New to Stalkers but...


beyeajus

 

Posted

I've leveled just about every other AT to 50 with multiple combinations of power sets. The glaring exception to my list of level 50's is the Stalker class. I have tried several different power combinations and can never seem to get past the mid-20's. That said I have a few observations and some suggestions for the Stalker class (note these suggestions are for PvE only).

1) Assasin's Strike: This power takes away an attack in your regular attack chain and generally cannot be used in combat with multiple opponents (see also Placate below). The problem, as I see it, is that once you've used AS you have less damage mitigation than any other melee class and are unable to use your premier power. Remove the interuptability in PvE and increase the fear effect (both number of affected and duration). This will allow Assasins Strike to actually be used in a regular attack chain and help mitigate damage from large spawns. To balance that out make critical automatic and give it a chance to double-critical while hidden but no critical while un-hidden, remove the fear effect while un-hidden and adjust the base damage accordingly.

2) Placate: Awesome...if you are fighting 1 target! Unfortunately on a team in PvE (or even solo many times) you have multiple targets and placating one of them does very little to mitigate damage or allow you to get another AS in. Give Placate a small area of affect (with a cap of 5 foes...like Taunt) and a short duration which allows the Stalker to mitigate damage and execute an AS without faceplanting in the middle of melee.

These 2 changes would make the Stalker class much more team friendly and a much better at melee in large spawns without changing the single strike capability.

Thoughts?


 

Posted

yes, you haven't used stalkers very much, have you?

Assassin strike can be put safely into an attack chain, you just have to watch for when the moment is right. Now, pre-20 you won't be running headlong into groups like their scrappy counterpart. But when you have a set of 3 on you, naturally you would hit the first, probably toughest of the 3 with AS, then duke it out with the second mob while AS cools down, then placate/AS the last one. (you've probably already have done this one eh?) Post-30, you can do this with larger groups because your defense from whatever your secondary is will help your interrupt time.

Placate would be nice as a cone, even a narrow one, but I still find it useful for bosses and such after I've wiped out the minions. I don't like how it's extremely necessary, but my stalker is nin/nin, so it fits


 

Posted

Try a /nin stalker. You get an AoE placate/blind.

also, one of my stalkers flies and thus has Air Superiority. Hit that then Assassin Strike. Works even on bosses. I even have time for buildup if it is available. Ideally I use Air Sup-> placate->buildup->assassin strike if I have everything up.


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Posted

Yeah I used Air Sup as a sorta poor man's Placate early on. Its great if you are fighting spawns of 3 or less. What I'm speaking to is the Stalkers poor performance in a team environment or against large spawns in PvE (I appologize if I didn't make that clear).

I have NO trouble soloing a Stalker and I understand how to play them (lack of leveling comes from solo boredom more than anything else). I just find they are exceptionally ill equipped to participate in the team dynamic that is CoH. I run ITF's, LGTF's and Hami raids on a fairly regular basis and rarely do I see a Stalker. Those times that a Stalker does join the team I find their contribution less than average (to be kind).

The Stalker is a melee toon but if you are looking for melee on a large team which do you choose...Scrapper, Brute, Tank or Stalker...I bet Stalker is last on everyones list. The only time I found a Stalker to be marginally effective was when they had Recall Friend and could assist in stealth/tp on a mission. The suggestions I made are not meant to make Stalkers "super-uber" just make them more playable/desirable in a team dynamic.


 

Posted

that's true. My stalker doesn't team very much lol. Not too much of a teaming aspect I find. When he does, I give him the job of taking out anyone that's on the corrs or doms on the team so the brute doesn't have to worry about it.


 

Posted

Intriguingly, mob design seems to be the main thing that hurts Stalker teaming ability. Things like Tsoo Sorcerers that need to be taken out NOW are what a Stalker works best with but generally those are the mobs people avoid. An all Stalker ITF has been done but in general practice the mobs are a bit sameish to each other so they aren't as valued in normal teaming. I'm biased but in most situations I'd prefer a well played Stalker over brootsmash since higher level Stalkers can actually scrap pretty well.


