If You Were Castle How would you change Stalkers?
Actually with Bruising, don't Tankers stack up better with each other now?
Or is Bruising mutually exclusive?
Cause if Bruising is exclusive if need be the same can be applied to any debuffs added to AS.
Actually with Bruising, don't Tankers stack up better with each other now?
Or is Bruising mutually exclusive? Cause if Bruising is exclusive if need be the same can be applied to any debuffs added to AS. |
Unless, I'm remembering how Bruising works wrong.
I really don't see the need for more debuff or team buff with Stalkers. It makes for a different look I guess, but the majority of people look for damage really, when it comes to melee in my experience.
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I really don't see the need for more debuff or team buff with Stalkers. It makes for a different look I guess, but the majority of people look for damage really, when it comes to melee in my experience. |
Well....adding a debuff to AS would, in return, increase the Stalker's "own" damage output...as well as add some "team-friendly" viability by increasing your teammates damage outputs on your selected target. So in my opinion, it would be sorta two birds with one stone: increased damage output on a single target for Stalkers as-well-as adding team-friendly-viability/solutions.
Personally, I'm really liking the idea of AS causing a decent single target debuff now, similar to what Dechs had suggested earlier. I just really see it fitting the AT now in both theme and power advantage against a single meaty target. I really like how it could help to make us slightly more viable in a team setting as well.
Concept:
Assassin's Strike revamp:
Step 1: Demoralize should fire whether your target dies or not.
Step 2: Slight increase to chance for demoralize. 50% tier 2 fear, 35% tier 3 fear. (increases chance of hitting minions and lieutenants, slightly decreases chance of hitting bosses.
Step 3: Include fear in the 20% chance for crit when held or slept.
Step 4: 15% self damage buff for 5s 10% team damage buff for 10s (does affect caster) moralize bonus.
Step 5: 50% chance for -100% regen for 5s.
Step 6: Standardize cast time to 2.67s with 1.5s interrupt. 12s recharge.
Step 7: 10-20% increase to smashing/lethal damage based AS.
Hide revamp:
Step 1: Decrease cooldown to 4s.
Step 2: Remove cooldown if there is no aggro on you.
Step 3: Add a threat decrease when hidden similar to what is found in Superior Invisibility.
I am not claiming originality for any of these ideas. But just summing up some of what was written in this thread and the So thread.
@Gilia1
I play heroes on Champion.
I play villains on Virtue.
I would give them access to all the mele sets like ice,fire,ss .
why ? meh why not . it would give the stalker nation some thing do do while I (castle ) ignored all the real issues ..
Increase the AoE size to 15-20 ft.
This way they can help more on teams when everything is running every which way but still. I've noticed on SF/TF's that when I use Electric or Kinetic Melee, my AoE just barely misses some enemies, and could have had a better chance on defeating them if I had 5-10 more feet to work with.
Instant Hide/AoE Placate after AS on Boss/AV.
This way you've eliminated your target Boss/AV with precision without henchmen being alerted and all coming after you instead of the Tank/Brute if the Tank/Brute hasn't successfully taunted the crowd. This also leaves you a chance to escape or plan your next attack or critical AoE power.
You are correct, Bruise only applies once at a time on a target.
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Similarly, Demoralize doesn't stack (well, the -ToHit doesn't but the fear, I believe does).
As for the ST debuff to AS, I ask:
What will that help with? Does this 'solve' anything? Do we even know what issue Stalkers really have? Or are we just guessing now?
'right on top of you'!? Seriously?
If you're going to make a hyperbole, at least admit it. Hell, Dispersion Field is *25ft* and you don't hear complaints that you have to be *right on top of eachother*. Oh, and Footstomp is only *15ft* yet it alone makes SS the mother of all AoE melee sets? Must be a pain needing everything be *right on top of eachother* to get it to work... |
It's easy for Stalkers to move about about and get out of range of 30 feet from their teammates, even when they are fighting the same mob. Stalkers should receive their buff in those situations, and not have to wonder how far they're getting away from their teammates.
And sheesh, it's not like I was asking for much, here. I asked to extend the range on it so that a Stalker will usually get the buff that they're supposed to on a team. With 30 feet, you can be in the same room or hallway as your teammates and not get this critical hit buff. 60-90 feet wouldn't make it so you could run off and do a mission on your own with the buff operative, but would make sure that this buff is working when you are on a team and working with them.
