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You truly have a problem of sounding like a pretentious pr!ck, Umbral. But I won't hold it against you as I *was* rather vague in my stance as this is pretty much pie-in-the-sky suggestions and discussion...didn't think I'd have to go into specifics.
Quote:Well, firstly, if we're considering the Assault/B&A AT, this set-up won't be doing any tanking, that's a given considering it won't have any taunt auras or purely taunt. Not to mention, it's not one of the key roles you offered up as a possibility for this AT. That being said, yes, the armor sets only have 2-3 core powers that make up the set's 'Armor'. The other stuff is utility (and I count 'Oh Sh*t' buttons as utility they really shouldn't constitute the baseline performance of a set) Examples:You're kidding, right? Energy Aura and Elec Armor are your guideposts, and, even then, you can't get them right? Elec Armor and Energy Aura are designed to be utility armor sets. Elec has 4 powers that must be taken at a minimum in order to have even a remote chance of surviving decently (Charged Armor, Conductive Shield, Static Shield, and Energize) with others that fulfill utility and survivability roles (Power Sink and Grounded). Energy Aura virtually requires 7 of its powers (all but CP and Overload) or did you forget that Energy Drain has a heal component attached to it.
When looking at normal armors that aren't designed around having massive utility, only having 2-3 armors and a mez prot power looks rather sparse. SR has 6 direct armors, a mez toggle, a single utility power, and a god mode. Regen has an entire suite of powers focused on personal survivability, only 2 of which are actually skippable. Invuln is the same. If you honestly believe that the armor sets are pretty much just comprised of 2-3 powers and a mez toggle with the rest just filled with utility stuff, I have to wonder if you've even looked at an armor set.
Energy Aura- 1. Kinetic Shield 2. Power Shield 3. Entropy Field. While the passives do help survivability, they are indeed skippable (my EA brute skipped one and there's only 1 available on stalker...and mine skipped it). Yes, Energy Drain has a heal...but considering it didn't always have one and EA characters still managed or that for the most part, the current players that use EA don't rely on ED as a heal anyway...it's basically just utility that helps you keep trucking along.
Electric Armor- 1. Charged Armor 2. Conductive Shield 3. Static Shield. Again, Energize wasn't always around and my Elec Brute managed to survive. Now it's a staple of the armor set, but it is not the core of the set.
Super Reflexes- 1. Focused Fighting 2. Focused Senses 3. Evasion. That is the lion's share of your mitigation. Honestly, if a defender was solo and had just those, there'd probably be nothing they couldn't solo. The rest, while it improves your survivability, is not a necessity for a non-tanking supportive damage dealer.
Regeneration- 1. Integration 2. Reconstruction 3. Dull Pain. On my Elec/Regen stalker that goes crazy AoE scrapping on teams, rarely ever uses the other stuff but it's there...kind of like a security blanket ready to use when the crap hits the skillet....kind of like a neat piece of utility one might say.
Fiery Aura- Prime example. 1. Fire Shield 2. Plasma Shield 3. Healing Flames. The rest aren't so much mitigation as they are utility...but mitigation through defeat is what that utility is.
There are examples of sets that need more than just 3 too(Stone Armor, Willpower, Invincibility) but my point still remains: How much of the armor set would this AT really need considering it doesn't even have to be in melee? You're basically cutting the fat from the armor sets and replacing it with gratuitous improvements without much penalty besides 'well, now you're not the tank'.
Not saying that's bad direction to take but personally, I still don't find it 'fair'. Not fair to Defenders/Corruptors because they don't get the same mez protection but much of their strategic advantage will be shared. And not fair to melees because they give up a lot of force multiplication and range for that armor.
Quote:You're not understanding what I'm saying. What's the point of having ranged powers if you're going to be in melee all the time regardless? What's the point of having a full strength armor set if you're not going to be spending all of your time in melee? An assault/armor set would be like having a lower damage Scrapper on a team: there simply isn't a point to it. This is why you lower survivability and add support. While solo, the support bolsters the existing survivability. While on a team, the support allows you to contribute where your lower damage and survivability would otherwise prevent you from doing so.
