Current Stalker Issues - Updated 30/11/05
Closed Issues
This area is for issues that have been answered, Fixed, or confirmed by a dev that they intend to address this issue, if you believe that something here has not been fixed, was never addressed as promised, or the issue has not been answered properly by the devs, by all means raise it again.
<ul type="square">Bug: When using an Assassination power, it generates a sometimes "very large" aggro bubble. Uncertain if its intended or not. - CactusPete, 11/09/05
Positron: confirmed, and working on a fix.
Castle: We made one change that should have reduced this effect, somewhat. Testing internally has not resulted in 100% replicatable cases, so we're still trying to track down exactly what is going on.
Castle: Stealth is not supposed to drop below zero, no matter how low the actual value goes, but it is possible there is a bug there somewhere.
Patch: Fixed a problem in Assassin's strike powers that was causing you to gain negative stealth and thus gain aggro from far away foes.
Wishlist: The Hide toggle sound should be removed. If anything hide should muffle other noises. - EntropyAvatar, 24/09/05
Castle: This should be fixed Soon(tm). It should have the current sound for a few seconds, then fade out.
Wishlist: Stalkers should critical against slept opponents. - Climhazzard, 10/09/05
Geko: adding a 20%(ish) chance to land Criticals on Slept foes. You don't need to be hidden to do this.
Wishlist: Stalkers should have scrapper-like critical chances against Held opponents. - RisingPhoenix, 11/09/05
Geko: adding a 20%(ish) chance to land Criticals on Held foes. You don't need to be hidden to do this.
Wishlist: Can we get 'insert inherent power change here'. - Castle, 30/09/05
Castle: The Automatic Crit while in Hide is the Stalker special ability. Is the Automatic Crit as strong in terms of DPS as the Scrapper Critical Hit? Is it as useful to a team as tanker Gauntlet? These are things we are testing and any changes will be made based upon that. We've already got some ideas on how to adjust things if they prove to need adjusting.
Bug: Stalker Assassin powers are not working when hidden. - Geko, 30/09/05
Geko: This will be fixed soon.
Patch: Fixed Stalker Spines and Ninja Blade Assassin Attacks.
Wishlist: Mobs with their back turned to an assassination should not aggro the assassin or at least have a delayed agravation. - Besserwisser, 11/09/05
Castle: This is already in place, but probably not to the degree you are talking about. Perception range of critters is off center, so that it is longer to the front than to the back. Still, if you Assassinate someone and their buddy is standing 5 feet away, chances are good the buddy will notice something is amiss.
Balance: Ninjitsu power - Kuji-in Rin - should have Knockback/knockdown resists, instead of fear due to the lack of mobs that use fear. - DR_EVIL, 11/09/05
Castle: The issue of Knockback protection has been argued back and forth on the Scrapper and Tanker forums from before CoH launched. The fact of the matter is, the powersets that do not have Knockback Protection have other strengths that compensate for it.
Castle: Ninjitsu gets a Perception Bonus (so does Super Reflexes), Confuse resistance (again, shared by Super Reflexes), Psionic resistance (arguably shared by Regen), a Self Heal (shared by Regen), a second Placate, and an AoE -Perception/Sleep/Confuse/ToHit Debuff attack neither of which are shared by anyone. It's about tradeoffs. Ninjitsu has a lot of toys to play with and one real limitation which can be somewhat countered by pool powers and teammates. Lastly, as a DEF power set, you will be getting hit by knockback attacks far less frequently than other Archetypes. Getting hit less is a form of Knockback protection all on it's own.
Balance: There are a number of low-level powers that PVP opponents will use to automatically disrupt Hide or interrupt AS. - Scorus, 25/09/05
Castle: This is why Hide has such a large bonus against Area Effect attacks while not suppressed. I successfully took out a Fire Brute running his Damage Aura in our last PvP test internally. It was quite satisfying.
