-
Posts
4398 -
Joined
-
Quote:Damnit Siolfir! Your post sounded more official than suggestionary...but yeah, if hidden AS did that much dmg, I'd have no real room to complain. >_<That was a suggestion, not a fact. Unless I missed a dev digest post or something.
That, and maybe improve demoralize a bit to last 12-15sec vs 8sec... -
Quote:Right.Um ... Leo? You do realize this is pretty much going against the grain of what Synapse is trying to do ... right?
Hidden AS is (to be) 2 seconds interrupt + 1 second cast time = 3 second animation for nasty damage with auto-critical hit and demoralize.
UNhidden AS is (to be) 1 second cast time and NOT interruptable to allow it to be used while scrapping in mainline combat.
It emphasizes mainline combat by drastically improving scrapping capabilities while sidestepping the surgical strike mentality.
It's all moot. We'll be getting Scrappers instead of Stalkers. But it won't matter, we'll be using AS so that counts as being Stalker!
When's this being put on beta already? -
Quote:Ah, well that makes sense. But all it really does is shift the time span from constant to any specified window, a window of which can skew the numbers depending on how long you choose.Years ago, someone (I believe it was Arcana), corrected me on the use of the terms. DPS stands for "Damage Per Second" in the sense of continued damage over time. DPA stands for "Damage Per (second of) Activation" and represents the damage you can pump out with this attack in the span of its activation, so as to pick which attack is best to pick for an attack chain. You need some way to differentiate between damage over time in general and damage over time of activation, because one depends solely on animation and one on animation AND recharge.
The span of a BU or the span of a boss' lifespan on an 8 man team, it all differs but it all counts the time *you* want to start, not when the boss has become aware of your presence.
Quote:I'm not sure why you'd say that. Actually let me illustrate. If Assassin's Strike from Hide deals 7.0 scale damage and Assassin's Strike out of Hide deals 2.76 and both are slotted with, say, 100% damage enhancement, then hidden Assassin's Strike is still stronger than unhidden Assassin's Strike. From Hide, with 100% damage buff, you're hitting for 14.0 scale damage and demoralise. Outside of hide, even on a critical, you're still only hitting for 7.728 WITH Build Up. Yes, hidden Assassin's Strike takes longer to animate, but even without Build Up, it deals nearly twice the damage. I see no reason to not use that first without Build Up, THEN hit Build UP and THEN start attacking.
In fact, you quote AoE-strong sets like Electric Melee, but Electric Melee singularly lacks a decent attack to open with from Hide. It's all AoEs that I almost never "crit" with or pretty damn uninspiring single-target attacks. By foregoing Assassin's Strike from Hide, at best you're coming up to about about the same level of damage, but you do so with more attacks and over a longer period of time. I quite honestly see no reason to not use Assassin's Strike from Hide when it is simply better.
Now, I CAN see an argument that we don't want to use Build Up with Assassin's Strike from Hide, and that actually is a concern of mine - a big one, especially with Dual Blades where Build Up + Assassin's Strike sets up no less than two combos (two combos I won't need to hide for any more, by the way), but that's a question of Assassin's Strike's Hidden DPA and less so a question of gimmicks. I've long believed that an Assassination critical should hit for more damage. Someone mentioned 9.0, and I like it.
You're lobbying for improvements to the Hidden portion of Assassin's Strike at the expense of not lobbying for improvements to the Unhidden portion of the power, at least not to nearly the same extent as Synapse is suggesting. Frankly, if I had a choice, I'd pick a solution which fixes Assassin's Strike's inability to be used more than once per battle over making its Hidden status more appealing. I'd personally like to improve both sides of it, but if I had to only pick one, I'd pick the one that helps me scrap over the one that helps me hide.
Frankly, I've never found myself in a situation where I was hidden and standing next to an enemy and DIDN'T want to use Assassin's Strike from Hide. Not a single time. For me, what Assassin's Strike does now is more than enough to make me want to use it, and indeed enough to make me want to save it a lot of the time. I could see it doing more damage or applying a stronger debuff... Or being AoE, but this doesn't have to come at the expense of the changes proposed.
Quote:Frankly, I don't see it. The changes he proposes are hardly overpowered and they still leave many Stalkers dragging their feet for lack of AoE. If anything, Stalkers can use more than the changes, not less.
But even if all of the changes you cite happened, I'd still be perfectly happy to have them if it means I'm able to use Assassin's Strike outside of Hide without doing mental gymnastics. Your suggestion, regardless of anything else, maintains Assassin's Strike's interruptibility outside of combat, and I want that GONE. Dead and forgotten. Few things about this game's mechanics piss me off more than interruptible attacks, and considering my first character to 30 was an AR/Dev Blaster back in 2004, I've had a lot of time to build up ire for this. I do not want to see interruptibility used as a balancing mechanic for anything outside of Rest, and it kind of bugs me even there.
Hidden AS will now do more damage than unhidden AS (according to what Siolfir says)...So I can't say that anymore...however, it only does more damage than a non-focused unhidden AS. Still makes me not care if I'm bothering lining up a foe and making careful not to interrupt AS from hide...and still makes placate > AS not particularly worth it (as it's *barely* worth it currently).
Basically, I have to change my argument now which makes me seem finicky and unsure of my stance >_>
Quote:It's because first strike capability doesn't win fights, but rather makes fights easier. Sooner or later, Stalkers are going to have to scrap, and getting a decent scrapping power is - at least to me - far more valuable than improving their first strike capability, which I find to already be pretty damn good. And if that capability needs to be made more attractive, this should be done by improving said ability, not by making scrapping less attractive or, as you're currently suggestion, overturning a suggestion for making scrapping more attractive.
By your own admission, Stalkers need to scrap. The better they are at it, the happier I'll be. Stalkers also need first strike capability, but one does not have to come at the expense of the other.