 

Posted

Assassin's strike doesn't take away a power in your regular attack chain. For most powersets, it replaces an AoE. Also, stalkers have the exact same defensive modifiers as scrappers and brutes, and not that much less HP than scrappers. Between placate, demoralize, and the minor defense offered by hide even when visible, I personally don't think that they're much of any worse off defensively than scrappers (aside from the ridiculously low HP cap, anyway).

In my opinion, stalkers are fine solo, especially once (like all ATs) they get into the 20s and their mitigation starts to mature. They have strong offensive and defensive alpha strike abilities, and enough damage and mitigation to scrap it out after the alpha. Sure, they do primarily single target damage - but if you're solo, you aren't *fighting* large spawns, and ST attacks are plenty enough to scrap down 3-5ish targets. (And if you're fighting more, why are you cranking up spawn sizes on a single target specialist? That's not the AT's fault.)

On teams, though, yeah I still think there's something missing. The scaling critical hit chance definitely helps, but I don't think it's enough given the big spawns teams bring. To really be noticable on teams, stalkers need something AoE. What I always thought was that stalkers should get some sort of effect that represented their ability to take advantage of the chaos of a large fight to sow confusion and disarray in the enemies. Basically, I would like to see stalkers get one or more of the following (or similar) abilities:

1) Faster recharge on placate, and/or hide coming back faster, and/or reduced interrupt time on AS, all scaling according to team size. In the confusion of pitched battle, enemies lose track of you much easier. In all cases it should be a pretty noticable reduction, at least halving the time on a full team. I don't know if any of them are technically possible in the game engine, but they would help stalkers more reliably deliver damage to critical targets on teams (and also the demoralize effect).

2) Attacks having a chance to confuse enemies, again scaling according to team size. How many times in fiction have we seen stalker type characters cause so much confusion that the opponents accidentally hit each other? Mechanically this would work by granting an autopower to the target similar to the demoralize effect, that would have a chance to confuse enemies in a certain radius for a short duration. The chance to grant the effect would probably be about the same as the chance to critical, and the chance to confuse and AoE radius would both be pretty good. This would grant some pseudo-AoE mitigation and damage on an ongoing basis.


@MuonNeutrino
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Posted

Quote:
I have NO trouble soloing a Stalker and I understand how to play them (lack of leveling comes from solo boredom more than anything else). I just find they are exceptionally ill equipped to participate in the team dynamic that is CoH. I run ITF's, LGTF's and Hami raids on a fairly regular basis and rarely do I see a Stalker. Those times that a Stalker does join the team I find their contribution less than average (to be kind).
Hmmm, what sets are you using on your stalker?

I guess if you're talking about the big team events, then what are you comparing Stalkers to? MA scrappers? Stone melee brutes? Elec melee? Fire?

Really, stalkers may not be as effective AoE as their melee counterparts, but they have sets that contribute well. I never have trouble with tossing out my team contributions on my Elec/Regen stalker although probably not as much AoE as a Spines scrap or Fire, SS brute. My DM/WP stalker knows he's not good AoE but is devastating for single targets and to compare, a MA, DM scrap or EM, Stone brute isn't going to be putting out much AoE either.

Your suggestion for AS, I don't see it's needed. AS isn't suppose to be used in an attack chain not because it can be interrupted but because it's too slow. You're better off tossing out several faster attacks. To make AS more powerful is just asking the rest of the set to get nerfed. Also, AS already has a chance to double crit. It usually has a chance to occur after using placate.

For placate, making it AoE won't help you on a team. It will simply make foes go running after the squishies and make teams hate stalkers more and more. Placate is a powerful tool and adds much to a stalkers survivability. Not only can a stalker drop a target in seconds flat, they can also make a foe inert for 20 seconds while dealing with other things. That's already good enough.

The only change I'd suggest to stalkers is to always get demoralize effect even if the foe is defeated by AS. Then I wouldn't need to hold back at times.


 

Posted

Oh man auto-demoralize would be sweet. confusion secondary effect would be sweet too!
What set are you using, Filch?


