide, there's no need to be aware of the enemy or of damage patches. I can just run into melee and fling off attacks like a scrapper with less health.

    As is, if you *think* about the sequence of your actions, are aware of whats what and execute them *quickly*, you're rewarded. Because knowing that you can get dropped from hide with any stray damage means you can't doddle and you can't engage ignorantly. Change it so you don't have to bother or consider any factors but "move in, hit button" really just pushes you into the realm "Generic Melee #3".

    I'm not saying a change to hide that doesn't force suppression from AoE dmg is a nerf, but you're not solving the issue of the AT or differentiating it from the other melees. Hell, the *reason* we have a huge bonus defense to AoE is for precisely this...with this change they might as well reduce it to normal so we can drown in any splash damage. It won't knock us out of hide so who cares?
    I agree with most of this, Leo, but I don't think it has any place in a discussion regarding how the archetype is to be balanced against others. What you're talking about with "spatial awareness" is really something that no dev can give you. It's an issue of player skill. I have to be against this suggestion because player skill--above and beyond what may be tentatively termed "the average"--should not be considered in balancing AT's against one another. If player skill were to be considered, then the outliers who perform well against particular enemies and cherry-picked situations could provide the wrong ideal skill level. For instance, I'm not sure I would like my scrapper to be balanced based upon extreme builds and players that regularly solo Archvillains.

    Again, I do agree with your statement regarding spatial awareness, but I'm not sure it belongs in a conversation regarding balance issues--on the dev side--among the various AT's.
  25. Quote:
    Originally Posted by Siolfir View Post
    Numbers can sway opinions, especially if presented as fact. But I disagree that everything is opinion on these forums - many threads are essentially "hey, what are the facts about <such-and-such>?" I was mainly jumping on that particular post because it was trying to present false "facts" to support an opinion argument - essentially, lying about what actually happens to make it seem worse than it is.
    That is true, and perhaps I could have agreed in a more tentative manner. What are the "odds" of the devs listening to player input on this sort of issue? (Yes, purely opinion, but I'm interested.)