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Quote: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).How about you step down off of that Elitist soapbox, and join this conversation with the rest of us mortals, or just move on. Either would be of benefit to this conversation.
But the complaints you guys make...it just makes me seem like the super amazing player...which I'm not >_>
So either I'm amazing or you guys are just exaggerating your complaint to give it false merit. For example:"I'm opening up in the middle of a large group of critters that want to stomp my butt, as soon as I become visible. Hells, sooner. I'll often get hit before I get the attack of, even using my AS. Of course it used to be a lot worse before the changes to AS. But No risk, what type of team play do you do?"
I just got off a team with 2 brutes and 2 MMs on my Spines/DA stalker. Vs foes with energy damage, he can do some serious evading, but against Longbow (what we were facing), he might as well not have defense. And yet, I could still pull off AS after the group was engaged. How?
Well, the Brute had a bad habit of running up to a group, taunting and then running around a corner. Of course, the Longbow will retaliate with their grenades, flame throwers and buckshots. I'd totally get knocked out of hide on more than a few occasions...if I were standing next to the Brute, that is. Does it take a rocket scientist to think "Oh, the Brute is about to get AoE'ed, I should step over here so I'm not hit"? This is common sense survival 101 I figured out on my Blasters. You don't stand next to the guy getting shot at unless you want to get shot at too.
As the Longbow paraded to get line of sight back, I was moved in their path and queue'ing up AS on a boss/Lt that was going to walk past me. By the time they got near the corner, the Assassin's Strike message pops up and I'm not even standing near the enemy. Placate > Throw Spines combined with his Lightning Rod and you're looking at a bunch of dead stuff.
Even if he wasn't pulling back behind a corner, just don't stand next to the guy getting shot. It's that simple. Longbow don't have PBAoEs they're spamming (nor Arachnos or Freaks or lots of other groups) so just standing next to the enemy doesn't mean you're a target. If you happen to wade into the hot-zone, you've got a defense cushion.
I'll be signing off on the discussion unless you actually have something to talk about but one final thing:
Quote:It only does this as long as you have not done your job. If your just going to dance around in the middle of the MOBs, playing tourist, then it's going to continue to prevent damage (Until you finally get knocked out of hide by an AOE.). That surely does make you a valuable member of the team.
Also I have no issues with taking the damage, just loosing a function that is important to me, to a RNG. So I would have no issues with the large AOE def being removed (Which it would.), if the being knocked out of hide was removed. This would give you the risk that you say the class needs, and would give me the Hide I say I want.
I'll also just say it right now: You don't know what you're asking for. If the AoE defense were removed, my Elec/Regen stalker (who isn't spected for high defense) would *consistently* have trouble using AS because damage interrupts it. Far more trouble than a non-def set should. That has nothing to do with being knocked out of hide, it has to do with damage interrupting AS.
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? Might as well make it auto-hit while you're at it...
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. -
Quote:No, I argued the point that the changes suggested to Hide wouldn't solve the problems of the AT.You disagreed with the notion that a fix to Hide was necessary.
Quote:You cited the existing AoE Defense as the reason it wasn't needed.
Quote: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. -
Quote: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.Is a semantic argument the best you can do? I still don't understand your position beyond "poo poo I don't agree".
Nothing should be guaranteed in a game except what is stated in the rules. There is no rule that says Stalkers need not take any risks to gain their reward.
Quote:It's not there to keep a Stalker from taking AOE damage, it's there to help keep them in Hide during a MOB AOE attack.
Quote:The real question is whether the hide function serves the same functions as the fury function does for a Brute. I say it does, that it defines the Stalker just as fury defines the Brute, thus it should never be lost to a RNG, anymore than a Brute should loose all of their built up fury to a RNG.
...or is this really about caltrops? -
Then if it can be kicked out from under you and you not fall over uselessly, it's not a crutch.
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But if you carry over that attitude toward other things (kind of like you did with the suggestion you were referring to), I'm positive it's the panacea for all the world's woes.
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Quote:I guess you're right. It is a crutch if you're dumb enough to lean on it like a Brute would its fury.It's a crutch that was programmed into the archetype to differentiate us from Brutes and Scrappers.