 

Posted

Quote:
The Stalker is a melee toon but if you are looking for melee on a large team which do you choose...Scrapper, Brute, Tank or Stalker...I bet Stalker is last on everyones list.
Wow. No.
I generally agree with what Leo said, but I want to point out to you that because of the increased critical chance on larger teams, stalkers will actually outperform scrappers in damage on those large team situations. And as someone else said, they have the same defense/resistance modifiers as scrappers, with a minor decrease in hp made up for with little things here and there like the small defense from hide.
Also, you should not be using AS in the middle of a fight on teams in most circumstances; placate can and should be used to get an instant guaranteed critical from one of your stronger attacks. Perhaps you are using a single target set like DM, and comparing it to a scrapper/brute with an AoE set? Scrapper DM is only marginally better at AoE with Soul Drain and Dark Consumption. Maybe you should try a set with some good AoE, like electric or spines.

Given a choice for a TF between a scrapper and a stalker, numbers-wise the stalker is likely better damage (exception being /shield scrappers with AAO) and equivalent survivability.


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Posted

Quote:
Originally Posted by Leo_G View Post
The only change I'd suggest to stalkers is to always get demoralize effect even if the foe is defeated by AS.
This. I mean, it's scary if some random ninja leaps out and cuts a huge chunk out of your buddy but wouldn't it it technically be scarier if the guy next to you died from a single hit? I don't get why Demoralize wasn't granted on kill.


 

Posted

As far as I understand things, it's a technical limitation, much the same as the one which stops the kinetics heal from actually healing if the target is defeated during the animation. Basically, both of those powers center their effect on the foe you target - the kinetics heal summons a pseudopet at the target which radiates the heal, demoralize actually grants the target a short-lived temporary power which causes them to radiate the debuff (which is how it gets around the purple patch). In both cases, if the central target is killed during the power (which includes being killed by the actual assassin strike), the enemy centered effect has no valid target and thus doesn't go off.

If I'm remembering correctly, when this was brought up back when everyone was testing the stalker buff Castle said he was aware of it but it would be a massive pain to fix. I personally don't see why, but then again I'm not a dev and don't know how the guts of the power system works.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

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Posted

One fun bit about the demoralize is if the mob is defeated but then self-rezzes, the effect goes off after they rez. One more reason fighting freaks is fun.

As for Stalkers' usefulness on teams...the biggest flaw in the AT's design (IMO of course) is that most of their AoEs get removed to make room for AS. Single-target specialists don't scale well. My answer these days is to only roll primaries that still have some decent AoE. Sadly there are only 2.5 that fit the bill. Now that I've got a Spines and Elec at 50, unless I want to repeat myself I'm out of options. My solution to this particular problem was to make a Bane my next Stalker.

My ideal fix would be to simply enlarge Stalker primaries to put the AoEs back in. They would no longer fit the standard 9 power progression but I'm sure it could be made to work. Probably the biggest impediment would be the incredible gnashing of teeth from players of other ATs.

Then there is the general way Stalkers are viewed by others. In my experience they are still viewed as mostly useless, last pick pity spots on SF teams. I see that much less on general mission PUGs, but for SFs and TFs it seems like you're lucky to get a spot if you're playing a Stalker.


 

Posted

Have you tried Dual Blades on a Stalker? That's pretty AoE-tastic. You get 2 wide cones (one which is rather long range than normal cones) plus a PBAoE auto-hit combo. Also, don't forget your procs in Ablating Strike as they will always proc in a PBAoE around you despite Ablating being a ST attack. Claws has a bit of AoE too but they nerfed what AoE the set had which I was against despite having no claws stalkers.

I'd start waiting on Proliferation. What other sets can we get that don't have AoE? Super Strength? I guess Stone Melee but then we'd have to get Stone Armor too >_>

All I can say is it's painful to wait on Ice and Fire melee and getting my hands on Mace would just be a sin. I wouldn't mind me some Super Strength either but I'd much rather Ice melee. It's right up our ally, tactic-wise, and we'd have, like, the highest damage ice power in the game. It'd be ridiculous.


 

Posted

Quote:
Originally Posted by Leo_G View Post
I'd start waiting on Proliferation. What other sets can we get that don't have AoE? Super Strength? I guess Stone Melee but then we'd have to get Stone Armor too >_>
Just what WOULD an SS assassin strike look like?