Too close to what? Scrappers are a damage AT too. And Blasters. That's their primary role. |
That said, I get what other people were saying about the greater AOE capability of Scrappers balancing that out, so it might not be too much to get them to the same base damage.
Still, I'd rather something like criticals or debuffs were added to Stalkers so they are different from Scrappers. Adding to their base damage seems the least interesting of the buff suggestions. *shrugs* Just my own two cents.
Yup, though you can refresh the duration. However, this can be set on multiple targets as well. It's a nice buff for Tankers while soloing and while on a team.
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I would just get rid of the silly leash.
When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...
BEHOLD THE POWER OF CHEESE!
Oy, the main hyperbole is how you reacted to this. I hardly made an emotional or unfounded statement to be responded to like this.
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In practical terms, 30 feet is quite close. The shortest range blasts, the "heavy" blasts from blast sets are 40 feet (as well as some AOEs), and Ranged users complain about how close that is: people often prefer to hang back farther unless they're on a melee character. |
It's easy for Stalkers to move about about and get out of range of 30 feet from their teammates, even when they are fighting the same mob. Stalkers should receive their buff in those situations, and not have to wonder how far they're getting away from their teammates. |
But you guys figure if you're not getting near max performance from all inherent features, then it's not working properly and therefore should be fixed.
I don't think either stance is more right, but it's something to keep in mind. The situation the crit aura works best is vs hard targets like AVs, meaty Bosses and EBs. Working as intended, IMO. That's where the Stalker needs to stand out on teams.
And sheesh, it's not like I was asking for much, here. I asked to extend the range on it so that a Stalker will usually get the buff that they're supposed to on a team. With 30 feet, you can be in the same room or hallway as your teammates and not get this critical hit buff. 60-90 feet wouldn't make it so you could run off and do a mission on your own with the buff operative, but would make sure that this buff is working when you are on a team and working with them. |
I never said I was opposed to an extension in the range, but that concept plays a part too (as well as technical issues where an aura of that range can cause the game to lag).
As for the ST debuff to AS, I ask: What will that help with? Does this 'solve' anything? Do we even know what issue Stalkers really have? Or are we just guessing now? |
Sure, AoE's are what Stalkers lack (not that you said they need them, I dunno), but I do not feel that a Stalker should have AoE's. I don't think that solves the problem and I feel that it takes away some uniqueness from the AT as a whole. AoE's are not the answer imho.
A single target debuff incorporated into Assassin Strike definitely solves certain problems with the AT when both teamed and solo. It does this without changing the format and playstyle for which the AT was created--which for all good intent and purpose is as a Single Target Eliminator. It would vastly increase a Stalkers ability to allow himself as well as his teammates to deal much greater damage against a single hard target. Thus better fulfilling the role for which they were centered around.
Would taking another Corruptor over a Stalker (or filling up a team of 8 Corruptors/Defenders/Controllers) be more benificial to an "overall" teams outlook and pace through missions, even after the debuff change to AS? Sure, most definitely, but the Stalker wouldn't be alone there. In that situation, there really aren't ANY melee's that would be better for a team like that than simply adding another damage/buffer to the mix. That's just the way the cookie crumbles in this game, however, the change to AS would make a Stalker a much more viable team member on your average pick-up group of players. Which is what 90% of us end up playing with on a more regular basis outside of a few SG AV/TF runs.
The reason the debuff in AS started sounding very good to me is it got me to thinking of when and where Stalkers truely begin to start losing their potential and overall viability. After some thought, I came to a conclusion as to "roughly" where Stalkers started to lose their viability to a team. I feel that the MOST balanced and "team-valuable" time in a Stalkers' career is between the levels of 8 to 22. Why? For several reasons:
First off, Boss HP is still low enough between those levels (and for a few levels after even) that a Stalker can remove a Boss from a fight for a low-level group in rather short order when compared to his counterparts of equal level. In the lower levels, even a simple pesky Lt. can be a hardship to your average pick-up group. The Stalker shines at these levels because he can quickly remove that Lt completely and with EASE before it even has a chance to cause trouble. In the later levels, this ability quickly dissapears as teams start running higher difficulty levels and boss HP takes a sharp spike upwards. Teams generally have less and less problems with Lt's later and if anything only worry about Bosses/EBs/AVs. Well, in later levels the Stalker can just barely remove even an LT with one BU+AS, let alone quickly remove a boss for the team, and that lone Lt wouldn't have been much trouble for the team in the first place. This is where teams start to notice the lack of a Stalker's overall contribution to them.