Castle: There are a number of Auto Hit powers that interrupt Assassin attacks automatically. In most of those cases, the way the powers work requires that they be AutoHit. Rather than alter a dozen or so powers scattered throughout the AT's, we are discussing changing how Assassin Strike works. Again, this change may not happen, and even if it does, it may not be until after launch.
Castle: Hide, When Unsuppressed, gives 37.5% base defense to AOE.
Balance: Why are Energy Melee Energy Transfer and Total Focus not getting full benefit of criticals from Hide? - Castle, 11/10/05
Castle: A Full critical benefit would have this power exceeding Assassin attacks as well.
Wishlist: Add a red status message that shows 'Stalking', This lets us know our next attack will crit correctly. - UnknownBlade, 10/09/05
Castle: I just spoke with the programmer who handles the status tag displays about getting HIDDEN to show up whenever Hide is not Suppressed. There are a few difficulties in doing it, so it may not be possible in the time frame we have. It's something on the board we're looking at doing when we have time, though.
Castle: So, you'll be "Stalking" while you're Hidden and AFK? Hidden describes the state well for most circumstances, Stalking is much more active and not appropriate as often.
Patch: Green 'Hidden' text added.
Balance: Unlike other sets Energy Aura has no defence against psychic or toxic attacks, they get hit for full damage, and have nothing to stop them getting hit. What is the reward that offsets this risk? - UnknownBlade, 12/09/05 ~No longer seen as a issue.
Wishlist: SR is already known as a subpar CoH set, and Ninjitsu is already beeing seen as how SR 'should have been', can this set be looked at again, possibly replacing the two auto powers with more utility. - RisingPhoenix, 11/09/05
Castle: Geko has some interesting buffs for SR that we are testing. I expect some version of it to make it to a test server Soon(tm).
Patch: Super Reflexes Auto powers now add some minor damage resistance that improves as the caster loses HP.
Balance: Power pool defenses (and Ninja Sword: DA) are typed as melee/ranged. Defenses such as Combat Jumping and stealth will not stack with Energy Aura - Gintaka, 23/09/05
Castle: I'll talk to Geko about getting a compromise of some sort in place.
Castle: We're Adding +Lethal Defense to Divine Avalance for Stalker/Ninja Blade.
Patch: Set all pool and stealth powers to Buff Defense to ALL attacks. This, along with other changes, will ensure all defense powers should stack properly with each other.
Bug: Brawl does not critical when hidden. - Starsman, 10/09/05
Castle: It probably never will. It does not Critical for Scrappers, either.
Wishlist: Add Quick Recovery back into Regeneration, this power is seen as a 'core' regeneration trait, unlike Resilience. - HeroicNoMore, 10/09/05
Castle: This power was chosen to be replaced for lot of reasons. Fewer toggles for one. An upcoming change for another.
Castle: My statement wasn't a harbinger of another Regen change. I was referring to something entirely different which I cannot really say more about.
Patch: Enhancement Diversification added.
Positron: Endurence reductions for all powers.
Castle: Regen with QR provides too good a base for Power Gaming compared to the other sets. Regen without QR is still easier than any other Stalker set in terms of straight up combat survivability, although it lacks some of the tools and tricks the other sets have.
Bug: Focus seems to have a much, much shorter range than the Scrapper version. It's practically melee instead of ranged. - Carne_DelMuerto, 10/09/05
Castle: Should be fixed. If it isn't fixed on Beta Shard yet, it ought to be soon.
Bug: Spine's Assassin Strike has a recharge of 40 seconds, all other AS's are 15 second recharge. - Jesterman, 24/09/05
Castle: It's a bug. I just fixed it. Not sure when it will migrate to the beta servers.
Patch: Spines Assasin strike recharge fixed. Set to 15 second recharge.[/list]
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Wishlist: We should not draw aggro/suppress when we miss our strike from hide - LittleFuzzy3, 25/09/05
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Could we get a vote on this? I doubt many Stalker players think this is a reasonable request.