It's all moot, though...but I can still say there's no point to placate > AS mid combat though. Before, it was the only way to get any meaningful damage from AS, but now, it's what AF will be for. But lower the animation on that and I suppose we'll be golden. The basic rules of an Stalker's encounter will be set:
-Attempt AS at the start if possible.
-Only use AS after 2+ regular attacks.
-Never use placate with AS mid-combat.
-Only pair placate with a high-end attack (if placate's animation is indeed dropped to something like 1sec or below).
Doesn't quite leave the status quo, though. Before, taking AS was a choice. Now, it's a must-take. Doesn't particularly reward the main stalker mentality of lining up that AS first though; just scrap and you'll do better on all accounts, just like a scrapper.
Yay. -
Quote:I believe DPA means Damage Per Activation. It's a term that kind of drops off in usefulness, I think, as it basically encapsulates a type of Endurance economy vibe to it. Hidden Assassin's Strike's DPA is actually the highest in the game, if basically it means how much damage can you fit into one button press or for the most efficient amount of endurance. Since hidden AS basically outdoes the damage of anything on a single target (even nukes), it has the best DPA. Now if you're talking about Damage Per Activation Seconds....well, that's basically DPS...I'm not sure how that's relevant, considering you typically use Assassin's Strike from hide all of once per combat. In fact, sometimes you don't even get to use that because enemies ambush you, see through your stealth and attack you faster than you can assassinate, which would still be true for a fast Assassin's Strike. If you're looking at it from the aspect of DPA, then no, Assassin's Strike doesn't have good DPA, but as that's typically not part of combat, the only thing that this means is you probably don't want to use Build Up with it.
So, how about this: Why not open with Assassin's Strike and THEN hit Build Up and continue your attack chain from there? You're not getting guaranteed Hidden criticals from AoEs anyway. And if Hidden Assassin's Strike doesn't do enough, why not improve that? Why does Assassin's Strike need to be useless in combat as it is now?
But the reason it's relevant is because of the other part of your paragraph...sometimes you can't pull off a hidden AS. To put it simply, there is a risk involved attempting to pull off that interruptible (moderately) high reward attack vs a non-interruptible attack for a crit.
The BU window only matters if DPS is your game. If that is the case, you won't be using AS from hidden status anymore with the proposed change. You'd be using a high dmg attack that crits (or an AoE) followed by 2 more attacks *THEN* AS after you built focus. The game basically encourages you to not use AS in conjunction with hidden if DPS is your focus therefore encouraging you to skip the other Stalker gimmick, Demoralize.
And I am lobbying for improvements to AS. Have you been listening to anything I'm saying, Sam?
But the thing is, I'm proposing *drastic* changes to it, changes that will make people *want* to ambush that target and pump out hidden AS along with regular combat. No, my changes aren't as drastic as to make you want to outright spam AS like a regular melee attack(lol) but they are drastic...so drastic that they wouldn't be balanced (IMO) to go along side what Synapse is suggesting.
That's why I'm proposing it to others, trying to get their perspective on what I'm saying and keep the gate open for the way stalkers have played since the beginning (no, not the hit-and-run beginnings...).
Quote:IF the Hidden status were uninterruptible, or had a window of uninterruptibility after reapplication and IF I had a much faster means of regaining it than once every 60 seconds, then MAYBE I would consider moving hamstringing Stalkers when not Hidden, but this isn't the case. Moreover, I doubt it will ever be the case. The best I can say for the moment is we should go ahead and just make hidden Assassin's Strike faster and uninterruptible, too.
You talk about this as if we are guaranteed 1sec 100% crit AS when unhidden right now. What makes you think Synapse, after testing the changes, doesn't scale back his idea? Lower the crit damage portion? Increase the endurance/recharge? Alters it so the animation is something like 2sec vs 1sec?
The thing is, I don't see the posted changes he said are quite balance and may well be scaled back or completely scrapped. I'm *trying* to suggest something that is less likely to be scrapped.
The changes sound pretty, but in all honesty, it'll make sets like Spines and Elec melee absurdly powerful and leave poor MA, EM and DM in the dust. The AoE sets will have good to great ST dmg thanks to unhidden AS + decent to good AoE while the ST sets will have even better ST dmg and crap/no AoE. Of course, my idea doesn't quite change that, but at least it doesn't help the AoE sets by such a ridiculous amount.
Quote:And while we're at it, we should save Blasters from their HORRIBLE Snipes and give them the Assassin's Strike treatment.
Quote:Years ago, at the dawn of CoV, people complained that Stalkers were one-trick ponies, because Assassin's Strike was seen as the one thing they're good for. If you want to improve their first strike capability without loading Assassin's Strike so much it becomes THE Stalker power and mandatory for absolutely every build, then mess with their ways of getting self-damage buffs. As I said - a Build Up which gave Stalkers a 10-second window of guaranteed criticals would do a HELL of a lot more for their burst damage than anything done to Assassin's Strike ever could in a million years.
I'm not trying to improve the first strike capabilities of Stalkers for the sake of improving the AT's specialty role. I'm suggesting to improve the first strike capabilities of Stalkers so as to keep that option attractive in lieu of a change that makes straight combat *more* attractive than previously. Why? Because Stalkers have always seen 'first strikes' as, at least, situationally attractive. Now? Even less situationally attractive... -
Quote:Sam made that suggestion? I thought they were discussing alternative suggestions than Synapse's.That doesn't make sense with Sam's suggestion. Not unless I'm missing something. His suggestion was for AS from Hide to be fast and uninterruptable and AS outside Hide be slow and interruptable. I don't see where Assassin's Focus fits there.
Edit: I see it now, I missed what the next line was doing on the first read through. I have to think about that more.