Second, in the low levels, between 10 and 22, Scrappers and Brutes still haven't accessed all of their defensive and offensive potential. They generally have ONE or the OTHER of what they need to be monsters, but not both: they either have solid defenses and can survive a decent amount of damage and aggro, but are lacking in damage --or-- they can dish out a decent amount of damage but cannot handle too much damage or aggro. Without both attributes, they cannot reach the same strides in damage that are needed to quickly and easily dispose of bosses and hard LT's for an average team, or without alot of buff support. Thanks to this, a Stalker can shine. Why? Because he HAS the ability and damage edge over other AT's of his equal level to quickly and easily remove a boss or hard target from the battlefield, thus saving his team alot of time and problems. In later levels, primarily after SO's and access to better attacks and defenses, this edge goes away for the Stalker, since Brutes and Scrappers have full access to BOTH sides of what they need: damage and survivability. They can now run amok killing things left and right with impunity and little worry of dying. Meanwhile a Stalkers performance is only steadily getting worse in comparison.
Thirdly, in the low levels of 10 to 22 even Blasters, the damage cannons, simply cannot sustain a decent enough damage chain in order to be as superior in damage as they could be against hard targets. This is due to low level endurance issues, recharge rates, lack of Hasten, lack of good IO's, lack of sustained damage chains, and even lack of protection such as +res shields and KB protection. Lack of mobility can also keep them from kitting away from danger as efficiently as they can in later game. This deficiency helps the Stalker stand out at these levels as well, since in this area, they STILL hold more fast burst damage and killing potential against a "single target" than any other AT of equal level. And in most cases they can easily and effectively deliver that damage to thier target without risking too much harm. As before, however, this advantage fades in later levels as Blasters gain access to better endurance management, damage, sustainable attack chains, movement, and defenses. Due to a massive increase in Boss HP and resistances in later levels, removing them "effectively" is better done through sustainable attack chains. Our ability to "burst" them to death within a couple of hits becomes alot harder and practically impossible, especially against real threats such as EB's and up.
Fourthly, support toons do not have all of the buffs necessary to turn a Brute, Scrapper, or Blaster into a "damage-tanking-god-of-pure-destruction". Furthermore, they simply do not have the endurance management in the low levels to even support healing an entire team alone. As before, in the low levels, this is what helps the Stalker stand out. Since he is able to quickly remove tough targets from the battlefield with relative ease, he doesn't usually find himself taking unusual amounts of damage. Removing those hard targets as quickly as he does, in turn, saves the team from ALOT of damage early on, thus reducing the amount of healing/buffing/debuffing support that buffers must do. In later levels, this advantage (just as all the others) fades away as Buffers gain access to ALL of thier powers, as well as thier strongest buffs. They also gain access to much better endurance management and refresh rates on powers, so keeping a whole team green and buffed up isn't too difficult. So once that Brute/Scrapper/Blaster recieves those massive buffs/heals, their damage and ability goes through the roof, leaving Stalkers far behind.
So, a pattern that I see happening over and over here is this: at some point between lvl 22-30 a Stalker loses almost all credible viability on a team. This is due to every other AT experiencing a sharp increase in both damage and survivability or buffs. Meanwhile, the Stalker only experiences continuing decreases in damage performance due to increased mob levels, boss HP's, and resistances while only noticing minor increases in defenses/survivability outside of heavy IO investment.
At SOME point, they were useful. I know that between lvl's 8-22 I am more than happy to invite about 1 to 2 Stalkers along for Boss/Lt's elimination, and for the very reasons I listed above. No, I don't want more Brutes, and at those levels I definitely don't want a Scrapper for that role....I want a Stalker. Because at those levels, they fill that role and accomplish that task very well. But where does that go later? Thanks to the vast and various reasons I described above, it vanishes.