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Bug: Other mobs can break my placate on another target. Or that a mob can attack while placate is animating, still be placated and I lose my chance for a crit. - Jesterman, 5/10/05
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I think this has been resolved. There seems to be a brief grace period after Placate where you will still get the crit (on a normal attack) even if you take damage. As for 'breaking my placate on another target' that doesn't happen, just seems to be a misunderstanding about how the power works.
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Bug: Enemy ambushes in missions start aggro'd on the Stalker, negating much of the effectiveness of Hide. Instead,In-mission ambushes should be targeted on the *location* of the PC at the time the ambush spawns. The enemies should basically be given a 'Goto Aggressive' order. - EntropyAvatar, 6/10/05
Castle: We're working on a fix for this for post launch. This isn't just a Stalker issue, either. It affects Master Minds as well, though in more subtle ways.
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I've actually seen this suggested behavior occuring in several heist missions. Maybe they have to modify each mission individually?
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Ninja Blade[LIST]Bug: On some spine attacks there's the long barb that comes out and extends forward from the palm. For even the attacks that don't have that long barb the barb is appearing, but ONLY while the attack animation is going. So all of a sudden you have these huge arm length spines coming out of your hand that weren't there before and aren't there after the attack. They don't appear to be completely synced with the attack animations either. - Jesterman, 12/10/05
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This should be in spines.
Thanks for putting this up again.
said it in beta and i'll say it again....
hide should be inherent. wait, it already IS inherent. every stalker has it right from the start. we just have to use a power slot for it.
"but we want it slottable, if it was inherent then we couldn't slot it"
well they already broke the precedent by giving ALL the power sets the same power so why not break it differently.
"whats wrong with chosing hide? why wouldn't you want it?"
not saying i don't want it i just think its cheap AND out of concept for all the secondaries except ninja and MAYBE da.
people used to complain about MoG being out of regen concept but i would say hide is JUST as bad.
not saying its a bad power just sad that they made stalkers the one set that uses a power set choice for its inherent. there is no reason the two inherents couldn't be combined.
Hide: Allows a stalker to blend in with his/her surroundings making him/her almost impossible to see. While in this hidden state a stalker can suprise attack his foe for extra damage.
there done. next.
Unknown blade, what movie is your avatar from?
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Wishlist: We should not draw aggro/suppress when we miss our strike from hide - LittleFuzzy3, 25/09/05
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Could we get a vote on this? I doubt many Stalker players think this is a reasonable request.
[/ QUOTE ]I vote "NO". We should ABSOLUTELY draw aggro from a missed strike. It makes perfect sense to me.
Nice, glad this made it over to Live. Keep it updated
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Ditto.
And I vote that we should either A) not draw aggro from missed AS or B)it should be auto-hit
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Wishlist: We should not draw aggro/suppress when we miss our strike from hide - LittleFuzzy3, 25/09/05
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Could we get a vote on this? I doubt many Stalker players think this is a reasonable request.
[/ QUOTE ]I vote "NO". We should ABSOLUTELY draw aggro from a missed strike. It makes perfect sense to me.
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I understand that it makes logical sense, but it seems very unbalanced against DEF based characters. Having effectively an infinite number of AS attempts alone seems to violate the risk vs reward concept. And think about it: a DEF based character would get absolutely no protection against AS, while a RES-based character would get full resistance.
Of course, if you want the overall damage nerfed just so you can kill an Ice Tanker or a Rikti Drone, well, that's your choice.
Also please take a look at the Ninja Blade power Golden Dragon Fly, it misses a great deal if you happen to joust the enemy.
It even misses a great deal if you try to attack a walking target or running target, the attack will que up and attack but will always miss.
It seems you have to be directly next to a still opponent for it to land.
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Wishlist: Rather than having the word "Hidden" show up, how about getting one of those "Status Bars" like the Brute's Fury bar?- Castle, 30/09/05
Castle: The Status Bar for Hide would be binary: Empty or Full. So, that isn't really an optimal solution. For now, we'll stick to trying to get the "Hidden" message in and think about adding art to the UI at a later date.