A "balanced" assault/armor AT (i.e. lower damage to compensate for ranged capabilities) would always take second chair to virtually any other damage AT in the game: Blasters would do more damage, Scrappers and Brutes would be both harder to kill and do more damage.
Besides finding out what the players are looking for, I still don't find ranged damage on an armored character as 'unbalanced'. As has already been said, look at the EATs.
But why have ranged on a fully armored character? Well, if there is some correlation to survivability and range, then you'd want to stay at range to survive easier than if you stayed in melee. But I'd probably put some mechanic in there to give such a character more offense if they are at ranged using those attacks and less when not at ranged with them. So, if you want to get more damage with ranged attacks, you need to be at ranged. No need to lower the damage as, once again, Assault Sets already come with less damage (no nova/tier 9s and another power taken out for a utility power) not to mention Tanker lvl melee for an AT with less melee attacks (only 4) wouldn't out dmg a tanker...unless the foes stayed at range.
Why pick this AT over a more offensive scrapper? To tank, of course. The only offensive edge the AT would get is, if it could keep the enemies at ranged it'd do more damage but only until the enemy closes in. Add a tanker to the team? The tank tanks for one tank and vise versa, both covering for the other without literally stepping on eachother's toes.
Quote:Are you looking at the same Assaults sets that I am? Without equivocation, all of the Dominator Assault sets look to have very nice on the damage from where I'm standing. Earth Assault has both Seismic Smash and Heavy Mallet. Electricity Assault has Charged Brawl and Havoc Punch. Energy Assault has Bone Smasher and Total Focus. Fiery Assault has both Incinerate(!) and Blaze(!). Should I go on? Whenever I see the assault sets, they generally look like they got the best powers from their parents. They don't seem light on the damage in the least.
Quote:If you want to argue that it would be too strong, remember that I'm defining support as team support. The usefulness of the powers in the secondary while solo beyond the armor sets would be limited (i.e. make all but a couple of them targeted buffs) so that, while solo, they provide nothing, forcing the required performance balance.
"This is why you lower survivability and add support. While solo, the support bolsters the existing survivability. While on a team, the support allows you to contribute where your lower damage and survivability would otherwise prevent you from doing so."
So either the support is limited in use, not providing much to compensate for the decreased offense and defense unless teamed. Or it's bolstering base survival, solo and teamed, as compensation for lower natural damage and defense.
Either way, you're looking at the same issue you claim an Assault/Armor AT would have, decreasing the level of performance for balance. IMO, I don't think that'd have to be the case for either but force multiplication is a tricky business...
Quote:Similarly, there would be animation time considerations: you can't play full support and full damage. You have to choose to allocate your time in order to fulfill one role or the other so that, though you may be able to deal the same damage as a Scrapper, you wouldn't be able to do any support at the same time (which means you're fulfilling the role of a Scrapper while being easier to kill).
Quote:If I were to design it, I would make it so that, at best, you can manage roughly 75% of the damage and survivability of a Scrapper while supporting at roughly the 75% of the support functionality of a Defender. On a team, you would act much like a Corruptor (less support than a Defender but more damage), with the exception that you expose yourself to more risk while being harder to kill. -
Quote:And in the superhero genre, if all a superhero faced was normal mooks, he really isn't a *super*hero, now is he?In real world, that would certainly be a good explanation. But in superhero genre, physics and other stuff tends to take a back seat to enjoyment and flair.
TL;DR ver: The enemies are *not* normal. -
Quote:Well, for the Armor sets, they pretty much are *just* 2-3 powers. Looking at sets like Energy Aura or Electric Armor, there's only 3 core defense powers with the rest being utility or filler/'you can skip this power' choices. IMO, I still don't think to mix so much onto 1 AT is right.I don't think so. Primaries would have 4 melee attacks, 4 ranged attacks, and a self buff (re: BU or equivalent) and Secondaries would have a weak mez toggle, 2-3 armor powers, and a remaining suite of support powers. It would play much the same as a nominal assault/armor AT with the exception that it wouldn't be as tough (thanks to lacking full armor capabilities) but would provide more force multiplication (thanks to having some support abilities).
