Idea for improving consistent damage output


MajikMan

 

Posted

I was pondering the issue of the utility of stalkers in team PvE and lethal resistances for some stalker attack sets.

I have always imagined stalkers as the precision end of the melee world in CoV compared to the fury driven SMASH! of brutes. Brain surgeons as compared to butchers if you will.

Might this precision, the ability to spot a weakness in any enemys defence, be represented by some unresistable damage component in any attack made from stealth? Maybe, say, 50 percent. This would help address problems with resistance to lethal or smashing attacks.

On then issue of genrating more damage in the team environment (where AoE are so valuable), how about dropping the 50 percent chance to critical from hide by AoEs, and have all targets hit criticalled?

Sorry if these may have been raised and shot down previously , writing this on mobile so searching is seriously awkward and expensive (damn them mobile data tariffs )


@Moondog
Union:
CoH: Moondog (WS); V-Rock (Tnk, semi-retired); Pole-Star (Bla); Demon Dog (Scr).
CoV: Midnight Gunner (Corr); Operative John Doe (Ban); Day-Star (Dom); Commissar Jaeger (MM).

 

Posted

Could do that or my suggestion of a straight 50% reduction in time to regain Hide status, thus increasing damage that way while (potentially) not making it too uber by shifting the %'s on chance for crits on AoE/PbAoE attacks.

The only times I feel my Stalkers are almost pitiful is against Heros/Archvillain types and certain mobs like Council Warwolfs/Bots. It is annoying when a Brute who is also using a Smash/Lethal attack set takes things out in 1/2 hits with the benefit of Fury (plus typically Rage).