This is why I feel that if the Stalker role as "Single Target Eliminator" could be made better and last throughout the AT's entire career, they would become (and stay) a more vital and viable asset on the average team setting. Furthermore, if they added a "team friendly" buff/debuff, this would only help to make them even more useful to teams.
This is why I do support and suggest a hefty single target debuff being added to a successful Assassin Strike. Because it would allow the Stalker to continue to be the "Single Target Eliminator" that he was in the lower levels. This would keep the Stalker's damage on his selected target high, and allow him to remove that threat quickly, even in later levels. For his team, just like in the lower levels, this could be an invaluable asset, especially against certain boss class spawns and EB's. On top of allowing the Stalker to sustain his own damage output on a single target, his debuff would affect the entire teams' damage output against that target as well. This means that more than just his own damage output, the Stalker is bringing something to his team.
Sure, we all realize that in much later levels even average bosses are hardly a threat, but they can be a speed-bump and slow a team down compared to just smashing through basic minions and Lt's. If a Stalker was able to remove a purple Boss within 2-3 attacks, then there isn't even a speed-bump to slow your team down anymore. Mission accomplished. And when you get to that EB/AV with your team, and a Stalker is able to apply his hefty debuff to that single hard target, thus increasing the damage output and killing speed of the entire team....you've accomplished your "team-viability/contribution" factor again as well. That debuff/damage potential to hard targets could become invaluable on teams and any team would be foolish to pass up such a hard hitting class who can also apply such a hefty and effective debuff to an EB/AV.
Anyways, those are, of course, my own personal feelings on it. I'm sure other have their own. I just feel as though a change like this would allow the AT to keep its uniqueness and play relatively the same as now, but increase its overall performance at it's role and in team settings.
Get rid of or double the distance of the team/crit leash.
Love the idea of the fear being pbaoe around either me or the victim instead of a temp power on the rare enemy that lives.
I like the idea of making their hit points closer to the stalker.
A damage increase would be great too.
Pick any 2 or 3 of the above.
Sure, AoE's are what Stalkers lack (not that you said they need them, I dunno), but I do not feel that a Stalker should have AoE's. I don't think that solves the problem and I feel that it takes away some uniqueness from the AT as a whole. AoE's are not the answer imho.
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However, that AoEs aren't the answer is too conclusive of a statement. If Stalkers *did* have their AoEs just like Scraps, I doubt many would brush them aside so swiftly because they are disillusioned by the orange number showers. That the Stalker gets to crit with those AoEs more and can control their other crits would keep them in the running.
Would that be the answer? Maybe, because one of Stalker's problems is perception and that would definitely fix most of that. But that's not going to happen. The devs aren't going to shoehorn that attack back into the sets, it's just too late for that...
A single target debuff incorporated into Assassin Strike definitely solves certain problems with the AT when both teamed and solo. It does this without changing the format and playstyle for which the AT was created--which for all good intent and purpose is as a Single Target Eliminator. It would vastly increase a Stalkers ability to allow himself as well as his teammates to deal much greater damage against a single hard target. Thus better fulfilling the role for which they were centered around. |
And I'd rather not get into a discussion about how AS doesn't kill things fast in the upper levels. It's moot. I've read too many posts complaining about not having hard targets to AS in that range so let's just come to a middle ground and say 'sometimes there's bosses around and sometimes they vanish quickly'.
I won't comment on AT viability post a certain level, as I honestly don't believe it. I'm still invited to teams and TF/SFs, I still do zone events, I still solo arcs even with EBs. Really, it's all just blowing smoke in the grande scheme as every AT has their benefits and downfalls.
I'm not shooting down anyone's opinion, mind you. I'm just doing some critical thinking and trying to spark more discussion on the subject.
But as I read more and more, I'm more convinced none of us are sure what we want. I've gone from thinking Stalkers should be a debuff/melee hybrid, to thinking we're fine, to thinking we could use more tools. I've read others who think Stalkers should be the greatest damage melee, or that we should be on par with Scrappers to simply being tougher. Who's to say which is right?
But as I write this, and if I were Castle, I'd first ask myself what is a Stalker in this game and what should burst damage accomplish.