Quote:The biggest problem with designing any AT with a more than tangential focus on ranged damage as well as full support is that you start getting into the realms of tankmagery. By diluting the survivability or damage you risk rendering the AT largely redundant: if damage is too low, what's the point of bringing them onto a team when you could grab a Scrapper and if the survivability is too low, what's the point of bringing them onto a team when you could grab a Blaster. By mixing a support role into the armor subset, you allow for the AT to have a function on a team even when there are other ATs that already fulfill the role of hardy damage dealer (Brute, Scrapper) which an assault/armor AT would be attempting to fulfill.
Besides, spreading the focus of the AT so much either limits what role it will take (you're stuck as 2nd wing melee or support or damage, depends how the mods let it fly) or overpower it to 'do it all'.
Quote:Where the powersets are concerned, it would actually be rather simple considering the powersets we've already got. The Fire secondary would be a combination of thermal radiation and fiery aura. The Ice secondary would be a combination of cold domination and ice armor. An Energy set could be a combination of Force Field and Energy Aura or Kinetics.
Speaking of roles, the regular ATs usually have a 'base role' they can fill. I'd imagine an Assault/Armor AT could actually be an Armor/Assault AT and be more defensive. The Assault sets are already mild on damage, nothing extreme or bursty, so could be an alternative to a Tanker. Not as defensive but more aggressive.
A melee/buff&armor AT could basically be a 'sub-melee' that can do some spot support. Not nearly as supportive as a Defender/Corruptor but not as frustrating because you get mez protection. -
An Assault/Buff&Armor set? IMO, that's too much of a mix. So, you're mixing melee and ranged attacks as well as buffs and shields. It's cool on the EATs (quite nice, actually. but I think the narrowed theme helps balance it) but just not for a regular AT.
A Blast/Armor AT? Sure.
A Melee/Buff AT? Yes, please.
An Assault/Armor AT? I actually like that more than the straight blast one.
An Melee/Buff&Armor AT? I actually like that more than the straight melee/buff one.
My opinion, take it or leave it, is a Melee/Buff&Armor AT and an Assault/Armor AT should be the aim here. Probably because it'd be easier to balance and because, of any new ATs, I need a Melee/Buff AT, not an Assault/Buff AT. If I had to settle for an Assault/Buff AT and only take the melee attacks, I don't even have to guess it would be a sucky compromise.
Besides, 2 cool ATs! Everyone's happy -
Quote:Which is really the crux of the whole "I shouldn't miss!" argument. We're in a world with variables, physics and other stuff. Stuff *can* miss, super or not. Unless your super power is tying a hose on the enemy and feeding bullets directly to them, there is air, obstacles, *powers*, other bullets, etc that can interfere with your aim or projectiles as they travel.Not necessarily... yeah it's frustrating as hell, on my blaster who has Aim and Build Up, I can pop them both, and still miss on my attack. But if I went to a shooting range, picked up a gun, and aimed at the target... doesn't mean I'm going to hit the target. I just had bad aim.
There really is no guarantee except death...and even then, I'll just use Soul Transfer... -
People that are saying "it's just a swing, how does it not make sense", there's also the particle effects and audio you have to account for. I can't recall Axe, but I know Broadsword has sparks and slashy sounds and Mace has dull flashes and more 'THUNK' sounds.
And yeah, it's easy to say "Oh, just change the animations/effects/sounds" which you kind of can't do at the moment with weapons, but then that kind of leads into the suggestion Sam was making previously; If you're going to change sounds/effects/animations, why not do so in a fashion that makes the Broadsword/Axe/Mace sets look different and broaden their concepts rather than trying to mish-mash the sets into one?
The thing you guys just don't seem to grasp is, Sword and Axe, in CoH, are *whole* *different* *sets*. While it might have been smart to make them "Heavy Weapon" at the start, it's *TOO LATE* for that now! There's no point in mushing the sets together, *JUST PROLIFERATE THEM*! -
Quote:So? There can be seperate animations for seperate weapons, also, who's the say someone wouldn't want to stab with an axe? does it piss you off that much to see a Stalker carrying an Axe in place of a sword? If so, perhaps you need to lighten up.