Castle: This would be new code which would then need to be tested thoroughly and would inevitably have edge case issues. It's not terribly difficult, really, but it is time consuming at a time when we have little time for new features. So, until we can do it RIGHT, we'll just use the Status Display section of the UI to display the word "Hidden" whenever Hide is on and Unsuppressed.
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Is there any reason why we can't have a bar that is full when hidden and after your AS it slowly refills showing how long until you are completely hidden again?
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Bug: Enemy ambushes in missions start aggro'd on the Stalker, negating much of the effectiveness of Hide. Instead,In-mission ambushes should be targeted on the *location* of the PC at the time the ambush spawns. The enemies should basically be given a 'Goto Aggressive' order. - EntropyAvatar, 6/10/05
Castle: We're working on a fix for this for post launch. This isn't just a Stalker issue, either. It affects Master Minds as well, though in more subtle ways.
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I've sen the "fix" for this in-game...and I'm not that impressed.
Now, instead of spawning and aggroing towards you, they simply spawn right next to you (If you are out of the line-of-sigh of their normal spawning point).
I, too have noticed the GD issue with enemies walking and then the attack nearly always auto-misses. Add it ot the list for now until Stalkers get high enough to see if it got fixed right before going it.
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Bug: Enemy ambushes in missions start aggro'd on the Stalker, negating much of the effectiveness of Hide. Instead,In-mission ambushes should be targeted on the *location* of the PC at the time the ambush spawns. The enemies should basically be given a 'Goto Aggressive' order. - EntropyAvatar, 6/10/05
Castle: We're working on a fix for this for post launch. This isn't just a Stalker issue, either. It affects Master Minds as well, though in more subtle ways.
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I've sen the "fix" for this in-game...and I'm not that impressed.
Now, instead of spawning and aggroing towards you, they simply spawn right next to you (If you are out of the line-of-sigh of their normal spawning point).
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That sounds like a bug. The fix is not live, yet, to my knowledge. I am not positive it has made it past the design stage, since it requires code and each and every mission that uses that code to be altered.
pity's the coders
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That sounds like a bug. The fix is not live, yet, to my knowledge. I am not positive it has made it past the design stage, since it requires code and each and every mission that uses that code to be altered.
This issue has made it into CoH, for what it's worth -- yesterday one of my Kheldians was immediately ambushed on entering a Clockwork map.
Yes, I /bugged it.
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ditto,i've been bugging lots of immediate ambushs
Level 50 is a journey, not a destination.
▲Scrapper Issues List - Going Rogue Edition▲
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Bug: Enemy ambushes in missions start aggro'd on the Stalker, negating much of the effectiveness of Hide. Instead,In-mission ambushes should be targeted on the *location* of the PC at the time the ambush spawns. The enemies should basically be given a 'Goto Aggressive' order. - EntropyAvatar, 6/10/05
Castle: We're working on a fix for this for post launch. This isn't just a Stalker issue, either. It affects Master Minds as well, though in more subtle ways.
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I've sen the "fix" for this in-game...and I'm not that impressed.
Now, instead of spawning and aggroing towards you, they simply spawn right next to you (If you are out of the line-of-sigh of their normal spawning point).
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That sounds like a bug. The fix is not live, yet, to my knowledge. I am not positive it has made it past the design stage, since it requires code and each and every mission that uses that code to be altered.
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When I was stealing blavkbeards treasure the security guys' reinforcements didn't see me until I attacked.
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Bug: When using an Assassination power, it generates a sometimes "very large" aggro bubble. Uncertain if its intended or not. - CactusPete, 11/09/05
Positron: confirmed, and working on a fix.
Castle: We made one change that should have reduced this effect, somewhat. Testing internally has not resulted in 100% replicatable cases, so we're still trying to track down exactly what is going on.