But yeah, the thought behind Assassin's Focus is to make unhidden Assassin's Strike better, right? Synapse's idea goes on the branch of AS having no downfalls (and actually being one of your better attacks in the set) as it is fast, quick to recharge and superior damage then having Assassin's Focus make it better by improving its crit chances.
My line of thought is, keep the downfalls of Assassin's Strike when unhidden and have Assassin's Focus improve the quality of AS when used normally. With 0 stacks, AS has a 3sec animation, 2 seconds of it are interruptible, and it only has base effectiveness (10% crit chance). 1 stack could make it uninterruptible by means of giving the player a 1000% interrupt reduction buff or something, 2-4 stacks could improve some stat for it like crit chance or hit chance, and the 5th stack could replace the animation with the hidden version (the 1 second one). IMO, even without the 1sec animation, if unhidden AS wasn't interruptible and had a 50-75% crit chance, it'd still be a particularly good attack for some sets.
And I say some sets. For EM, Elec Melee, Spines and DBs, unhidden Assassin's Strike with the above mentioned (but with 3sec animation), would still get great use out of that attack but within reason. Sets like Claws, MA, StJ or DM might pass on that as they have good ST dmg...that seems quite balanced.
With Synapse's idea, sets like Spines and Elec melee, that were only so-so ST damagers suddenly shoot way past their Brute/Scrapper counterparts (and in the case of Elec melee, it comes with no downfall or counterbalance).
But this is all just feel, for me. I'm going by feel alone and think the proposed change will go too far for some sets and remove what uniqueness Stalkers had with their playstyle.
Quote:I don't understand how that's not degrading, potentially to both systems. Do you "spend" focus on crits? Does your bonus crit chance depend on how much focus you have built up? Doesn't using AS then "spend" that? I think I'd need an example.
But to further elaborate on the idea...
My Assassin's Focus boosts your whole melee set:
Stack 1 = +4.6% crit bonus to all attacks; makes AS uninterruptible.
Stack 2 = +4.6% crit bonus to all attacks; +10.4% crit bonus to AS (totalling 15% crit bonus for AS)
Stack 3&4 = same as stack 2
Stack 5 = Hidden AS animation and +4.6% crit bonus to all attacks for a total of +23% crit bonus (base + bonus would be 33% which is what we get with all 7 teammates in range) and about +65% crit chance for AS.
With my idea, as you fight, your Assassin's Focus refreshes with each regular attack and are spent by AS (your regular attacks don't spend it, just refresh it up to 5 and AS empties your points to 0).
Ideally, this isn't better for your regular meleeing with the current scaling crits since the bonus would be dropping off when you use AS. But then remember, the other part of the idea is...AS only animates in 1 sec (with max focus or after placate). One of those, by itself, should cover the loss of DPS (again, going by feel), but add in that 1 stack makes AS uninterruptible and you can get 5 stacks to buff AS's unhidden crit chance to 65%...Think that's enough to cover the loss of DPS over scaling crits? -
Quote:And that is what Assassin's Focus is for.I'm worried that your suggestion would be even more confounding, because if you're being kept from being hidden you don't get uninterruptable AS, but if you're being unhidden by damage you're also being kept from delivering the longer-activating, interruptable AS while unhidden. So the suggestion above sounds like a double whammy in content rich in incoming AoE damage.
Thinking of the AT as using ambush tactics, it's hard to damn someone, even if they are an NPC, for having anti-ambush tactics. Even then, there means to bypass those tactics such as making the foe come to you, rushing them faster or placate.
That said, you seem to perceive the idea in absolutes. Just because AS from hidden status is premiere doesn't mean that is your only tactic. Heck, Assassin's Focus tells you the opposite, that *it* is another option.
Yes, my idea focuses on Assassin's Strike from hidden...but that's only because there are so many things *messed up* with Assassin's Strike from hidden. It's slower than normal melee, it's interruptible and it relies on being hidden. You can tell me what's wrong with AS now and I can try to tell you ways to make it better. That doesn't, however, mean I expect any and all focus of the AT to revolve around that one means of attack. I'm just telling you it can and should be made more attractive than it is now...which is my point: new buffs don't do anything for the ambush tactics of Stalker and it could have...
Quote:Edit: Can I ask why we want to remove scaling crits? I don't think I like the idea of people asking for a performance improvement, no matter how modest, to be removed because they don't find it thematically appealing. I happen to play a lot of content where I suspect it comes into play - team dogpiles, either on AVs or on large spawns. Assassin's Focus only improves single-target DPS. If you have a powerset with AoEs, scaling crits improves that also.
Clarification: I'm not asking for scaling crits to be removed, just rolled into Assassin's Focus rather than an aura that requires allies to be within 30ft of you... -
Quote:You've got it backwards.You still do more damage AND apply a terrorize effect when assassinating out of Hide. All this change does is finally kill the need to back out and wait eight seconds for Hide to reapply in the middle of a battle. You're still being rewarded for getting the drop on unsuspecting enemies, as that's the only way to score an Assassination critical.
You never needed to back out and wait 8 seconds for Hide in the middle of battle...that's what Placate is for. Sure, you're being rewarded for getting the drop on unsuspecting foes...but with the proposed changes, you're getting rewarded *more* for attacking indiscriminately. The only thing you don't get for that is Demoralize which then you have to weigh a *possible* 25% 30ft range mag 4 terrorize + unresitable unstackable -7% ToHit vs [X] increase in burst + DPS (I'll leave that [X] for the number gurus to crunch out).
You say a hide AS does more damage, but that's only if you're looking at the big orange number over the target's head. You have to neglect the time spent exectuting the attack vs how much dmg you could fit in the same window. Because, if you weren't aware, Assassin's Strike does not one-shot bosses or Lts passed a certain level...it's always BU > AS > Placate > Hard Hitter or BU > AoE > Attack Chain or some other combo of powers....it's never just one click and it never will be.
That AS can do [Y] points more damage for its one click doesn't tell even half the story...