Random thug just standing there minding his own business (or minding his boss' Business) and a fist emerges from his chest with his still-beating heart rocketing out to splatter on a wall across the street...



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Posted

Quote:
Originally Posted by Leo_G View Post
Ice melee. It's right up our ally, tactic-wise, and we'd have, like, the highest damage ice power in the game. It'd be ridiculous.
*droolz*


 

Posted

Good points. Thank you for the feedback.

I still think AS should have it's interuptability removed in PvE. Play a Bane Spider sometime and you'll understand how it would work.

I like the idea of changing the Fear effect to a small AoE Confuse. That, and the removal of Interrupt, would make AS infinitely more usable in a large melee environment. In fact if this was done it would give the Stalker a secondary role on a team (of damage mitigator) and remove the need for an AoE on Placate.

I didn't consider what would occur to the rest of the party with multpile foes being Placated. I guess it might represent a problem for squishies. Another resolution might be to make Placate like Parry. A minor damage attack that has a Placate effect attached. That way it can be added to the attack chain (possibly lowering overall DPS) and allowing for a follow up of AS (modified as above) giving a Stalker the option to go for a high DPS ST attack chain or high burst damage with damage mitigation.

Thoughts?


 

Posted

Here's the thing. The devs aren't going to redesgin Placate, or Stalkers in general, at this point. There are several reasons that Stalkers work "good enough". The devs don't change things just because they could be better. They change them when either data mining and maybe popular sentiment that something is poor, usually in terms of average leveling speed.

First, Placate/AS works fine with defense-based sets. You get interrupted far less if stuff misses you most of the time, even when the fur is flying in a team setting. If you are playing a non-defense-based secondary, you can improve on this with +defense bonuses.

Second, recent changes to the AT make it far less dependent on AS, primarily by increasing the AT's base damage and also by making random criticals independant of any status or conditions for either the Stalker or their target. Moreover, this actually improves on large teams, because the chance for random critical increases with team size. This effect is dramatic; a Stalker's criticals flow quite freely on 8-man teams. Admittedly this factor takes a while to mature, as many Stalkers don't get a full attack chain until the mid-to-late 20s.


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Posted

Quote:
The devs aren't going to redesgin...
Maybe, maybe not. They have redisigned a lot of things based on suggestions in the forums and made a multitude of minor tweeks to improve game play. That aside nothing will ever get changed if we don't bring it up for discussion.

Quote:
First, Placate/AS works fine with defense-based sets.
So Stalkers don't get damage resist sets? Or are you saying Stalkers with damage resist sets shouldn't use Placate/AS? Even with Defense based sets Placate/AS is not easy to use in large melee until you have capped out defense (which usually means set IO's) so I don't think this is a valid argument for the status quo.

Quote:
Second, recent changes to the AT make it far less dependent on AS...
And this is good how? To make a Stalker "viable" in a team setting they reduced the need to use the Stalker's premier power? Damage output was never the Stalker's problem! Why not just make AS more usable by removing the interruptability (again in PvE only)?


 

Posted

Quote:
Originally Posted by filcher View Post
And this is good how? To make a Stalker "viable" in a team setting they reduced the need to use the Stalker's premier power? Damage output was never the Stalker's problem! Why not just make AS more usable by removing the interruptability (again in PvE only)?
It makes a stalker more viable in a team in that the stalker no longer has to sit around and wait for hide to reset or for placate to reset (and if you're not a soft capped defense set, this could be a challenge). They can *cough* scrap it out if they choose and have quite the nice damage output still. This is especially true for AoE attacks, which in a team environment help out a lot more then the single targeted assassin strike.

If a stalker can scrap it out and still get critical's, that would, to me, make a stalker much more team friendly because they're much less dependent on hide\placate\AS and can contribute to the sustained killing that is important in a team.