Only one of those can be used to stab. I think where Sam is coming from isn't that he's pissed off at a Stalker using an Axe, but that you apparently don't care if Stalkers look retarded stabbing with a pickaxe. The devs *do* care about how their game looks and it's awesome that its so important to them. Because that means we get awesome stuff like Ninja Run and Kinetic Melee and soon, more alternate animations. -
You know? I'd actually like it if the game had critical misses (i.e. you critical miss with your fireball and blow up yourself and allies instead; you aim a transference that, instead, heals the enemy). Would make for a more spicy game.
Incidentally, I think it'd be cool if *everyone* got critical hits (Stalkers, Scrappers, Corruptors, Controllers and VEATs just have another avenue of crits). Maybe even a *critical* critical hit...kind of like how Stalkers have a small chance of double AS, maybe a small chance to deliver a Deathblow despite enemy HP remaining. -
Well, considering that Ice Patch is also a power in the Tanker's Ice Melee pool, such a change might not be so peachy.
Personally, the way I config my keyboard, if I had to use the mouse to place the patch, it's just more cumbersome and slow and if I were on a Tank and surrounded by enemies, it might be an issue... -
Yes, the whole reason for the change was so that, when Electric Armor was ported to Tankers/Scrappers, they didn't have 2 powers named 'Conserve Power'.
Quote:the end cost, recharge, duration and just about everything else changed
Quote:what the power does changed -
I think the reason Ice Patch is pretty much perma out of the box is because it's short ranged and presents a bit of danger to use.
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Quote:I guess it depends how trivial you consider quality and consistency is. There are reasons the devs have yet to give us animated hair, backpack and polearms. They keep a standard for quality that they stand beside and if the devs consider using a mace weapon in a broadsword set to cross that line of consistency/quality, then that's just too bad for your fun.@ Leo_G - It just seems like such a silly reason to deny somebody their fun. "THIS IS THE AXE SET, ONLY AXES CAN GO HERE." Are we seriously going to get hung up on such trivial semantics?
Why not ask for speedier proliferation of these sets? I'd rather have a new set than a couple of weapon models I've seen before... -
Quote:I actually agree. You shouldn't be forced to use the mechanics of the Battle Axe set just for the aesthetic use of the Axe. In all honesty, I feel the way the devs implemented weapons to begin with is all wrong. You should have been able to pick a weapon model and then choose what style the set had from there(so -def for your axe, or lots of KB for your broadsword or combos with your mace).I'm not entirely sure why this is considered a good thing. Why should I be forced to play the Battle Axe set, which I may not enjoy from a mechanical standpoint, when it would probably be very easy to just allow me the Battle Axe models on the Broadsword set, which, in this example, I do enjoy.
What if my character concept had relied upon a character who dual wielded an axe and a sword? How about an Axe and a Mace? Currently I have no choice but to either abandon the character or wait until they make a comparable "Dual Mace" or "Mace and Axe" set, despite the fact that the solution is so readily available.
The problem though, is it's *not* implemented that way. We have an Axe set. We have a Broadsword set. We have a Mace set. If you want to use an Axe, you have to use the Axe set. Period. Giving the BS the Axe models give less a reason to play Axe (because now, if you want an axe, there's only one way). Yes that's a problem...but from a mechanics standpoint, not an aesthetic one. You can still have an axe now...you just have to play the axe set. You're provided with an axe, just not with the mechanics you want. -
Death Scythe and Blood Spear weapon set suggestions!
I still get excited when I read those sets. I'd so love it if they implemented these sets with a similar style -
Quote:Oh, I agree with you, more customization is good...but only to expand the concept of a set. Doling out maces to use for your Dual Blades doesn't really expand on the concept of Dual Blades, though. And, honestly, not being able to use an Axe for your Broadsword just gives you more reason to play other sets...play more characters for concept, aesthetic AND mechanic reasons.Ok. So only Broadsword can customize across weapon types then. :P
This was just for cosmetics and customization. Not to influence or explain damage types.