Quote:As far as I'm concerned, "stealth" in this game has been broken since day 1, because in this game, once enemies know of you, then you can be as invisible as you want and you can never hide from them. The best you can do is Placate, and that doesn't make enemies forget you, it simply makes them unable to target you, but they still know where you are and what you're doing.
With the broken nature of stealth, creating a "stealth" AT in this game is impossible, or at least very awkward and unproductive. You've said as much yourself. You were the guy who yelled at me until I got it through my thick head that Stalkers SHOULD scrap. I don't want Stalkers to be a "stealth" AT. That doesn't work. I want them to be a "critical hit" AT.
What I mean is I don't want Stalkers to spend hours sneaking around, I don't want Stalkers to run away from a fight and hide, I don't want Stalkers disengaging from a fight the team is leading and rushing off to the next fight. I want Stalkers to fight as fighters, but I want them to do their damage not through raw damage numbers, but through the careful application of their critical hits ability. Whether that's with or without Hide is - in my eyes at least - irrelevant. Hide should still carry some meaning, obviously, but I want to see it as a tool for achieving critical hits, not an abstract representation of the ability to not be detected.
Hell, if we could, I'd love to make Stalkers better burst ATs by taking away their BU power, making it an inherent power and simply calling it 'Bum Rush'...so if the melee set had Siphon Power, or Soul Drain or Follow Up...or Build up...the set would still have it but then you'd also get 'Bum Rush' as your 'ambush buff'. Then you can do both surgical strikes and DPS...
Anyway, yeah, Stalkers are an Ambush AT...even if the foe knows you're there and coming for you, it doesn't really matter...you just need to attack *faster* to get the drop on an ambush. That's the whole idea of an ambush so you just need to strike first...
And yeah I yelled at you until you got the idea that Stalkers should scrap, but that's just common sense, really. That doesn't mean I think that should be the main rewarding feature of the AT...because this new change rewards that and only that (and overwhelmingly so, IMO)...
That said, all the ideas posted, while interesting, I think you're not going to get enough people behind you to get it up for testing...frankly, the devs sound pretty intrigued by their own approach. I'm curious to test it too, but I still hold out that it just overly rewards scrapping *at the cost* of rewarding ambushing. I'd just like some of that reward shifted so it's an equal reward for either.
Again, to modify the dev's own approach:
-Make hidden AS 1sec and uninterruptible, doing max dmg and demoralize. Make hide > AS and placate > AS premiere to the AT.
-Make unhidden AS 3sec and interruptible.
-Add Assassin's Focus build up to 5. The first stack making unhidden AS uninterruptible and the last stack dropping the animation down to 1 second.
Note: just making AS uninterruptible out of hide (using Assassin's Focus) would be a great buff by itself. But it wouldn't make it the main noteworthy tactic of a stalker mid-combat, which is how it should be, IMO. Making it so constant combat improves your assassination abilities is the key.
And some other things...:
-Can we just drop the whole scaling crit thing? It's rather unneeded if we've got Assassin's Focus.
-Roll Assassin's Focus as if it were the scaling crit bonus. Each stack = +4.6% crit bonus to all your attacks. Give Assassin's Strike a better bonus, maybe somewhere like 50-75% crit chance from a full 5 stacks of attacks. That way, if you're on a purely DPS objective, you don't need teamates to achieve high DPS, just stack AF and don't stop attacking...pop AS when you max stack it and start again.
Note: it feels like all the gimmicks stacked on Stalkers is too convoluted (Hide, Placate, Assassin's Strike, scaling crits, Demoralize, Assassin's Focus). Cut some of the fat, namely the newly added scaling crits, and just roll that into other things...or just get rid of it entirely and replace it with Assassin's Focus.
The whole 'kill foe gets Stalker a reward' idea was namely something I cobbled together from when Castle was making suggestions for the new Blaster Defiance. He had put forth the idea that killing foes would buff the blaster which told me 'hey, so they have tech for that...how could that be used for stalkers?' Well, Synapse is aiming for a different approach. If he wants to change that approach is up to him, but I'm just making suggestions in-line with what he's already planning... -
Actually, after posting that, I thought of a powerful way to word my thoughts...
Right now, while a Stalker may be a bit rough and clunky (some of its tools don't work properly and their tactics are outside the norm), I am given a pat on the back and a bit of a reward by the game for taking that bit of extra road to get to the same town other DPS ATs are getting to (DeadFoe-ville).
With this change, I'm still given a pat on the back by the game for what I was previously doing...but I'm given a pat on the back, a cookie AND I get to DeadFoe-ville faster if I ignore what I was doing before. Okay, that wouldn't be too big of a problem, but then it's the exact same road the other DPS ATs take.
I want to be able to take that bit of extra road I was taking and be given more shortcuts between that road and the DPS AT road...vs simply ignoring that old hilly dirt road I liked taking before or just taking the old road for nostalgia reasons but getting back to the DPS AT road when everything's all 'serious'.
Just swapping the 1sec AS timer's condition (fast when hidden, conditionally slower when not hidden) still makes me want to take the extra road, but then I'd be taking it at jet speed then swapping to a car when I get on the DPS AT road... -
Just chiming into the discussion again, and am so glad I'm not the only one that is at least questioning the new Stalker changes. They seem pretty awesome (too awesome, if you ask me), but it just feels off. From how I play Stalkers, there's generally 2 modes of play:
-Surgical Strike: Go in, find the target(s), and eliminate them. This may force you not to scrap because you have to break off melee so that you can actually move/find said target(s). Finding the target(s) are much easier when solo. By the game mechanics, a Stalker is actually rewarded for rushing a foe, kill it, back off to rush the next, etc. It's a necessary job for the AT's survival, like a Blaster Aim+BU and targeting the mezzer first. This is what makes the AT unique, it has an advantage over other melees with it's better surgical strike capabilities.