I'm not really sure, but now that I think about it, the reason I like Stalkers is because they have control. The other melees aren't in control of their own power but we are. I would like nothing more than for the AT to have *even more* control. I don't know how, but I *would* enjoy being able to 'flip a switch' and add a -regen debuff onto a crit (perhaps with a cost). And later, 'flip a different switch' and be able to chain 2-3 extra crits for a price. Or also maybe push a button and dump all my endurance into one omega-AS.
I'd even extend it to Blasters, as I think they have a semblance of control of their damage too (it's just always high and they can pop off damage bonuses and unleash big AoEs). Having a *real* 'Sniper Shot' that can off a target, conserving part of their endurance after a nuke for a lesser (but still devastating) effect, etc. Plain and simple, I just think burst damage should have more control and the burst damage ATs (Blaster and Stalker) should be the guys to get it.
The way I see it, stalkers only need two changes.
* HP at the same level as scrappers
* Hide breaks agro.
... Hit it ...
The way I see it, stalkers only need two changes.
* HP at the same level as scrappers * Hide breaks agro. |
Am I the only one who is not bothered by our less HP? I really don't think I attract that much aggro to being with. I mean we have less AoE and we have Hide and Placate already to lose aggro.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Funny I hate losing aggro on my Stalker like that if I team with squishies. I even try not to use Placate that much because I want the aggro to stay on me if I can handle it. :P
Am I the only one who is not bothered by our less HP? I really don't think I attract that much aggro to being with. I mean we have less AoE and we have Hide and Placate already to lose aggro. |
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Sure, AoE's are what Stalkers lack (not that you said they need them, I dunno), but I do not feel that a Stalker should have AoE's. I don't think that solves the problem and I feel that it takes away some uniqueness from the AT as a whole. AoE's are not the answer imho. A single target debuff incorporated into Assassin Strike definitely solves certain problems with the AT when both teamed and solo. It does this without changing the format and playstyle for which the AT was created--which for all good intent and purpose is as a Single Target Eliminator. It would vastly increase a Stalkers ability to allow himself as well as his teammates to deal much greater damage against a single hard target. Thus better fulfilling the role for which they were centered around. |
The way I see it is this. Dev already added one aoe attack in most patron and epic sets have aoe too (if they can fix criticals).
The existing sets like MA and EM will not get modified to have an aoe so asking for more aoe is pretty impossible.
This leaves ... what else can Stalker bring besides ST damage and limited AoE? DEBUFFS!!!
I've been doing a lot of AVs (ITF and other SFs) and one thing that bothers me is that as a Single Target-specialist, I don't feel my contribution to the AV fight is more meaningful than Brute/Scrapper. Brute handles all the main aggro and Scrapper at least kills non-AV faster and they get more out of damage buffs (due to higher base damage).
It would be nice if my Assassin Strike has good -regen because you don't always have Kin, Radiation or Trap (even though people ask for them). Wouldn't be nice that in the case of not having a Rad or Kin, you can bring Stalker for -regen too? I mean that would give Stalker a more meaningful role on the team.
The more I think about it, the more I think Stalker should have -regen in AS. Maybe 500%?
Why should all the support classes have -regen? (I don't think poison dart's 25% matters much lol).
If you ask me, Stalker should be the one taking down AV/Pylon fastest of all melee class.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
That's why I say "if you're making hyperbole, then just say so". Making statements like that without some kind of hint that what you're saying isn't 100% reality would make you sound less wrong.
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I think this is where my and other's opinion on the matter differs. I see the bonus crit chance granted by team as a *bonus* while you guys must see it as a necessary feature. The way I see it, you're getting the bonus damage/crits so...your contributions on a team have greater impact. If allies are too far to fight everything, that leave your Stalker more targets to contribute with so you don't need the crit to have your impact. |
And if it doesn't work easily or consistently on a team (which I don't think it does at 30 feet), that's an issue. Otherwise, Stalkers can have a lower base damage than Stalkers, lower HP, lower mitigation, lower AOE, and even a lower critical chance (depending on the target, and it can definitely be lower on the targets that matter most). I am aware that maybe they shouldn't dial this up too far (otherwise you'll have Stalkers using the power clear across the zone or the map from their team), but asking for 60-90 feet is a good idea and would help.
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Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Jibikao
The more I think about it, the more I think Stalker should have -regen in AS. Maybe 500%? |
Yea, that's what I feel too, and what I've suggested. I think -500% Regen (for 30 seconds) would be a perrrrrfect number for a "successful" AS on a single target.