And before we get too far into what's possible and not in the world, let's remember what game we're playing.
I was just thinking of something that wouldn't require new powersets. Hopefully a Polearms set would have multiple weapon types if we ever get that.
Edit - I suppose I just got used to it being an option in other games and think it could benefit City of Heroes.
But yeah, I'd like more customization for the sets too...like, 2-handed warhammers for Mace (whenever they get 2-handed animations done) that has all the same powers, just 2-handed weapon models complete with animations...
Oh, I've always wanted a 'Knives' option for Spines. Why not Dual Blades? Because there's no DB powers where you throw them. My ninja stalker specializes in throwing weapons and Spines fits well...simply making it so spines didn't poke out of your skin would work too.
Or how about 'Hand claws'? You know, not claws that come out of the back of your hands but claws coming out of your nails. Again, it'd need new animations...but that's the type of stuff I'd like to see...not less reason to play more sets. -
Quote:Alternatively, just roll another character with the same costume and similar name with different weapons. Because you're not going to be able to use any type of mace with a claw set, or an axe with a sword set or a sword with a mace set. The devs hold a higher quality for the animations in their game and that's one thing they won't allow. One advantage to just rolling another character is, you can choose with or without a shield.This is a bit hard to explain properly but some character concepts of mine call for the toon to wield different weapons - sword, axe and hammer for example. I'd love to see weapon customization get extended where 1 handed weapons can be used across the various 1 handed weapon sets - i.e. Broadsword can use Axe and Mace weapons. Similar to how the Shovel is used in both Axe and Mace sets.
I know in some cases it'd require new animations even if all that's needed is to max the weapon be carried at a different angle (like the shovels) but I'm sure in other cases there wouldn't be a need for new animations.
I just think it'd really extend/fill out a lot of character concepts out there.
Now if this is an issue in PvP for any reason (the damage type not matching the visual appearance of the weapon) then perhaps in PvP zones the weapon either matches the proper damage type or it defaults to the base model of that damage type. Meaning, if you go into Siren's Call and have a Mace in your hand but you actually are using the Broadsword power then it will default to the standard Broadsword graphic. If you have any Broadsword model in your hand tho, it retains that graphic. Similar to how certain powers are set to not show in PvE but have to show in PvP.
But you're more likely to get an Epic AT with a 'Weapon Master' theme that basically lets you choose stances like Khelds choose forms with each stance having limited access to that particular weapon's set.
Alternatively, you could ask the devs for weapon models that could have some cross function (like the shovel)...so maybe ask for a 'mace with some pointy edges' for use with Axe/Mace or 'an axe-like sword' similar to the khopesh so that you don't have to roll a Mace, Axe, Sword, etc. character to complete your concept but maybe only 2 of the weapon sets. -
Quote:That you tricked yourself into believing 'you must have x and therefore the game is obligated to provide it to you' is your own failing, not the game's. It's the same argument the 'Make Stamina inherent' posters make. Because a powerset doesn't provide endurance management while others do so they 'need' stamina is the basic reason for that suggestion and it too is flawed.The developers for making a game where one thing is valuable and then making characters that don't offer that one thing. In a game where AoE matters more than any other option, they shouldn't have powersets without that option.
But honestly, you defeat your own argument. This thread seems to be about why Stalkers are 'bad' yet your issue is with Energy Melee and Martial Arts. How about go making a thread on how to improve those sets then? -
Quote:Go get a Patron AoE and stop whining, then?Yup. i know that, because I said it. And as I also said, most other ATs aren't forced to give up AoE - they can simple focus slightly less on it. Stalkers are unique in having powersets that require completely giving up any AoE at all.
None of mine do. I'd gladly "bring the AoE" with my stalkers if the game gave me that option.
If you picked a powerset with no AoEs and you want AoEs, who's fault is that!? -
It's called a troll, guys.