-Frenzy: Basically, finish the job. Getting as much damage as quickly as possible and leaving no foes left. Line up whatever burst advantages you have, but generally a button-mash fest. Depending on the fight, I may just skip the Surgical Strike part and go right into the frenzy.
I like that the new changes help with the Frenzy part. Stalkers need help there. But the changes make the Frenzy part a bit too attractive, so much so that it overshadows the specialty of the AT. And for what? So that they can output the greatest ST DPS? Well, I could overall be satisfied by that...but why? Couldn't there be changes to improve both the Surgical Strike and the Frenzy? If we're looking into changes, can't it be possible to make the Frenzy output more damage but make the Surgical part more efficient/faster?
I'd love for my Stalkers to be death incarnate, pumping out devastating waves of carnage constantly...but I like to glide through spawns, a path of discriminate death in his path too. Basically, I want the tricks Stalker can do to be made better vs just giving them the same Brute/Scrapper trick but better. I already play Brutes and Scrappers so I know how they play. I don't play Stalkers completely in that way but with these changes, I'd probably completely import that playstyle if only to get the most out of their tools... -
That's the oddest and most disappointing disclaimer I've heard today
-
Quote:Nice, glad I'm not just going crazy, becoming jaded or morphing into a nerfhearder or somethingAs an example, let's take a look at Energy Melee for how the DPA compares - it's got the generic 3 sec animation time, shared by most sets, so this will work for the largest number of sets:
AS from hide:
Scale 7 damage, 3.168 sec animation after arcanatime calculations = scale 2.21/sec
Current, out of hide:
Scale 2.5 damage * 1.1 (crit chance), 3.168 sec = scale 0.868/sec
1 sec trim of animation time (2 sec total):
Scale 2.5 damage * 1.1 (crit chance), 2.244 sec = scale 1.225/sec
2 sec trim of animation time (1 sec total):
Scale 2.5 damage * 1.1 (crit chance), 1.188 sec = scale 2.315/sec
Note that if they trim the entirety of the windup time it will be far more effective to use it outside of hidden status - you'd have a higher damage per activation and would never have to worry about being interrupted. I think they may knock around 1 second of the animation time away, putting it near the top (but not at the top) of other attacks - at 1.225 it's slightly above Smite, Ablating Strike, and Chain Induction (all at 1.222) for DPA but behind Soaring Dragon (1.25), with the higher critical chance from Assassin's Focus boosting it beyond those but probably staying behind Crushing Uppercut (1.472) and Energy Transfer (1.57).
For the blade sets and KM, here are the DPA numbers at 2.67, 1.67, and 0.67 seconds at scale 2.5 damage with a 10% critical rate, all in damage scale/sec (multiply by 55.61 for dps):
2.67: 0.947 <--- note that this is where KM's is now
1.67: 1.488
0.67: 2.976
As for normalizing the AS attacks - I'd like to see it done based on a 1 second animation. That way they could give EM back the old ET animation for it's AS out of hide, and Stalkers could point and laugh at the slow Brutes and Tankers while stealing their kills. >.>
Not sure about the +crit buff added by Assassin's Focus. Synapse never really clarified on that, but then I don't think anyone ever posted "So 10%+ 33%x3 stacks?" in the thread he's discussing in so the issue was never brought up. I didn't even begin to think those numbers were anything but a straight accumulative added chance vs a modified chance...But I specifically remember him saying Assassin's Focus only stacks 3 times and after you use Assassin's Strike (hit or miss) all the points are spent.
And the above numbers get worse when you add in Placate. Basically, you're practically penalized every time you try to use them as a pair...not trying to cradle the Placate > AS combo, but for mid-combat Demoralize, you shouldn't need to sacrifice so much...especially if they're just handing out free-crit AS >_> -
Quote:Not sure if you're still reading this thread, Synapse, but I've been thinking, debating and apparently nagging other posters trying to get their opinions and perspectives for the old and future Stalker/AS changes.For me, ideally I feel that Stalkers should be the single target burst damage kings. Some sets do this better than others and some sets offer some AoE. Your mileage may vary depending on which sets you pair together. However, I'd really like to see Stalkers being able to outperform Scrappers and Brutes in bursts, especially with single target damage. Their trade off as always is survivability.
From what I can gather, and what I actually based my stance on, is some players do not currently take and/or use AS and many prefer to use placate with other powers like Concentrated Strike, Burst, Thunderstrike, Crushing Uppercut, etc. As is, AS from hide or Placate > AS is only marginally useful, which isn't wholly an issue...
But with the new changes discussed, the relative effectiveness of hidden AS or Placate > AS is lessened because it will simply be better (for burst and DPS) to simply use AS to scrap.
Now I'm not certain if that is the intended direction you want to take that attack, but it seems backward to me that hidden AS would, in many circumstances, be *less* useful than unhidden AS. Not to mention, Assassin's Focus provides more benefit to button mash vs timed surgical strikes.
Would it not be more thematic to 'invert' the proposed addition to Stalkers? Making it so a hidden AS animates in 1 second and an unhidden AS animates in 3? Then you can make it so Assassin's Focus 'aids' the unhidden Stalker by improving the effectiveness of unhidden AS? A Stalker should fundamentally be at his peak when attacking from ambush, right? So being able to rush into a spawn and click your mightiest attack for a quick death still feels perfectly thematic.
And this is all a suggestion, but Assassin's Focus basically making AS a 100% crit every time (stacking 3 attacks is *really* easy) sounds a bit much anyway. If an unhidden AS is regularly 3sec animation and interruptible, Assassin's Focus could buff the power in other ways, like stacking it once makes one immune to being interrupted (hey, that could be a buff for the epic snipes too!), and stacking it to max could swap the activation to the 1sec version...