Castle: Stealth is not supposed to drop below zero, no matter how low the actual value goes, but it is possible there is a bug there somewhere.
Patch: Fixed a problem in Assassin's strike powers that was causing you to gain negative stealth and thus gain aggro from far away foes.
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Are you sure this was the fix you were looking for? The reason I asked is because a party of us Stalkers were doing missions last night and it was the same instance over and over. Whoever led the starting Assassins Strike from a Hide position almost instantly got attacked and hit by every foe in the mob. Instant Death over and over. On a few occassions it seemed that if the Stalker next to me struck first then they would see me and attack instead of the other Stalker. We had to kidnap a Corruptor and force her to work for us! It was awful. We had a Brute. 4 Stalkers and a Dominator who was afk most of the time. Isn't there some way to just have the target of the Assassins Strike get aggro'd for a few seconds before the rest of the group? That way if we miss we can at least have a chance to avoid 5,6, or 7 aggro'd foes on us and killing us instantaneously.
I've seen both ways. It appears if you hide before they spawn they only run to where you were. If you dont hide quick enuff an they spawn they home in on you no matter what you do.
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Bug: Enemy ambushes in missions start aggro'd on the Stalker, negating much of the effectiveness of Hide. Instead,In-mission ambushes should be targeted on the *location* of the PC at the time the ambush spawns. The enemies should basically be given a 'Goto Aggressive' order. - EntropyAvatar, 6/10/05
Castle: We're working on a fix for this for post launch. This isn't just a Stalker issue, either. It affects Master Minds as well, though in more subtle ways.
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I've sen the "fix" for this in-game...and I'm not that impressed.
Now, instead of spawning and aggroing towards you, they simply spawn right next to you (If you are out of the line-of-sigh of their normal spawning point).
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That sounds like a bug. The fix is not live, yet, to my knowledge. I am not positive it has made it past the design stage, since it requires code and each and every mission that uses that code to be altered.
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One thing I've noticed... it's possible to avoid the in-mission ambush. Twice now I've had the ambush come running and *stop* near the location where I had captured the NPC. By being quick and on the ball, I was able to duck down a side corridor, avoid the ambush, and escape with my captive for mission complete.
Virtue: multiple characters.
CoH/V: Woot! Maybe Fun is to be had once again.
Ack! RUN! Regen is glowing mean & green!
If it reduces you, it's a nerf.
If it buffs the mobs, it's challenge.
They are not the same.
The class defining skills of Stalkers are: HIDE and AS. However, not all Stalkers benefit equally from these skills.
Presently, HIDE provides a base AOE Defense of 37.5% (data provided by Castle). SR and Ninjitsu (possibly Energy if defenses include AOE) powersets and can augment this defense an additional 20-35% defense! However, as we all know, Regen doesn't receive any baseline benefit. All the powersets have some Defensive Benefit on their final power (Kuji, Elude, MoG, etc.), but only Regen has no basic defense against AOE.
Why is this important? In PvP, the Stalker must deal with multiple forms of AOE defenses and HIDE must provide a decent AOE Defense for AS to work. However, without adequate defenses, HIDE will not work and AS will never be a reality.
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AOE attacks come in three flavors: Base Accuracy, Enhanceable, and Auto-Hit.
1) Base accuracy (75%) subtracted from base Hide defense (37.5%) = 37.5% (1 in 3) chance of hitting a Stalker (Not good) However, a powerset like SR reduces that to possibly under 5% chance of being exposed (Much Better), without the need for Elude.
2) Powers that do accept accuracy enhancements nullify the base defense bonus of Hide with One SO. (Not good) Futhermore, powers slotted with 2-3 Accuracies are almost gauranteed to hit.
3) Finally, Auto-Hit powers are not balanced well and provide no chance of AS approach (Not good).
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HIDE needs to be balanced so all Secondary Powersets benefit equally. HIDE is the pre-cursor to AS, and without the necessary base defense while hidden the Stalker is weak-scrapper.