Personally, I feel as though it should add some -res/-def on top of that -regen (30% -def/-res for 30 seconds), which is what I suggested earlier as well. A debuff like that would help out smash/lethal sets, which run in to mobs who resist that damage type alot more often in late game. I think that the debuff added to AS should be pretty substantial, from even an "RP" sense of things. I mean...you're coming out of the shadows and supposedly delivering a "precise" and "massively devastating" attack on your "un-knowing" victim. He's not ready for it and has little chance to defend himself from it. It should, in all good sense, be a devastating blow against your foe, more than just damage. Plus, on a balance side of things...it's just a single target debuff...which needs a few things to be in place for it to even work, so it's doesn't come anywhere near being "too powerful" or anything.
I just think it really fits the theme and would help make Stalkers more valuable/viable on teams.
My main change for Stalkers, and suggestion still stands:
ASSASSIN STRIKE: Crippling (bonus attribute): : (debuff applied after a "successful" assassin strike, PvE Only)
- -500% Regen Rate for 30 seconds
- -30% resistance (all) for 30 seconds
- -30% defense (all) for 30 seconds
- Does not stack from same caster
3. Ideally, I think Assassin Strike should come with different buffs or debuffs for each set, like Spines can apply poison dot damage after AS. This won't happen but I think it will make each AS more interesting.
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2) Keep your hands off my spines AS. That change would break BU+AS+Placate in PvE.
Edit: To clarify, I'm not against the idea of (PvE) AS applying some kind of debuff. No dots.
I want to see stalkers do more damage through stalking. Not more scrapping. I'd like to see hide/AS/placate mechanics altered so stalkers can get repeated controlled crits in the same fight (without running away for 8 seconds). Obviously some limitations would need to apply, and I'm not sure how the mechanics should be altered exactly to achieve this, but that's the general direction Stalkers should go IMO.
I'll add my vote to the following previous suggestions:
Increase the HP cap to match the base HP increase.
Automatic Demoralize from Assassin Strike, including from a dead target.
Cripple Effect added to Assassin Strike: Short duration - regen and - res debuff.
Build Up damage buff increased to 100%.
Assassin Strike animation time shortened to 2.67 sec.
Remove the leash on Team Crit buff.
Now, while these changes alone would be great for Stalkers, I don't think they go quite far enough to resolve some of the issues at hand. So, I'll add my two inf to the wishing well.
30% chance of automatic refresh of Hide from the use of Placate.
The additional chance to crit should still apply to attacks used from a Hidden state, in other words, triple damage.
Jibikao
Yea, that's what I feel too, and what I've suggested. I think -500% Regen (for 30 seconds) would be a perrrrrfect number for a "successful" AS on a single target. Personally, I feel as though it should add some -res/-def on top of that -regen (30% -def/-res for 30 seconds), which is what I suggested earlier as well. A debuff like that would help out smash/lethal sets, which run in to mobs who resist that damage type alot more often in late game. I think that the debuff added to AS should be pretty substantial, from even an "RP" sense of things. I mean...you're coming out of the shadows and supposedly delivering a "precise" and "massively devastating" attack on your "un-knowing" victim. He's not ready for it and has little chance to defend himself from it. It should, in all good sense, be a devastating blow against your foe, more than just damage. Plus, on a balance side of things...it's just a single target debuff...which needs a few things to be in place for it to even work, so it's doesn't come anywhere near being "too powerful" or anything. I just think it really fits the theme and would help make Stalkers more valuable/viable on teams. My main change for Stalkers, and suggestion still stands: ASSASSIN STRIKE: Crippling (bonus attribute): : (debuff applied after a "successful" assassin strike)
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I probably won't add the resistance debuff (too good). lol I just think that Stalker needs to offer something different during tough fights. Most of -regen is from supporting ATs and I think it will help Stalkers in strike force a lot if they can contribute -regen so the team no longer has to sit there and wait for Rad or Kin or any sets with good -regen.
This -regen in AS will not replace Kin and Rad but at least there is an option!
And 500% regen doesn't seem to matter that much against regular bosses anyway.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
8 brutes and tankers don't stack too well but everything else does.