Again, this is all just theorycraft, but even if your goal is to make Stalkers into the ST damage kings, I still think they can be by still keeping in practice with the standard tools of a current Stalker (Hidden ambush, placate, Assassination, Demoralize, all that jazz) vs relying practically only on mash-button as fast as possible. -
Quote:Okay, now step back and stop looking at it from a selfish perspective.Okay, I hate to disagree again, but personally I do not use placate to add to effectiveness of AS on either of my stalkers.
What about other players' stalkers? What about the primaries that aren't Street Justice or Kinetic Melee? What about the stalkers without high-end IO builds? What about the Stalkers under level 13 or 26 or 32? How you use your characters isn't always how others use theirs so singling out your perspective purposely ignores other variables and that's not something we should be doing when making fundamental changes like what is about to occur.
I'm still curious about people's opinion on the change from a thematic stance. No one has really bothered elaborating on that, that AS is ultimately harder to use and slower to get a marginally good effect when hidden vs the quick and most likely superior effect of AS when not hidden.
To me, it's backward on a fundamental level. Stalkers are suppose to want to strike from ambush and AS has its downfalls in that regard. But Assassin's Focus is there to aid when not hidden? But still does nothing when you are?
Again, I'm not arguing a buff to Stalkers, nor am I limiting the scope of the buff to a single initial burst. But it really makes what a Stalker normally does obsolete vs making that better. Those that never use AS or Placate > AS? Ever ask yourself why that is? When you determine the reason, try thinking of something to *fix* that... -
Quote:Did you read the whole suggestion? Working in-line with the current suggestion of Synapse, 3 stacks is where you're aiming for (although I'd have suggested 5). 1 stack will allow you to use AS unhidden without being interrupted (if 5 stacks, then stack 2-4 would be incremental +% crit bonuses while stack 5 is the quick animation). Not only that, but if you can use AS in ambush (i.e. faster than without hide), that already improves the use of AS for your regen and resistance stalkers.That sounds great for my incarnate softcapped KM/EA/Pyre stalker, but what about the regen and resistance stalkers? AS would still be useless outside of hide for them.
Your vision for stalker tactics is not rewarded by City of Heroes combat system, you have to admit that.
And I don't admit stalker tactics aren't rewarded. Because they are. Use Placate > AS now and you're rewarded with Demoralize. Use Placate > AoE and you've got higher crits in an AoE. Basically, I want there to be a purpose to using placate no worse than what we have now. Same with using AS from hide. -
Okay...
Personally, I think Synapse got the idea rather reversed when it comes to Assassin's Strike's speed. That you have to wind up while you cannot be seen seems to be contrary to what a skilled assassin would do. If going by theme, AS should have its 1sec uninterruptible animation when you're hidden and be the regular animation while unhidden.
When the whole momentum mechanic was introduced, it was my thought that, if you are sitting in wait (hidden), you're prepared to ambush immediately. So in that regard:
-While in true hidden status, AS will not be interruptible (reverse it in PvP zones) and animate in 1 sec. This attack will do scale 7 damage and demoralize foes in range.
Not only would this make Placate > AS very useful, it also makes the ATIO not penalize you (ho ho, did you forget about that whole 'chance for hidden' proc?) in regular melee, but instead helps.
Assassin's Focus sounds like it'll really make Stalkers a ST DPS monster. But let's be real here. How good is a 1sec AS attack at base damage by itself? I truly doubt it'd be very balanced for AF to basically make AS 2x effective 100% of the time (because it'd be child's play to hit a foe 3 times while you wait for AS to recharge). But in conjunction with my above thoughts:
-Without Hide, Assassin's Strike will have a 10% chance for 2x dmg, animate in 3 seconds and be interruptible. Assassin's Focus will make it easier to use Assassin's Strike without Hide. One stack of AF makes AS uninterruptible, two stacks boosts its crit chance to 50% and three stacks reduces its animation to 1 second (the same as being hidden).
On paper, this seems less outrageous than what was proposed and still keeps the suggested idea of boosting the capabilities of a stalker in ST damage. The attack is supreme while hidden and situational when not, but with focus, you can make AS a more viable basic attack.
Not only that, it still puts the player in a position to need to make a choice in utilizing placate. This choice is also a part of what I'd consider Stalker tactics. -
Quote:I *really* don't feel like dissecting every one of your over dramatic posts, so please calm yourself.There's a difference between 'unique' and 'gimmicky'. One can be utilized into something fantastic. The other is, well, gimmicky. Placate, Assassin's Strike, and Hide are 'gimmicky'. They are not the /core/ of Stalker gameplay. "What?", you may ask?
First of all, drop the 'gimmicky' thing. Because you're confusing 'gimmicky' with 'ineffective'. Have you seen Beam Rifle? That's gimmicky. What about the new Staff Melee? That's gimmicky. Or the new Assassin's Focus? That's gimmicky.
The issue is (and surprise surprise, it's the *same* thing brought up by Angry Citizen if you ever decide to take the wayback machine and read) adding gimmicks ontop of gimmicks. Yes, Angry Citizen brought it up and I remember because I suggested such gimmicks at the time Stalkers were first improved.
So my first advice on this particular part of dissecting your post: Separate 'gimmick' from 'ineffective' because you're not doing that.
Quote:Because, RIGHT NOW? Assassin's Strike is horribly unviable in the AoE spamfest League nonsense. Even IF you get it off, your /core/ unique ability is usable, practically, once per fight; before the fight starts. Using Placate into AS DURING a fight is still arguably not a viable use of time.
You say Placate is crap, Negate? Then why not improve it? You'd rather just toss it aside?
Quote:Let's be honest here and stop kidding ourselves; City of Heroes is not a game designed for sneaky sneaky PRECISION BASED EXECUTION WEEEEEEEEE. It's far too, bluntly, stupid to do so. Even in games like World of Warcraft, Rogues are their Hidden status to get into a good position, and then open up and go toe-to-toe. And, really? Rogues are Scrappers, not Stalkers.