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Posted

Quote:
Originally Posted by Leo_G View Post
I'd start waiting on Proliferation. What other sets can we get that don't have AoE? Super Strength? I guess Stone Melee but then we'd have to get Stone Armor too >_>

All I can say is it's painful to wait on Ice and Fire melee and getting my hands on Mace would just be a sin. I wouldn't mind me some Super Strength either but I'd much rather Ice melee. It's right up our ally, tactic-wise, and we'd have, like, the highest damage ice power in the game. It'd be ridiculous.
I'm not looking forward to Fire Melee. My prediction is we lose FSC for AS and get Fire Breath as the only AoE, which means it will be a single-target set when you get down to it. Probably something similar for Ice Melee.

War Mace would come out close to Dual Blades I'd guess. Whirling Mace would get dropped for AS. Crowd Control is nice, but War Mace still wouldn't be one of the best AoE sets for Stalkers.

I don't see much to look forward to in proliferation really.


 

Posted

And who's to say we don't get the Tanker version if FM and they drop Combustion instead for AS?

For Ice melee, I can see the devs going the same route they went with Elec Melee and drop the non-dmg power for AS. Sure, losing Ice Patch would be a hefty loss but I'd take it to keep the set's damage.

Speaking of Ice Patch, Ice armor has 2 PBAoE auras, a dmg one and a slow/-dmg one. Of course the dmg aura gets replaced for Hide. I'd actually argue vs putting in the slow aura and replaced with Ice Patch. But thinking about it, DA has 2 PBAoE auras for the stalker version...but then it had a stealth and dmg aura to replace and few options else to replace them with. The only PBAoE auras stalkers have are soft control (CoF, OG and Repulse) and a debuff aura wouldn't have precedence.

As for Mace, it doesn't *have* to be a great AoE set to be a great set. Overall, the set would have decent AoE *AND* good ST. It'd be like mixing DM with DB and that's a *GOOD* thing. WM would have nice control through KB/KD and stun with some AoE cones. What's not to like about that?

I see a lot to look forward to with proliferation because all of those (Fire Melee, Ice Melee, WM/Axe) are different from eachother in how they fundamentally play *AND* are nothing like what we have now. We'll be getting new play styles on a stalker which we haven't gotten since Elec Melee was ported (and everyone *LOVES* that set!).

When we got broadsword, it was like only getting half a set because, fundamentally, it was the same as ninja blade. You're probably still feeling the numb from that prolif.


 

Posted

Quote:
Originally Posted by filcher View Post
Maybe, maybe not. They have redisigned a lot of things based on suggestions in the forums and made a multitude of minor tweeks to improve game play. That aside nothing will ever get changed if we don't bring it up for discussion.
Do you know how many things have been discussed, even loudly demanded by vocal parts of the player base and simply never changed? How many campaigns have fallen on deaf ears? That really excellent mathematical analysis of player perceived problems has failed to sway the devs about certain issues? Just because something is both talked about on the forums and gets changed doesn't mean that talking about it on the forums gets things changed.

Yes, presenting a good case can get the devs to think about things. I'm pretty sure it has in the past. But you need to have a way, way better thesis than you have so far, or you're going to be just more noise that they won't listen to.

(By the way, want an example of something that the devs changed irrespective of player feedback? Blaster defiance was modified because the devs saw Blasters lagging other ATs on rate of progression. The devs didn't look at it because players complained that Blasters were broken (even though lots of players did voice that complaint), but rather because of that finding.)

Quote:
So Stalkers don't get damage resist sets? Or are you saying Stalkers with damage resist sets shouldn't use Placate/AS?
I said that as part of a two-part statement. Some Stalkers have no problems placating in dense combat. You made a very broad claim about how useless Placate/AS is, and what I said was meant to address that it's not a universal problem.

Quote:
Even with Defense based sets Placate/AS is not easy to use in large melee until you have capped out defense (which usually means set IO's) so I don't think this is a valid argument for the status quo.
If you're going to sit here and claim you have to be soft capped for defense to help you placate successfully, you're showing a wild ignorance of practical play, which doesn't make it feel like you're in a good position to be arguing for change. I've play with non-capped Defense on a non-Defense-based Stalker. I dropped Air Superiority once I got +25% defense and I didn't really miss it.