Quote:- I think new Defiance says "you don't have to be a railgod to play".
- A soloing Blaster could get away with it if they knew exactly what to do and did it quickly.
- Not everyone could do this, so Blasters were unpopular.
- New Defiance told Blasters to execute their best attacks in a chain, and gave them a margin of error against mezzers.
- A teamed Stalker could, say, AS in a crowd if they knew exactly what to do and did it quickly.
- Not everyone can do this.
- ? (I need to get back into teamed Stalkering before speculating here.)
Hide is *one* part of the AT's inherent and we recently got a change that made the issue of using AS in a crowd easier: Don't. Why do you think we've got scalable critical hit rate on teams and 50% crit rate on AoEs from hide in the first place? - I think new Defiance says "you don't have to be a railgod to play".
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Quote:And that's only if you believe there is an actual problem to be had. As far as I'm aware, the frequency people complain they are knocked out of hide on teams, is rare. Not that it rarely happens, but it's a mitigatable situation.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.
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?
Quote: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. -
Quote: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.Actually, I found him quite convincing, rhetorically. I don't want one roll on the RNG to make my stalker suddenly a scrapper with less health. I don't mind taking the damage from a lucky hit, but when my role as a stalker changes from one of distinction to just another melee damage dealer*, I dislike the experience, and don't find the AT has enough tools to differentiate it in a positive manner from sturdier AT's.
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? -
Quote:Well, Crushing Impact doesn't provide defense.- crushing Impact will give you more global recharge than Mako's Bite
Quote:- NB/'s -DEF is fantastic for slotting as many Achilles heel: -RES as you can fit, I'd suggest Flashing steel at least get one since it can potentially lower the resistance of several mobs with that slotted.
Quote:-possibly slotting a Force Feedback: chance for +recharge always helps your attack chain. Soaring dragon and Gloden Dragonfly can each take one.
Quote:- /DA has no KB protection, and I think I only saw one steadfast in there. you could fit another in tough, and also Karma: KB protection in any of the defense toggles, as well as one in Divine Avalanche if possible.
I can't actually *see* the build but it seems like a lot of $$ for that melee defense that's readily available in Divine Avalanche. -
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Quote:Dark Armor's a bad example of this. While it's not so simple to find an attack that will stun a target outside of your primary set, it's pretty easy to find a power that will fear a target 100%. If you're adamant about getting off an AS, using Intimidate or Invoke Panic while Cloak of Fear is toggled will stop upwards of a non-resistant boss from striking back at all.It also depends on the secondary you're using. For instance, a DA stalker is not going to waste time trying to AS unhidden, because it will most assuredly be interrupted. Calculate what a waste of resources a Placate+BU + AS is when the AS is interrupted. The game AI is smart enough to know to fire off a DPS attack at you right before it grants your placate, making the Placate to AS pretty much a waste, of time. I do use Placate quite often against tough single targets because of the crit advantage, but for a low defense toon, like DA, trying to use AS in an attack chain is too frustrating to try to make work.
It's sets like Electric Armor and Regen which really don't have an alternative to getting off AS effectively while unhidden. But honestly, it's as simple as using a knock- power like Air superiority before hand.
Then there's always the option to just build the character to have defense. That works too. -
For some reason, I'm thinking Stalkers summoning a pet that's only use is to throw out tiny attacks that draw aggro to the caster is a bad idea.
And How about switching Entangling Arrow with Flash Arrow for Stalkers? -
/nitpick
Quote:Blinding powder doesn't have a chance of hold, as far as I know. In Mids, Paragonwiki, City of Data or in-game at character creation (I don't have any high level ninjutsu stalkers), it shows the -ToHit, the mag 2 sleep, the -perception and the chance for confuse but none say chance of hold.Blinding Powder - doesn't aggro, carries a sleep, a chance to confuse, a 7.5% tohit debuff, and a chance to hold. It has almost half the cast time and 120 second recharge.
Quote:Speaking of high perception targets, most of them - like Rikti Drones - have enough defense to render that extra .4 accuracy that smoke bomb does get irrelevant. -
Quote:Apparently you don't get it, then.Might want to look at what I responded to that you wrote before trying to play the offense card. Just saying. It works both ways.