Don't feed it. -
Quote:The same can be said for any melee that doesn't focus on AoE.But then in that situation ST damage is worthless, so stalker are again at the bottom of the heap. The only time ST damage is worthwhile is doing an AV or a pylon. In both of those cases, any burst damage is going to lose ground quickly to sustained DPS. No, sustained ST DPS isn't that incredibly important, but any time it is useful, it will dwarf burst damage in usefulness.
So if ST would be less useful, then bring AoEs. Or do Stalkers not get AoEs? And can they not burst with them?
What will result in more damage on a steamroll team where the spawns last seconds: A BU + Thunderstrike? Or a BU + Thunderstrike crit from hide?
How about a Blinding Feint + Typhoon Edge vs a BU + 1kCuts crit? -
Quote:*discards the rest because it's just insulting drivel*The problem you have trouble comprehending is that burst damage is meaningless.
Who honestly believes that? Especially when considering some steamroller teams where a mob is dropped in seconds. How important is sustained DPS vs burst when you've got a blaster hopped up on buffs flying at your heels or a SD Brute ready to drop SC at the drop of a hat?
If you're only counting 'burst damage' as AS and discarding the whole 'giving yourself 100%ST/50%AOE crits on command that you can combine with BU at will' part, then maybe. But Stalkers get AoEs. Stalkers can crit a lot of enemies with those AoEs and they can make sure those crits are backed by BU. That's something scrappers can't do and they have better burst damage than brutes.
You're lobbying for changes across the entire AT while discarding attributes the devs obviously considered advantages of the AT...when your real issue isn't even the AT but individual aspects of powersets. Taking a note from Angry_Citizen when he was here (one of the main guys that spoke out for the buffs Stalkers have now), the problem you want fixed is some kind of inferiority issue with the inherent concept of the AT compared to others yet you want to solve it with minor changes that will do little to nothing to solve anything...it'll just make you feel better. It's asking for change just because.
And no, Stalkers shouldn't be the 'kings of melee damage'. Merely competitive. You shouldn't have to pick a stealth assassin/ninja style if you want to do great melee damage. -
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Quote:I'd say reread what I said again but then I'd just be blamed for 'lack of comprehension' or some crap.I'm left wondering if you are deliberately trying not to make sense, or do you really lack comprehension to that degree?
What I meant said was:
"The point was, you bring up the melee ATs and DPS...acknowledge the advantage of stalker's burst and ST dmg and yet...DPS calculations are done with only one target in mind."
To clarify:
"The point was, you bring up melee ATs and DPS...acknowledge the advantage of stalker's burst damage AND single target damage..."
i.e. Stalkers have the advantage of burst (you can complain about needing to set it up but it's only a minor inconvenience since you're given absolute stealth at level one and a 'stop fighting me' auto-hit mez) and they are competitive in ST DPS.
Quote:So to sum up, you don't have the actual numbers, and don't feel like calculating them yourself. The fact that others have run the numbers, and discarded stalkers as out of the running doesn't seem to impinge upon your awareness.
Quote:Yes, of course. The people who are calculating maximum DPS chains are out to get the poor little put upon stalkers. They are subjectively biased against the stalkers, and unwilling to even consider them.
Look, I hate to break it to you, but there is no anti-stalker conspiracy. The fact is they simply lag in performance. It's not by a huge margin offensively (except in AOEs generally), but it is the case.
Quote:Stalkers give up things for their burst damage capability. In most cases (electric melee being the lone exception) this is AOE damage from the primary. Also stalkers have lower HP, and generally inferior defenses overall.
Elec melee is the lone exception? Okay, so it's the only primary that didn't loose damage. Great.
Now what about Dark Melee? What did it give up? A long recharging AoE that might as well not even be an attack at all? DM, compared across the melee ATs, it's tops when on Stalkers. It basically bolsters the set's burst damage (something the set naturally lags on) in exchange for decreasing its already abysmal AoE damage.
How about Dual Blades? It even drops a whole PBAoE attack! Well, the set still maintains *enough* AoE. You get 2 cones and a PBAoE dmg combo as well as focused DPS DoT combo and more burst (again, something said set falls behind on).