Regardless, don't get so haughty. I'm not trying to 'hinder' you, so much as I'm shaking my head at your logic. Right now? Stalkers are a mess. They're not competitive at all, and the ONLY reason you'd pick a Stalker over a Scrapper or Brute (Or Blaster or Dominator) is simply because you couldn't find the other. You do not pick a Stalker because of their 'unique' nature, in the LEAST, because of how gimmicky garbage it is.
And you don't pick a stalker for a team for being 'unique', you *play* a stalker for being 'unique'. The team doesn't give a crap if, as a DPS AT, you're shooting at range, hitting in melee, nuking entire spawns, etc. All the team cares about is if you keep up and do your role, DPS. Stalkers have always been capable of this and you won't convince me otherwise.
And me saying that does not mean I did not believe improvements could be made to make the choice of being a Stalker more worthwhile, but that comes as a personal choice, not a choice to be approved of by a team that doesn't consist solely of me, myself and I.
Quote:Again, because the emphasis cannot be held enough; City of Heroes is not a game that supports Solid Snake mentality of swiftly eliminating a single enemy, then going back and doing it all over again. It's a game designed to put you at odds that in other MMOs you'd get crushed, and walk out barely scratched. You're a Super Hero/Villain, not a street rat.
Nowhere...*ANYWHERE*...do I ever advocate some kind of 'hit and run' type mentality of eliminating a target and then waiting to get the chance again. The only quality I really attribute to Stalkers as being 'theirs' is their control over their burst damage. And it can be said the new changes does give them more controlled burst damage. Problem is, it does so at the cost of their natural tactics. And if I have to spell it out for you, I'm implying that it'd be better to just jump in and scrap vs singling out a trouble target. The sooner you get down and scrap, the sooner you can pump out 1sec cast AS attacks. I feel this isn't quite the right direction to go. You seem not to care.
Quote:"More like Scrappers than ever before!", how is that a /bad/ thing? Because it takes away what makes Stalkers 'unique'?
Giving Scrappers access to the Stealth Pool and Energy Aura did that waaaaay before this did, but I digress.
It's rather pointless to continue discussion with you, Reppuu. You're predisposed to hate current Stalker, which is what I'm looking to discuss.
Quote:Reppu has laid it out rather clearly.
What Tactics does Leo Speak of that reward stalkers in the current gamespace?
I just don't know.
As of before, Hide > AS wasn't wholly attractive in many situations. The devs added Demoralize to make it somewhat moreso. It rewards the use of AS in conjunction with Hide and/or placate. This, in and of itself, does not change with Synapse's changes.
But the *relative* attractiveness of that combo *does* change. Just answer these questions:
-Currently, do you feel penalized for using AS from hide?For me? No, not really. It's a situational attack. It does what it does and gives you a bit of an alpha-dampener on top.
-With the proposed change, now how do you feel?It's hard not to feel penalized. Bad enough it requires either hide unsuppressing or placate, but it remains slow and interruptible when hidden but fast and uninterruptible when not hidden? And it doesn't mesh with aura powers and it gets no benefit from Assassin's Focus and it's not like Demoralize completely stacks...
Stepping away from Hide > AS, I'm still curious of the implications this has on Placate. Again, this is a tool situationally useful because of its clunkiness and questionable effect on DPS. Will Assassin's Focus, as described, banish this power into uselessness? Maybe just make it more situational than it is?
I'm honestly shocked how easily you people dismiss Stalker tactics. If Stalkers aren't going to ever bother using AS + demoralize or placate, what makes one different from a Scrapper or a Brute?
As for what I'd try to do with these Stalker changes?
Well, let me just end this post and start another, cause this one's long enough... -
Quote:And I can tell you don't particularly care how Stalker accomplishes the feat of being great. You're focusing on the goal of 'beating' those other melees even at the cost of individuality or style. Worse yet, you must have yourself set to believe I'm somehow trying to *hinder* your progress into greatness or 'ruin' things by resisting this design direction...But is it any better /now/? Let's be honest here; Hide, Placate, and AS are gimmicky as all hell. As it stands, Stalkers are; "Do a lot of Burst on the opening, and then cry in a corner while everyone else out damages me", primarily due to the poor design of AS.
This new design? You could still open with AS for the huge burst (I guess, as I said this wasn't even well designed anyway), but now it looks like Stalkers, building their Assassin's Focus stacks and using AS, will actually get the title of "Highest Single Target DPS in the game", as they should have. They're significantly squishier than every other dedicated Melee AT, they SHOULD out damage those ATs, flat-out.
Try to look at the changes objectively. Personally, yeah, these changes look wonderful and I'm all for them...it's just it basically makes Stalkers into Scrappers with a spammable pre-nerf Energy Transfer.
Don't look at the survivability (honestly, the suggested changes closes that gap nearly completely) or even the loss of AoE (the change that makes AS activate faster seems a fair trade for some of the lost attacks and you know it) but the sum total of the changes and how the AT uses the tools to craft a unique playstyle. So don't tell me how 'gimped' you think Stalker's tactics are and think about what you'd do to make them 'ungimped'.
When Angry Citizen was around, parity was a goal, but keeping the Stalker's unique style was also the goal. The situation I'm seeing now? The devs are willing and ready to make Stalkers into Scrappers and have placed an option down that may do that at the cost of what a Stalker has naturally sought to do.
Do you want to marginalize the hidden AS tactic? Or Placate? So that you can say you're better than X and Y?
I'm not telling you to hate the new changes, just to actually *seek* *SOMETHING* that at least attempts to reward a Stalker for his tactics, which I don't believe these new changes do.
Hah, don't shoot me down like I'm trying to ruin your party. You've actually got a dev set to help the AT out, don't toss away your opportunity by just giving up what makes Stalkers unique... -
Can we not speculate the effects of these changes by the numbers given yet?