I SUGGEST:
a) Since HIDE is the Stalker's class defining Skill, it should be equally beneficial to all Stalkers. It should carry a 40-75% Base defensive bonus to AOE attacks, but it CAN"T BE STACKED with other defenses. This also allows the Dev Team to balance this power without worrying about iterations of the Min/Max Stalker with 102% Base AOE Defense.
b) AOE Auto-hit powers need to be balanced fairly against Hide. There is a middle-ground of chance that should give both sides a challenge.
Cheers,
SUN
Copied from the Scrapper Thread because it still applies.
<ul type="square">[*]Bug: Claws/slash has a short pause after the animation ends during which the scrapper cannot launch an attack but can move - noted by ViciousCabaret.[*]Balance: Spines and claws have draw-weapon animations but don't get the 5% accuracy that other drawn-weapon sets do - Positron says all 'draw a weapon' power sets get 5% accuracy bonus to compensate, reviving this issue - 2005-07-22[*]Balance: Attacks with notably long cast times compared to damage/effects: Claws/swipe and Claws/slash[*]Balance: Claws attacks are supposed to be 20% faster than most attacks and cost 20% less endurance for the same damage, but instead, they are discounted in damage, not always 20% faster in recharge time, and cost the same endurance, making claws stalkers actually spend more endurance and take longer in a fight than other stalker sets - revised per Geko's statement 2005-09-13, thanks to ViciousCabaret, Trahma, Stupid_Fanboy[*]Balance: Claws/Eviscerate is claimed to be a 'wide' cone but is about 90 degrees, far less than Slice's 120 degrees.[*]Balance: Claws/Eviscerate is supposed to do 'superior' damage but Chiyoko, at level 50 with 5 +2 level damage SOs, does only 10 points more with it than Focus, a 'heavy' damage attack - though it is a small AOE - Veldrane, 2005-09-24.[*]Wishlist: Claws/focus and Claws/shockwave could do energy or smashing damage in addition to or in place of lethal, since they're described as "a burst of energy".
[/list]
Level 50 is a journey, not a destination.
▲Scrapper Issues List - Going Rogue Edition▲
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Balance: Escort Missions unfairly require Stalkers to not use their intended playstyle (striking from hide), because hostages will stop following once a stalker is hidden.
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If they could give NPC hostages/allies "super vision" (a la snipers) with even a 5-10' range, that'd work for me! This is my only major complaint about Stalkers thus far.
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Balance: Escort Missions unfairly require Stalkers to not use their intended playstyle (striking from hide), because hostages will stop following once a stalker is hidden.
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If they could give NPC hostages/allies "super vision" (a la snipers) with even a 5-10' range, that'd work for me! This is my only major complaint about Stalkers thus far.
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i really like that solution. You should PM that to Castle.
(updated October 30th, 2005)
Well we are Live, and Castle is still with us so keep those issues coming!
General Issues affecting Stalkers
<ul type="square">Wishlist: Rather than having the word "Hidden" show up, how about getting one of those "Status Bars" like the Brute's Fury bar?- Castle, 30/09/05
Castle: The Status Bar for Hide would be binary: Empty or Full. So, that isn't really an optimal solution. For now, we'll stick to trying to get the "Hidden" message in and think about adding art to the UI at a later date.
Castle: This would be new code which would then need to be tested thoroughly and would inevitably have edge case issues. It's not terribly difficult, really, but it is time consuming at a time when we have little time for new features. So, until we can do it RIGHT, we'll just use the Status Display section of the UI to display the word "Hidden" whenever Hide is on and Unsuppressed.
Wishlist: We should not draw aggro/suppress when we miss our strike from hide - LittleFuzzy3, 25/09/05
Wishlist: Some Assassinate power animations appear fairly generic and feel more like "place holder" animations. - Castle, 30/09/05
Castle: In truth, the animations used are what we came up with under constraints of time. We may go back and update them later, but I honestly can't guarantee that will happen.