And, I am well aware of defense types vs Positional defenses, neither was the point save that I think that Hide should not drop unless the attack was a direct attack against the Stalker. Meaning the Stalker was targeted by the attacker... they would still take damage from an AoE/ground based drop attack/etc, just that it would allow a Stalker to still get in their primary focus attack if they were not directly detected.
Since Hide will pretty much cap your AoE defense with slotting (and it's not suppressed), the only way to reliably hit a Stalker that is hidden is with Auto-Hit damage (I believe Rise of the Phoenix is auto-hit as well as Howling Twilight) or by using a melee or ranged attack...which requires targeting the Stalker.
Since those special-case auto-hit powers are kind of rare, I can only imagine your issue is with Clatrops. So I'll just say, lrn2ply and *not* get caught in them. Or just avoid Knives of Artemis. -
No, but what does that have to do with hit-and-run?
And just to clarify, the critical burst is good for any target, not just the one placated. So you can just leave that target placated for the 20ish seconds while you mop up his buddies. Potent tool, yes, but probably not going to suddenly make your Stalker into a Tank. -
Quote:Anyone with a travel power can hit and run. I thought you were more knowledgeable than that.Are you really going to try and tell me that the archetype that hides and placates isn't designed for hit and run tactics? Really?
Hide is for ambush and infiltration, placate is to misdirect. Yeah there's hit in there...nothing to do with running.
Quote:Stalker Spines lost quills, part of spines overall aoe output.
Quote:Stalker DB lost Typhoon's Edge, part of DB's overall aoe output.
Quote:Stalker Elec melee, lost lightning clap... ok, no loss of aoe there.
See? It's give and take. Take some average AoE DPS for AoE Burst. It's particularly effective on teams with other AoE because you can get off your (greater) chunk before the others.
Quote:In any case, stalker EM's aoe output means squat when discussing EM's aoe output because stalker EM, apparently by design, has none. Any change to whirling hands to increase tank/brute/scrapper aoe output has no relevance to stalkers in any case because it doesn't exist for stalkers.
Case in point and using the same argument as you use for SS for Scraps, if it's not broken for Stalkers, it's not broken for Brutes or Tankers. Hmm? -
Just to put it out there: I like Stalkers *and* Scrappers...and Brutes and I now have 2 tankers instead of one
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That said, I appreciate the different playstyles of each (although it's a bit too blurry between Scraps and Brutes...they're still very similar) and would like to preserve the differences (possibly even add more differenciation rather than blur the lines more). -
Quote:Point to these 'many other tools'.Talen, I consider stalkers to be blappers with melee mitigation sets specifically designed for hit and run tactics.
So, no, I don't care about stalkers having weak aoe output because they have weak aoe output by design as an archetype and I don't care about their mitigation from energy melee when they have so many other tools to get them out of harm's way.
And as far as I know, Stalker, the AT, isn't weak in AoE output. Just look at Dual Blades, Spines and Electric Melee.
No, what Stalkers lack is the *sets* that are great at AoE damage. Which sets are good at AoE damage are the ones that haven't been proliferated to the AT yet.
And just to clarify, Stalkers are no more Blappers with hit and run tactics than Blasters are stealth strike assassin's with mez protection and armor. Stalkers are Stalkers and Blasters are Blasters. What tactics you use is dependent on the player and build. So thankfully, since you don't care about the balance among the melees with Stalkers as a factor, there are players out there that *do* weigh that balance and keep every melee AT in mind.
EM as a set has always been weak in AoE damage and, honestly, I expect it to stay that way. Just look at Dark Melee. On a Stalker, they aren't lacking much from the DM set. -
Quote:Well lucky for you, those above concerns are minimal to non-essential at best.Fortunately some buffs occurred to the AT (increased damage scale, more crits, some cool AS aftereffects if the target survives, endurance-free Hide, etc) which helped, but those big whoppers above still remain.
-Less HP/HP cap than other melees
Has been addressed as our base HP has been moved up once before.
-One defensive power removed for Hide
Correction; One utility power is removed for Hide. For Regen, it was Quick Recovery (yeah, that's tough, but more endurance doesn't help you survive). For Dark Armor/Electric Armor it was a damage toggle (which actually draws more aggro and *decreases* survivability on teams). For outlier stuff like SR which is all survival powers, the extra defense lost from that extra +def passive was actually rolled into the other powers.