Not a maths guy, but;
-Assassin's Strike base damage = [x]
-Assassin's Strike crit damage = [x]*2
-Activation of AS without hide = 1 second (what Synapse is aiming for eventually)
-[Insert DPS calculations]
*Unknowns are, the crit bonus of Assassin's Focus stacking or duplicating with the base (and scaling) crit value of AS; if these bonuses duplicate with hide's bonus; placate's ultimate value after it's all said and done. If AS's rech, end or base dmg will be changed.
Considering the nature of placate, its cast time and interruptibility vs this new AS and it's quick damage, will there be a purpose for placate? It has already been brought into question how much placate improves damage potential currently. How worthwhile do you think it'll be with these changes?
As for ideas about what Assassin's Focus could do besides buff unhidden AS? No clue. But I'm trying to look at these changes from another perspective besides "OMG! I'm gonna SOOOO AS yer *** now!!" (because if you know me, I use AS on *every* one of my Stalkers currently). How much will these changes alter the 'feel' of the AT and in what way? Does it really leave the 'stealthy' 'calculating' and/or 'precision' feel of the AT intact? And how strongly does it devalue current Stalker tactics/playstyles and builds?
From what I can tell, and IMO:
-using AS with hide wouldn't be as advantageous for damage (and only minorly for mitigation because of the short duration)
-placate might waste more of your time than help unless you've got an AoE that'll hit 4+ foes
-this emphasizes less on tactics or timing and benefits mostly the scrapper style of play with little choice of the contrary
-enforces the build preference of taking and abusing AS where, now, you can get by perfectly fine without AS or placate... -
-
Quote:Apparently not.yeah, if you are not using Assassin Strike, you are not competing hard...
There is still a choice involved.
This is why I'm advocating for an alternative use to Assassin's Focus, even at the cost of effectiveness of what has been described (lol, which is overpowered as it is). What that alternative use might be....well, I dunno. -
Quote:Uh, I think a lot of the confusion is the use of 'out of hide' as a term to determine the circumstances of AS's use. 'Out of hide' could mean 'coming out of hide' or 'you aren't hidden' and it mixes people up.I was confused by that typo at first. I thought an out-of-hide AS does index 7 + demoralize but still have interruption. Synapse already cleared that up.
Where does it say AS out of hide has "shorter" activation time? I know Focus gives 33% per stack and with 3 hits, you are more than 100%.
How about just using the phrases 'with hide' or 'without hide' or 'hidden/unhidden'?
Quote:Looks like the design goal for this is to use Assassin Strike. Use it and embrace it.
I still feel it should be a choice, though, and one shouldn't be handicapped because they made a 'different' choice.
Quote:The Assasin's Focus buff might be counted separately from the normal Crits
so it could look like
Focus 99% Chance to Crit
10% Chance to Crit
giving two separate chances of a crit one that riggers 99% of the time and one that has a 10% chance
And possibly the chance that both trigger?
making the rare AS Double Crit somewhat of a feature?
That really makes me not want to use regular Hide + AS...
So does the Assassin's Focus get 'spent' when you crit with an AS? -
And let's not forget AS has a base chance of 10% to crit naturally. So 3 stacks of Assassin's Focus = 109% crit chance on AS without hide?
-
Quote:Lol WTF? That's overpoweredFYI guys... Synapse just posted that Assassin's Focus adds 33% crit chance to out of hide AS PER stack.
Sooo hit with 3 attacks outside of hide and the new uninterruptible (out-of-hide) AS has a 99% chance to crit... hehehe
I'd have made it 5 stacks (so about 19% per stack).
That, or they'll increase the recharge and endurance cost of the power dramatically....it recharges normally in 16 seconds, I think...
And would Assassin's Strike itself add a counter to Assassin's Focus? Just Hide > AS > 3 attacks > AS sounds particularly crazy....
Hmm, well does Assassin's Focus do anything else besides affect Assassin's Strike? -
Quote:Lol how are you guys getting so confused?So you hit with certain attacks to gain a "buff" (Momentum) so the other attacks activate faster.
Could this Assassin Focus be the "Momentum" that speeds up Assassin Strike?
I mean you need to gain some kind of "buff" icon to shorten the activation time right? I don't think you can have an attack that has two separate activation time without any buff since getting back in "Hidden Status" (a buff?) actually reverts back to the old activation time.
Maybe the whole Stalker AT feels like Titan Weapon afterall... LOL
1. Stalker with hide uses AS = longer interruptible animation/base dmg + Assassination bonus damage + demoralize.
2. Stalker without hide uses AS = shorter uninterruptible animation/base damage.
3. Stalker without hide uses AS after building Assassin's Focus = shorter uninterruptible animation/base damage + base damage again (basically 2x dmg).
The shorter animation is dictated by being hidden or not, the super Assassination dmg + demoralize is only usable while hidden but comes with the fact it is interruptible and slower. Hide basically changes the function of AS; burst damage + AoE mitigation vs high DPS.
The 'momentum mechanic' isn't hitting to gain a buff that speeds up animations. The momentum mechanic can be described as 'two effects/animations linked together within a single power' with Hide being the trigger that switches between them. The Assassin's Focus is a variant on the 'street justice combo level mechanic' in that it adds levels to improve the effect of a power (in this case, the critical % chance of AS).
Anyways, no one feels there's an issue with limiting Assassin's Focus only to Assassin's Strike? No one thinks that Assassin's Strike should remain a choice and still have Assassin's Focus provide some kind of utility to the AT? -
Quote:See? I would have realized that had I made your account and posted on it. So that just solidifies our stories! We got our alibi, see?Lol, yes and I am sure that people could tell that by the fact that my join date is almost a year ahead of yours. I post only sporadically, and for the most part spend my time in the game rather than on the boards.