Quote:However since burst damage really doesn't gain one a heck of a lot outside of PVP, it's not a really good trade for the stalker. In truth stalkers ought to be the kings of single target damage. They sacrifice other things, and as such should be tops somewhere.
....
Eh, I'll leave it at that. I'm tired of quoting. Anyway, there's nothing *wrong* with Stalkers, inherently. They have powersets that focus on ST and powersets that expand into AoE just like every other melee AT. Just because they tend to narrow their focus a bit compared doesn't make it good or bad. It's up to the player to decide if that's a direction in which they want to go.
Their survivability is fine, as on teams, they're like Scrappers with anti-aggro auras. A Scrapper that isn't tanking doesn't need 100% of the mitigation they get anyway and solo, if using the proper settings, most of the enemies will simply fall over dead before they can scratch at you.
Could the AT use some tweeking? Yeah, sure. Lots of stuff could. But I don't think they need to give them *more* damage...because it's a never ending cycle. Then Scrappers will complain or the buff won't be enough 'cause my claws brute can still do blahblahblah DPS which is blah% blah than blah'.
Give stalkers more debuffs. Won't make them 133t but it'd be cool! -
Quote:The point was, you bring up the melee ATs and DPS...acknowledge the advantage of stalker's burst and ST dmg and yet...DPS calculations are done with only one target in mind.DPS chain studies are by definition, single target. You might want to do a little research, or maybe comprehend what I wrote. Either way, you'd come off as more coherent.
Basically, it's contradicting yourself harping on about some sort of disparity yet state the fact that a Stalker has no problem pumping out the DPS.
Quote:I've yet to see anyone make a claim that stalkers keep up with scrappers or brutes. If you have evidence to that effect, feel free. I've watched the DPS king threads and it is always between brutes and scrappers. Stalkers with a full team in close proximity, might keep up, but I consider it unlikely (given the limits on the crit boosting range and all that).
It's not that Stalkers *can't* it's just Stalkers do it in a fashion that Scrapperlock/BRUTE SMASH addicts don't care for.
Quote:They are kings of burst DPS. However scrappers and brutes exceed them in sustained DPS, and are more survivable. They also, on any given set, exceed stalkers in AOE damage (at best a stalker matches as in electric melee). Burst DPS isn't terribly important in this game outside of PVP. Thus the strength of the stalker really doesn't manifest itself in most of the game.
Stalkers may not overshadow brutes or scrappers in DPS(considering said DPS is narrowed to ST), but they are competitive. If Stalkers had better DPS and burst damage, why invite a Scrapper or Brute at all?
Quote:Yes, and while you contribute a great deal in your head, if you weren't on the team it is fairly assured that nobody would notice. If they replaced your stalker with an ice blaster or another scrapper (or a brute, or a dom, etc), the killing would probably be faster.
Stalkers are not gimps by any means. Especially since the buffs a few issues back, they have been pretty damned good damage dealers. However, they still lag the competition.
Now if the team *isn't* steamrolling, most likely I as a Stalker can make battles go somewhat smoother. Would it be better to get a corruptor? Or a Dom? Depends. What if there is enough control (more control doesn't make things magically easier)? Or enemy mezzers taking out the corruptors? Or retarded debuffs being thrown out? I can take care of that as a Stalker while pumping out good damage. If I have to sacrifice max DPS to focus my attention on destroying foes that hinder the team, so be it. -
Quote:Funny that, DPS chains are often *SINGLE TARGET*!While they are the kings of burst damage, sustained DPS chain crowns are the realm of scrappers and brutes.
That I've seen people post numbers that pretty much equate to 'Stalkers and Scrappers are about even' and that those numbers don't take into account the free crits (probably can't as it's not something easily quantifiable) must also be a myth.
Stalkers have DPS ontop of burst damage, you just fail to acknowledge it because...well, if you don't play Stalkers, you're not going to bother, right?
Quote:The stalkers get to sit outside and watch the party.
Let the Brute get the messy and I'll dissect intelligently. Not running or hiding or waiting, just pick and choose, execute and move on. And guess what? I actually get *rewarded* for doing that! I get free crits, I get damn near absolute mitigation and the team runs smoother.