-Interruptible AS
Can be an issue until you learn how to use it. After playing Stalker for quite some time, it's 2nd nature and only an issue when damage patches are concerned.
Quote:1) The same base hitpoints and HP cap as Scrappers.
Quote:2) Make Hide an inherent power, similar to Domination, thus allowing missing 9th powers to be re-inserted into these Stalker secondaries. There's no reason why Stalkers should be deprived of Quick Recovery, Death Shroud, etc as an option.
Now that Stamina will become inherent, the utility of Quick Recovery is reduced and Stalkers don't need a weak damage toggle that only pulls its own weight if you stand in a group of foes long enough. That isn't what stalkers are about.
Quote:3) Make AS uninterruptable. It's not the most effective single target attack in battle, because of how the damage is reduced, but it's still a nice option to use. Most sets which have a second AoE, or even only one AoE, can fire the power off at any time, even though those generally are similarly not that effective as single target attacks.
Go check the Single Most Damaging Attack thread. According to the numbers, AS *is* the most powerful ST attack that isn't a crashing nuke. It's *not* suppose to be a 'use it all the time' power.
Quote:4) Specifically for Energy Aura, replace Repulse with Dampening Field. This isn't even a Cottage Rule issue - a knockback aura is anti-thematic to any melee AT, as demonstrated by it's absence from Brute EA.
Quote:I think less base and potential HP, missing powers, and our lack of AoE aren't suitably compensated by the ability to Hide and Assassinate. -
Quote:Lightning Rod does not crit. It summons a Pseudo-pet that does damage to the location its summoned. The pseudo-pet has no idea if you're hidden or not so no, it does not crit.It does for stalkers while hidden. You can crit the whole mob, still be hidden sometimes, and then hit Thunderstrike, crit a bunch more, and then placate and AS a boss or something. Electric on stalkers is awesome.
Since you're summoning a pet and not directly damaging anything, using that attack will not unhide you.
True, Electrical Melee is awesome on Stalkers, but not because LR can crit (because it doesn't). -
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Quote:I already posted an idea in the past, 2 in fact that I like, that aren't cultural themed. Death Scythe and Blood Spear. Quick paste with some modifications:
Some cool ideas running around in this thread. Just sad that so many are asian themed. Need some more european influence or African or South American. Too much asia.
Death Scythe Melee
An unorthodox weapon of deadly potential, this weapon works as a conduit of otherworldly energy that can rip foes' flesh asunder and eviscerate their souls. Similar to Claws, this set has the secondary effect that target recharge and endurance but rather than a discount this set gets a *penalty* because each attack will do more damage and have slightly longer range. This set is built to accommodate the needs of Tankers and Stalkers but is by no means unusable for Scrappers or Brutes.
Stalkers:
1. Sickle Slash (ST 9ft range, foe moderate lethal/neg energy dmg, fast rech)
A quick animating slash attack that gives the enemy a touch of the netherworld.
2. Death Stroke (ST 9ft range, foe high lethal/neg energy dmg, moderate rech)
A powerful and deadly stab with the pointed end of the scythe that penetrates the foe and injects them with the essence of the netherworld.
3. Reap (ST 12ft range 90 degree cone, foe moderate lethal/neg energy dmg, long rech, knockback *Special*)
A wide, sweeping horizontal slash with the scythe that will pull foes closer to you. There have been suggestions on how to handle 'knocktoward' and how I figure this would work is it would spawn a pet 5 ft behind the target that does radial KB to those within the cone's range. It'd end up knocking them closer to you.
4. Assassin's Harvest
5. Build Up
6. Placate
7. Fear Monger (Close Range Pet summon, *Special*, long rech)
Raise your scythe above your head and drive the sickle deep into the earth, creating a fissue that errupts with the searing screech of tortured souls. This effect may evoke fear into their weak hearts if they get within 15ft. A -8% ToHit debuff + a 45% chance of a mag 2 moderate duration fear (both fear and ToHit are slottable). This pet is targetable but not damageable.
