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Posts
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It would be interesting though I think access to pool powers should be a higher priority.
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Well, Fire Melee has DOTs which will mess up Placate. Adding in the lack of any soft or hard control and it has the potential for being a poor set on Stalkers.
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Two key things: Can't get Hibernate because it's in the epic pools. No way Frost is going to be a lvl 1.
Was pondering this a bit was thinking the primary might work better like this:
1. Frozen Fists
1. Ice Sword
2. Frost
6. Assassin's Chill
8. Build Up
12. Placate
18. Freezing Touch
26. ???
32. Greater Ice Sword
The ??? could be replaced by Arctic Breath (cone so it synergizes with Frost), Frozen Aura (AoE sleep), or Shiver or Benumb (no damage but a good debuff).
For the secondary, I don't think Chilling Embrace is that big of problem as long as it comes later in the set since /dark has offensive toggles. However, it absolutely can not have Hibernate. Plus, Hoarfrost might be lacking since Stalkers have such low HP caps:
1. Hide
2. Frozen Armor
4. Permafrost
10. Glacial Armor
16. Wet Ice
20. Insulator (Dark Regeneration knockoff)
28. Chilling Embrace
35. Energy Absorption
38. Absolute Zero (a tier 9 that instead of buffing the Stalker, it creates an aura that massively debuffs the speed, recharge, regen and damage of nearby enemies. Ends with a crash) -
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Hmmm...might be a magnitude problem. I just checked and surprisingly [Placate] is just mag 4. AVs have mag 3 protection to most things then the purple triangles are applied but don't protect against placate effects. EBs have native mag 6 protection to status effects. So this seems like a case of the EB faring better than the AV which is sort of messed up.
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Quote:And I haven't checked recently, but while on the subject of Placate, does it work against EBs now? I seem to recall reading of several instances of downgraded AVs being Placated and continuing to aggro on the Stalker because an EB needs a higher mag than 4 to mez. I usually ended up fighting the AV version instead, so never really noticed, and haven't had to Placate an EB in a while.
- If there's a secondary effect on an enemy or a PvP foe, there is a high chance of the Placate effect being overridden.
- Some enemies have natural Placate resistance.
- Oddly, some enemies seem to have a one or two second delay before Placate kicks in. If you're fighting something one on one and you're having problems with Placate, stop attacking and take a few steps back. After attempting one or two attacks in their queue they'll ignore you.
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Not sure if it would really change your mind. Personally, when I think of my Corruptor as something Blaster like I'm massively disappointed. If I think of them like a Defender then I enjoy using them. It could be an issue of powerset choice. I prefer debuffing the enemy more than buffing my team.
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Quote:It depends entirely upon implementation. Considering how much buffs/debuffs rule this game it IS a serious threat. I mean debuffs even generate aggro while healing does not. Something to keep in mind for Stalkers is that the cottage rule will prevent any changes that are too drastic.I disagree with this completely, and if that's what Stalkers end up, I can safely say I would never make another one. And that's not a "threat."
Quote:There's a reason I've never supported the Melee/Support AT ideas - because I despise the concept in general. -
Are you standing near a CoT crystal? While regen or recovery is nice, the aura interrupts AS, snipes, Trip Mine, etc.
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While the exact range is up for debate, increasing the radius of the crit range seems like the suggestion with the most consensus and (Standard Code Rant) seems the easiest to implement and the least likely to break things. While increasing the damage modifier seems to make sense, there is a valid chance that it would pull Elec and Spines too far ahead of the rest of the primaries and require further balancing of their damage.
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Longbow is intriguing in that their variance is top heavy. They have a lot of cool bosses but as mentioned there's just one LT and the minions mostly blend together. Tsoo may be the only other group with as much boss variance but they do much better with LTs.
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DA Stalkers have some fun toys that are useful on a team.
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Font of Power from Mako's patron mission. The current version is an immobile EB that spams Psionic Tornado which may be unfeasible for the MA. A version of it converted to a destructable would be a good portal or mystical energy source.
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Quote:I don't see raising perception to be a problem if it is in moderation such as individual enemies with Tactics. It mainly needs to be mission sensitive which probably opens up discussions over content and mission design. This also connected to having better map design. I don't have any problem with Superior Invisibility outside of the fact that it seems to be tossed around as a bragging tool when compared to Hide.As for stealthing and the post regarding raising the perception on mobs, I don't see it being likely to help, nor do I think that a backhanded nerf to "stealth" in general is the way to help Stalkers. Other ATs can stealth - via IOs, pool powers, or simply running past the mobs because you lose aggro before they can kill you. And Stalkers don't even get the "best stealth" - while Superior Invisibility has an endurance cost associated with it, it doesn't suppress when attacking, provides a higher level of PvE stealth (200' vs 150'), and would provide more PvP stealth if the Controller stealth cap was higher (1000' vs 500'). To quote someone playing their Ill/Rad redside on beta earlier tonight, "I'm like a Stalker, only useful". And honestly, since the Stealth IO stacks with itself, if you load fairly quickly you can just exit and re-enter for a 90' stealth radius on just the IO (ie, no other powers) for most mission lengths.