Wishlist: Stealth powers should reduce the 'Chase' Range - EntropyAvatar, 9/10/05
Wishlist: All of the secondary sets should include powers similar to Ninjutsu's "crowd control" abilities, to give the Stalker something to do that lets him stay close, while waiting for hide to reactivate. In short, increase the tactical options for stalkers to more than just "Stand 'n' Scrap" and "Run 'n' Hide." - Solo_4114, 4/10/05
Bug: Other mobs can break my placate on another target. Or that a mob can attack while placate is animating, still be placated and I lose my chance for a crit. - Jesterman, 5/10/05
Bug: Mobs that have been agro'ed can "autosee" you even when you are rehidden. this makes the interuptable AS useless (and non-interuptable crits hard). Suggest making a break in the LOS make the mob lose all targeting of the stalker. - Besserwisser, 23/09/05
Castle: That's the way our AI works, currently. Once you are on a creatures aggro list, you don't get off of it until you are out of it's range, even if you become stealthed, invisible or teleport. That said, Aggro management is one of the things on my list to work on, both in the powers team and with the AI team. I can't promise any changes
Castle: In some missions, this is as designed. However, that Design did not consider Stalkers (it predated the Archetype!) We're discussing ways of how to change that without altering the feel of those missions.
Castle: There is a bug with placate (which I did not know was a bug, until geko told me!) in that it is supposed to completely remove you from the targets hate list. That means, if you placate and get out of the critters visual range, they will not chase you when Placate wears off -- they no longer know about you. I'll be working with Supermartin and his AI team post launch to get this working properly.
Castle: So, that will take care of part of the problem. As for the rest, it isn't likely to change, until one of the AI guys gets a substantial amount of time scheduled for it. In other words, it is something I want to see fixed, but there is no ETA as to when or if it will be dealt with.
Bug: Enemy ambushes in missions start aggro'd on the Stalker, negating much of the effectiveness of Hide. Instead,In-mission ambushes should be targeted on the *location* of the PC at the time the ambush spawns. The enemies should basically be given a 'Goto Aggressive' order. - EntropyAvatar, 6/10/05
Castle: We're working on a fix for this for post launch. This isn't just a Stalker issue, either. It affects Master Minds as well, though in more subtle ways.
Balance: Escort Missions unfairly require Stalkers to not use their intended playstyle (striking from hide), because hostages will stop following once a stalker is hidden. - Misc, 20/09/05
Castle: Honestly, the solution for the escort mission 'exploit' is less than optimal for Stalkers. I am bringing these issues up to the folks who can make changes to these missions, but it takes a lot of time and manpower to effect these changes, and the final changes MUST be solid so we do not have an ongoing series of tweaks and rewrites to existing missions.
Balance: Stalkers currently have 'controller-level' Hitpoints (54.3% tanker HP). This leaves us extremely vulnerable to alphastrikes after using AS, we do not have enough HP to go into melee as we were designed to do. suggesting a bump tp at least blaster levels (64.3% tanker HP) - UnknownBlade, 17/09/05
Castle: Health is something I'm playing close attention to. It might change...but it might not. Data mining will give us the data we need to make that determination.[/list]Stalker Primaries
Claws
<ul type="square">Balance: Claws does not have any 5+ BI damage attacks to use after placate. This is very important because of how much Stalkers rely on their Hide/AS/Placate/Attack combo. - Misc, 11/10/05
Balance: This sets major secondary attack is classed cone/aoe and hence will not always critical, This is important because Stalkers depend on the bonus damage from crits. - Misc, 11/10/05
Balance: Swipe, with no exageration, is the worst attack in the game. it is more than THREE times less efficient in DPS then comparable attacks. In fact, it loses on DPS to power pool attacks and to brawl. The Endurance efficiency does not make up for this, in return for a 20% improvement in DPE, you are giving up 66% of your DPS. - Fulmens, 7/10/05
Castle: I'm playing a Claws stalker. There are a couple minor issues, but overall the set is very viable. I am hoping to be able to address those minor issues soon after launch, but it requires art time.[/list]Energy Melee
<ul type="square">Balance: Energy transfer hits for 20% of your HP when you use it (10% in CoH). - DR_EVIL, 13/09/05
Castle: Energy Transfer does damage to the user based on the normal calculations. To figure out how much damage is done by an attack, we look at the Scale of the damage (identical in all versions of Energy Transfer -- 3.75) then multiply it by the Melee Damage table of the Archetype. As mentioned above, Stalkers have a higher base damage than Brutes or Tankers (0.7 and 0.8 compared to 0.9 for Stalkers), so they end up taking slightly more damage. Since they also have less hit points than either Brutes or Tankers, this is even greater, in proportion to total hit points than the basic equation would indicate. That's the first reason.