8. Spiral Scythe (15ft PBAoE, Foe moderate Lethal/neg energy dmg, very long rech)
A swift spin of the scythe around the waist.
9. Guillotine (ST 9ft range, foe extreme lethal/neg energy dmg/mag 3 sleep, *Special*)
A devastating diagonal strike that is aimed to cut the foe's wind pipe, causing them to choke on the cold steel of your weapon. If a foe is defeated by this attack, the user is empowered by the departing soul, improving your resistance to all for a time.
Tanker/Scrap/Brute version actually has a Follow up debuff attack that gives a damage buff (no ToHit buff) and debuffs the target's resistance. This is replaced with Build Up for Stalkers which has the standard dmg/ToHit buffs. Assassin's Strike was replaced by a low dmg buff utility power that improved recovery per foe hit in a cone. Not something needed for Stalkers so it's an overall equally powerful set.
Blood Spear
Not just exclusively spear, but any polearm weapon excluding staves. But Blood Polearm doesn't sound as good. The set has several effects, including -res to lethal damage and innate longer range. It also has 1 combo type that can be performed 3 different ways.
Stalker:
1. Red Gash (ST 9ft rng, minor lethal dmg, foe res vs lethal)
A swift thrust with the spear that pierces the foes armor causing them to bleed out.
2. Blood Stroke (ST 9ft rng, minor lethal DoT, foe res vs lethal)
A slash, spin and thrust attack that will leave the enemy a bloody mess.
3. Crimson Sky (ST 9ft rng, moderate lethal dmg, foe knockup)
A strong and elegant upward thrust that sends the foe flying through the air.
4. Assassin's Pike
5. Build Up
6. Placate
7. Iron Stitch (ST 12ft rng, high lethal dmg, mag 2 immobilize)
A strong and heavy downward strike plus a thrust to keep the foe from moving while you impale them on your blade.
8. Gory Thrust (ST 15ft rng, superior lethal DoT, -res vs lethal)
Thrust the foe violently and continuously with your hungry weapon to quench its thirst for blood.
9. Rain of Spears (self teleport, 15ft PBAoE, superior lethal dmg, foe knockdown, mag 2 immobilize)
Leap up and fall down with a strong spear attack that strikes all within range, pinning them to the ground for a time as well as putting them on the floor.
Combos = Pierce Through (turns the last attack in the combo into a cone which damages and duplicates its secondary effect to all that it hits)
Stalker combos
-Assassins Point > Red Gash > Iron Stitch (end with 12ft 45 degree cone that immobilizes)
-Blood Stroke > Placate > Crimson Sky (ends with a 9ft 90 degree cone that knocks up with a 50% chance to AoE crit)
-Red Gash > Blood Stroke > Gory Thrust (ends with a 15ft 90 degree cone that does the highest dmg of the combos and debuffs resistance to lethal)
Notice that Build up is not in any of those combos and you've got a combo-free AoE tier 9. Without combos, it's a strong and fast ST set for all the melee ATs, probably eeking out even greater DPS than some sets due to the -res debuffing that improves the strength of the set. With the combos, you're looking at lots of cone damage that synergizes well with the longer range. Ultimately, though, the cones probably don't synergize as well with sets that use PBAoE buff/debuff/dmg toggles. -
You cannot regain hidden status while Oppressive Gloom or Cloak of Fear or Repulse is affecting targets because every time those powers pulse, it's registered as an offensive action and resets the timer that unsuppresses hide. So while the powers pulse, hit or miss, will keep you out of hide. If no foes are in range of the effect, then then no offensive action is registered.
When you use placate, it will put you in 'Hidden' status and the toggle will auto suppress. The only issue I've run into when using placate with these toggles is if I placate someone close, switch targets and hit something else, the toggle will unsuppress after the hit and pulse. This will hit the placated target as well which will turn to attack immediately. Of course, if you are hit some time after the placate, it will also nullify hidden and the placated target will do the same.
A work around that issue is to simply turn the toggle off while placate is animating. So when you hit (or in the case you're knocked out of hidden), the target will stay placated. -
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When an enemy is at a sliver of health, starts running away and I miss the last attack I queued...and the mob runs right into another group *knowing* I'll have to aggro them because I already missed with the vet ranged attack:
"You Little B****!!"