Quote:
And this is good how? To make a Stalker "viable" in a team setting they reduced the need to use the Stalker's premier power?
You asked for feedback, you got it, and now you're going to argue about it. The claim that being able to AS is the "Stalker's premier power" just shows that you're insisting on trying to make the AT play how you want rather than how it really does. You're claiming there's a problem here, but all I see is that it doesn't work the way you want, not that it doesn't work at all.

The second part of my two part statement was that Stalkers do more damage without AS now. They are not dependent on it for dealing enough damage to be (a) strong soloers and (b) worthwhile damage contributors on teams. AS is slow damage. Even before the recent AT changes you dealt about as much damage as AS in the same span of time by using a solid attack chain. (You possibly dealt more damage if you were one of the few that had some AoE damage). Now you deal even more damage with that attack chain, and even more on a team.

A Stalker's job is to deal damage. AS is a single tool for that in the Stalker's toolbox, not their primary approach to dealing damage. It's a signature tool for Stalkers, certainly, but that doesn't mean we need it to be our primary way of getting things done. It's designed to be a surgical obliteration tool you use early in a fight or on the edges, not in the middle of the fray. Use it that way and you'll be a lot more satisfied with it.

Quote:
Damage output was never the Stalker's problem! Why not just make AS more usable by removing the interruptability (again in PvE only)?
Months of posts on the forums about what was wrong with Stalkers defy this assertion. That those complaints largely went silent with increases to the AT's damage testify further. (The other complaint was that they were too squishy, and they also got more base HP out of the changes.)

You admit in the opening words of your OP that you're not very experienced with the Stalker AT. Try playing it with a more open mind, and stop trying to make AS the center of how you play. The AT's design is now more of a slightly more fragile, stealthy variant on a Scrapper with a very potent single-power control power which you can use to manage one opponent at a time. If you happen to be in a safe position, with good defense, or alone with that target (or you are approaching under initial hidden status) then you can also use AS to mangle that one foe. Otherwise you need to set it aside and just use your normal attacks to beat stuff down.


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Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
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Posted

Quote:
You admit in the opening words of your OP that you're not very experienced with the Stalker AT. Try playing it with a more open mind, and stop trying to make AS the center of how you play.
I'll reiterate this. Having played several variants and set combos of Stalker, they take AS in widely different approaches. OP, you're looking at this from a very narrow perspective and yet you don't realize this. AS *can* be the premiere power of your character *IF* you make it so.

I do this on my DM/WP because he hits so hard, it's all about one-shotting stuff so I built him to hit as hard as possible with AS and use Touch of Fear and Placate to make it easier to pull off mid-combat.

But then characters like my Elec/Regen, while he does use it mid-combat, it's not so much a premiere power as it is patching up a hole in his ST dmg capabilities. Rather than maximizing it, he just uses it to punch a hole through a boss because his other ST attacks are recharging. How does a non-defense character use AS mid-combat? Thunderstrike/Lightning Rod, silly.

Would a non-interrupt AS help in-game? Yeah, I'd interrupt myself with movement a lot less but then it takes away a lot of finesse of the AT, if you ask me. That interrupt time also disables rooting. If you need to move, you can so choose to stop your attack or move at the last second to put distance between yourself and your victim.

There are quite a few adjustments to the AT that are better aimed for than the ones you propose.


 

Posted

Quote:
Originally Posted by Muon_Neutrino View Post
As far as I understand things, it's a technical limitation, much the same as the one which stops the kinetics heal from actually healing if the target is defeated during the animation. Basically, both of those powers center their effect on the foe you target - the kinetics heal summons a pseudopet at the target which radiates the heal, demoralize actually grants the target a short-lived temporary power which causes them to radiate the debuff (which is how it gets around the purple patch). In both cases, if the central target is killed during the power (which includes being killed by the actual assassin strike), the enemy centered effect has no valid target and thus doesn't go off.

If I'm remembering correctly, when this was brought up back when everyone was testing the stalker buff Castle said he was aware of it but it would be a massive pain to fix. I personally don't see why, but then again I'm not a dev and don't know how the guts of the power system works.
Something else I'm wondering is why was the Demoralize effect made random instead of guaranteed?