Current Stalker Issues - Updated 30/11/05
I posted this under suggestions as well, but this seems like a better place.
I think that the ninja defenses(ninja reflexes, ninja perception, etc..) should be auto-powers. As it is a stalker goes through a lot of endurance very quickly and does not have many HP. By making these powers auto we could avoid having to replace 3 or more toggles if we are stunned and we would save some endurance enabling us to make quick, hard attacks as the AT is supposed to do.
Also, reflexes and perception are things that once trained, do not ever turn off. Someone who trains their reflexes over a great deal of time doesn't need to consciously use them, in fact concentrating on a reaction slows them down.
If the reduced endurance drain becomes a balance issue I could probably even accept Hide taking a little more endurance if I was able to gain at least a little defense.
Edit - And maybe better accuracy on AS, definitely not an auto-hit, but you'd think that undetected one could set up a fairly accurate attack. Maybe at the accuracy cap for even cons and go down from there.
Energy Aura Bugs:
Hide toggle has single target icon, instead of self toggle icon. (Not a biggie.)
Power Shield has a root effect when activated while Kinetic Shield does not. I'm not sure why Power Shield would need it, either. It seems to be using something like the teleport animation. I think it's possible the root effect was copied with it.
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I think that the ninja defenses(ninja reflexes, ninja perception, etc..) should be auto-powers. As it is a stalker goes through a lot of endurance very quickly and does not have many HP. By making these powers auto we could avoid having to replace 3 or more toggles if we are stunned and we would save some endurance enabling us to make quick, hard attacks as the AT is supposed to do.
Also, reflexes and perception are things that once trained, do not ever turn off. Someone who trains their reflexes over a great deal of time doesn't need to consciously use them, in fact concentrating on a reaction slows them down.
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They have a strict formula for calculating the costs of powers. Moving those toggles into 'auto' would mean they would cut the defence value by 60% (eg SR).
Do you really want that?
There are far too many storyline missions where your objective is to keep someone alive amidst a blitz of enemies, or large surrounding groups, or you fail the storyline. I've failed my third mission like this because of this as a stalker... I thought it was just going to be every now and then when I first encountered it with Wretch, but now I've hit my third one - the (otherwise very cool) jailbreak where you bust three villains out of the Zig.
In it, you spend a long time fighting your way in, only to have to escort an archanos agent through the interior, fight up to the prison doors, then break down the doors, each one guarded by a group of guards, and after you bust open even one door you get wave after wave of Longbow agents, keep the prisoners alive and have them follow you out. So once you break the first one out, you've got to break down doors, fight the guard groups, and the Longbow waves and somehow make sure the villains stay alive. When the last Longbow in a wave is taken out, you get another wave immediately spawning. A stalker can't hide in this situation, and you can't just run because the prisoners will stop and fight. Can't hide + can't run = very few options for stalkers. Placate as much as possible and hope every other MOB doesn't hit you and break placate is the only thing you can do. These missions look very cool, but they're far too difficult for a stalker.
This is the third scenario I've been in like this and I'm only level 18 so far. How much of the storyline content in CoV is going to have this type of mission? Should stalkers just skip storyline content unless they can find a group to do their mission or want to group? Casual solo stalker players or stalker players that can't have or don't know to get a group for these missions are almost certain to get screwed on storyline rewards.
For the Zig, the contact told me that I had to go help one of the villains I broke out even though I failed... it looks like I'm going to be able to continue this one for some reason, but the other two seemed to come toward the end and just ended... no reward, no chance to continue, nothing.
I don't fail missions with my stalker, or have problems completing missions, except for these. I've had few deaths compared to some players of other ATs I know... it's the actual situation of these missions that is anti-stalker, and they seem to be a requirement for too many storylines.
Looking back, I suppose if I knew exactly how the mission and spawns were going to work, I could have left the arachnos agent behind and tried to stalker fight the groups guarding each door, although they're fairly close together and well-guarded, then go back, get the agent, break down the doors... but even at that, I don't see how I'm going to get the prisoners out alive with wave after wave of enemies when they have to follow me and won't stop fighting every Longbow that appears. And all of that requires advance knowledge of exactly what's going to happen. Stalkers don't keep people alive... they make them dead, or die trying.
Has anyone els noticed toggels droping when coming in or out of a mish?
Q// 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?
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A//When I spoke to geko about this, he said it was working as designed.
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Confused// Short of using a level 38 Power, it appears statistically impossible (unsurpressed Hide Def to AOE 37.5%) to approach any hero using an AOE Aura/Attack, especially if not SR or Ninjitsu (sets have bonus to AOE def).
Again, I realize that each set works differently, but HIDE/AS are the class defining skills of the Stalker and these powers should provide an equal advantage to all powersets.
Consider this: SR and Regen are presently balanced on Scrappers, but the same balance doesn't translate to the Stalker when it comes to using Hide/AS. If this is working as intended I'd love to hear the logic behind this idea.
Cheers,
SUN
going to update this tonight.
Any issues you would like added in the new version ?
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going to update this tonight.
Any issues you would like added in the new version ?
[/ QUOTE ]First I just wanted to check with you, is this a Spines issue or a Ninja Blade issue (currently listed as Ninja)
"Ninja Blade
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" ?
As for issues to be added, I think we need some info in regards to the group aggro = aggro while Hidden. It seems that when my group aggros a group of mobs, even after damaging the group with AoEs, simply moving into range while Hidden (never attacking or previously becoming unhidden to these mobs) is enough to pull aggro. This occurs without being revealed by AoEs or any other ability as well. This doesn't happen all the time, but it seems to be happening to people enough to be a concern.
yeah thats an error, i will move that into spines.
Hi guys / gals has any one noticed the damage change to pve now with the i 7. I seem to have issues with the amount of damage I am doing and accuracy. My friend was complaining to me in a mish yesterday about his damage and I started to notice this myself. I am finding with longbow orange and red that I am not taking them down the same as before the change. Any one else noticing this.
"if you ever get offered a burger from a clown and its not ronald mcdonald don�t eat it, I learnt that the hard way"
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Bug: Claws/slash has a short pause after the animation ends during which the stalker cannot launch an attack but can move - ViciousCabaret, 1/10/05
Balance: Claws has draw-weapon animations but does not get the 5% accuracy that other drawn-weapon sets do. - Stupid_Fanboy, 1/10/05
Positron: "all 'draw a weapon' power sets get 5% accuracy bonus to compensate"[/i]
Balance: Claws/Eviscerate is claimed to be a 'wide' cone but is about 90 degrees, far less than Slice's 120 degrees. - Stupid_Fanboy, 1/10/05
Balance: Claws/Eviscerate is supposed to do 'superior' damage but at level 50 with 5 +2 level damage SOs, does only 10 points more with it than Focus, a 'heavy' damage attack - Veldrane, 24/09/05
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". - Stupid_Fanboy, 1/10/05
Balance: Spines has draw-weapon animations but does not get the 5% accuracy that other drawn-weapon sets do. - Stupid_Fanboy, 1/10/05
Positron: "all 'draw a weapon' power sets get 5% accuracy bonus to compensate"[/i]
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altered format (and changed reference to scrappers) and ready to go into the next version. (removed the claws swipe and claws overall balance, cause there already there.)