The second reason is we're looking to see how the dynamic plays out. By giving ET's critical the ability to avoid the Self Damage, it adds some interesting choices to the power set. We're paying close attention to how this plays out in Beta. The idea works out great on paper. The only way we can really determine the impact of this power and the side effects of it is to watch how you all play and make decisions based on that. So far, it does not seem to be a hugely debilitating drawback to the power.
Balance: Some other sets can slightly exceed the critical values of Total Focus. - Castle, 11/10/05
Castle: This is known, but to date we have not decided if it is an issue we need to address, especially given the secondary and tertiary benefits of Energy Melee (non-lethal/smashing damage, built in Disorient).
Balance: Stun is very weak when compared to Total Focus and Bone Smasher. Can the magnitude of the disorientate, or the damage be increased on this power ? - UnknownBlade, 12/10/05[/list]Martial Arts
<ul type="square">Balance: Thunder Kick appears to have been "adjusted" from the CoH MA version. It now does less damage than air superiority, takes longer to recharge than air superiority, and its secondary effect triggers much less often than air superiority. Supposedly, this sort of inversion (a power pool attack being in all ways superior to a primary attack) shouldn't actually happen. - Rogue_Arcana, 18/10/05[/list]Ninja Blade
<ul type="square">Bug: On some spine attacks there's the long barb that comes out and extends forward from the palm. For even the attacks that don't have that long barb the barb is appearing, but ONLY while the attack animation is going. So all of a sudden you have these huge arm length spines coming out of your hand that weren't there before and aren't there after the attack. They don't appear to be completely synced with the attack animations either. - Jesterman, 12/10/05
Balance: Golden DragonFly should be changed to almost always critical because its cone is almost always single target. - Various
Bug: Assassins Blade does not cause supression if you kill your target in one shot. - Seraphim, 12/10/05[/list]Spines
<ul type="square">Balance: This sets major secondary attack is classed cone/aoe and hence will not always critical, This is important because Stalkers depend on the bonus damage from crits. - Misc, 11/10/05
Balance: Barb Swipe, thanks to its DOT it is not as subpar as Claws:Swipe, but it still needs looking at. - Head, 7/10/05[/list]Stalker Secondaries
Energy Aura
<ul type="square">Balance: Unlike the other Def sets Energy Aura has no AoE defence to Stack with high AOE bonus of unsurpressed hide. Has this been taken into account ? - UnknownBlade, 12/10/05[/list]Ninjitsu
<ul type="square">Wishlist: A better animation for Ninja Reflexes (right now its the Practiced Brawler animation). - DownLink_OoT, 11/09/05
Castle: It's not likely that the animation will change before launch.
Bug: Word of "Ninjitsu" is wrong. Word of "Ninjitsu" does not exist in Japanese. "Ninjutsu" is right. - Kissme, 16/10/05[/list]Regeneration
Super Reflexes
<ul type="square">Balance: Force Fields + Super Reflexes/Ninjitsu- There are circumstances in which certain buffs offer no benefit to these sets.
Castle: A SR Stalker with all his toggles up and with his passive defense powers won't see any increase in Defense, however if held the bubbles will help.[/list]