Quote:And, for that matter: in lieu of raising the damage/damage buff modifier, why not make crit damage unresisted for every stalker attack?
Why? This lets stalkers focus on what stalkers were made for: superior damage through criticals. The damage is less than scrappers on average when scrapping solo, and could actually (possibly only in my mind - numbers are my nemesis) out-damage scrappers on the criticals. It would make stalkers do vastly more damage on teams (especially with the critical radius expanded) and would give them the ability to score unresisted damage after the placate on their second target. (which, in my case, is frequently a second longbow warden). -
Quote:The old sidekick range was 225 feet which I actually think is too big though I may be in the minority in that opinion. 60-100 feet works fine. It's a subtle way to limit "scouting the map" when not needed and better fits to the concept of using your team as a distraction. Also, while there should be a HP cap raise, I more heavily favor giving them more damage as opposed to making them more survivable. My other suggestions would be:Some starter ideas that I've seen thrown around:
- Increase base damage modifier (suggestion of 1.25)
- Raise the Stalker hp cap (various suggestions, usually around 2000)
- Increase the radius for the teammate critical buff to the same as the old sidekick range (note that this does NOT address solo disparity)
- Increase the melee damage buff modifier to match that of Scrappers (ie, a +100% Build Up vs a +80%).
- Any combination of the above.
- Allow the 25% chance to Terrorize to have it's probability increased with the team crit buff.
- Allow the chance to Terrorize to proc regardless of if the enemy survives.
- Give Assassin's Strike a small (5%?) -resistance and/or -regen debuff that does not stack from the same caster but will stack from different attackers.
- Give Placate a 25% chance to confuse.
- Move Tankers and Stalkers onto the same tier of Leadership buffs as Dominators and Masterminds for Maneuvers (from 2.275% Def to 2.625% Def), Assault (from 10.50% Dmg to 11.25% Dmg), Tactics:To Hit (from 7.0% to 7.5%), and Tactics: Perception (from 141.4 at level 14 242.2 at level 50 to 151.5 at level 14 259.5 at level 50)
For the most part the suggestions are with teaming in mind but can be applied to solo play. A better application of the Terrorize effect will help protect the Stalker and their team. Since AS is an ST move that the AT is somewhat built around in a game that favors AOE, it needs a buff to help guarantee it softens up a target, especially a hard target that you can not OHKO. A confuse in Placate is meant to protect squishies when you drop aggro. The Leadership buff is slightly more meant for Tankers but it's a concept of something that the two could bring to the table versus the other melee classes.
However, I think the main thing Stalkers need isn't buff to the AT (though they do need it). The main thing is tweaks to the rest of the game. More enemies with perception buffs (and not enemies that ignore stealth). More missions with sensors like from the mayhem missions or turrets (naturally higher perception). In other words, more reasons to actually be a stealth based AT and to make it so that other ATs using stealth powers aren't marginalizing a Stalker's existence. It's sort of the same problem as [Acrobatics] where the call for its use gets met with "just slot an IO". -
-sigh- It figures. Wish more IOs operated on target. It would still work on auto powers yet would offer more buff options on teams.
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Does this buff the caster or the target? Curious due to some interesting things it could do if it affects the target.
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I think the other issue with critter design is that groups need to be more creative than Knives of Artemis, Crazed, and a host of other groups where everything in the enemy group plays exactly the same. Varying enemy composition not only gives you the breathing room to have the occasional powerful enemy, it also makes enemy encounters fresher and more dynamic. Spawn A has a specific LT that's problematic so a Stalker/Controller/Defender will work better while Spawn B has weak enemies that force multiply so it would be better to just toss a nuke or wade in with melee.
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Intriguingly, a few people have reported that it actually isn't hard capped. A while back some people were suggesting Stalkers take the Black Scorpion pool since he comes with three pets specifically due to this. Plus, Vigilance before I17 took pets into account so it's entirely possible the crit buff is taking pets into account.
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Sorry to burst your bubble (with a pair of scuffed steel toe boots...) but I can't see Ninjitsu being proliferated. Scrappers won't get Hide and the epics already have Caltrops. Scrappers aren't designed to shed aggro on purpose so Smoke Flash and Blinding Powder are unlikely.
*shrug* Guess you're stuck with us. -
If he changed sides then can I feed him to the Hydra?
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Quote:I think a lot of the problem actually is that Stalkers buff the team in a way that is hard to quantify and admittedly is not common enough. Sapper = dead helps a team but there's not enough situations where there's an individual problem enemy that needs to die immediately. Don't get me wrong, they could stand to be buffed but it seems like they'd be harder to pinpoint the exact hard numbers needed.If you are trying to argue about the comparative effectiveness of ATs, you have to use an objective quantifiable basis for comparison or you the argument might as well be "my daddy can beat up your daddy" in preschool.
If you are balancing ATs and power sets you have to use the hard numbers. Any other basis is nonsense. -
Pity that my Dominators aren't in range for this.