Reposting from I19 Beta threads
Maybe because they haven't had time to fully datamine these changes to the extent that they were able to datamine the issues that Stalkers had before? Heck, the fact that Castle posted says that they are still watching Stalkers, even several issues after the buff.
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You sound like you have concluded that the bonus is ONLY supposed to come from other meleers, Tankers, Scrappers, and Brutes. (Well, and other Stalkers as well) Does anything in Castle's post support that conclusion? |
Heck, if you conclude that that IS Castle's intended design, then it would be FAR more logical to add a per teammate bonus of 5% per meleer within range, and then cap that bonus at 20%. This would give the exact same spread of Crit chances as current, but with only 4 meleers in range instead of a full team of 7. How many teams of 8 are made up of all meleers? |
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It's been two and a half years since scaling criticals went in! If they haven't datamined its effectiveness by now, do you honestly think they are still at it? It's not that I want to be the voice of doom and gloom but at this late date, when Castle tells me they think they have made Stalkers as strong as they want to make them, I believe them. Not that *I* believe Stalkers are strong enough, mind... just that THEY believe it.
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I don't know how far back you are reading to come up with this conclusion, but I have in the past pointed out that I think it is mostly melee allies that DO account for the scaling crit we CURRENTLY have (and have had since 05/2008). I'm not saying I want it to be that way. That's just pretty much how it is. These are the folks who are most likely to be within 30ft of you. It's a generalization of course. There are always exceptions. |
You are assuming that the current scaling crit along with all the rest of the post-i12 Stalker changes are not performing as well as they want them to. Castle's post seems to indicate that they are happy with all that and only believe Stalkers underperform due to issues outside the design of the Stalker. |
The small radius of the Crit chance calculation, as well as fact that an Assassin Strike does not apply the demoralize effect on defeat have been given as examples of limitations of these tweaks. You either assume that Castle intended these limitations from the start, with no specific confirmation of this assumption, or you assume the limitations are somehow introduced by the system. If the latter, then there is room for discussion. Particularly since this thread owes its existance to discussion.
What if Placate received a reduction in its recharge based on the number of teammates you have. The concept being that the more people around the easier for the Stalker to distract enemies and go back into hiding. I am not sure how much of a cooldown reduction a full team would need to bring, but would this improve a stalker's team contribution despite the "shared aggro" concerns ?
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It's been two and a half years since scaling criticals went in! If they haven't datamined its effectiveness by now, do you honestly think they are still at it? It's not that I want to be the voice of doom and gloom but at this late date, when Castle tells me they think they have made Stalkers as strong as they want to make them, I believe them. Not that *I* believe Stalkers are strong enough, mind... just that THEY believe it.
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And it's arguable if they actually made Doms 'stronger' with the removal of the damage buff from domination. They basically just normalized the high-end with the normal-end of the AT's performance.
Basically 'at this late date' doesn't mean anything. They're always looking to add, balance and rebalance their game. While I'm perfectly fine with the effectiveness of our scaling crits, that doesn't mean there isn't room for improvement to normalize the high-end with the normal-end. Kind of the same with dominators; I was quite okay with the Jekyll/Hyde duality of the AT and so were the devs.
I agree, it is probably easier to just put you back in Hide than to change a timer on a single power.
OTOH, the suppression effect on Hide is probably pretty complicated as it is. It may be separate from Hide itself. And it can be altered, it is different from the suppression time on Stealth. So maybe that rehide time can be coded to take into account team size instead of just being a constant. That's a lot of assumptions, though. If you have a 30% chance of rehide every second, though, that's 30% within the first second, 51% the second second, 65.7% the third second, 75.99% the fourth second, 83.193% the fifth second, and 88.2351% the sixth second. That's just over a 3/4 chance at four seconds. That should be enough to, if not duplicate Shadestorm's suggestion, at least come somewhat close to it. (Assuming my calculations are correct, of course) Also, it occurs to me that every time you are hit, the Hide is broken, and so the "chain" of rehide checks starts over again at 30%. So while it might be possible to build up to a 65% chance of rehide during a very long attack, it's more likely you'll have a 30% or less chance. Honestly, I think it will come out very close to the percentages we have right now. With the potential for alteration of the range to allies, of course. |
For instance; every 2 seconds the game checks for teammates in range and rolls a 25% chance per teammate to re-hide the stalker. On an 8-man team that would put you at around 87% chance to re-hide each 2-second check (if you roll the chance per teammate). I honestly don't know what would be easier for the game engine, but my instinct tells me that forcing a re-hide based on team-mates within 30ft would be easier than trying to force a recharge enhancement of going back into hiding.
Thoughts ?
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Since I've been too infrequent a player to keep with any active group for long and since I play on less active servers at odd hours a lot, I've appreciated having an Archetype that is fairly solo-oriented.
But then, there are many parts of the game that can't be played solo, regardless of Archetype. So, in order to play with a team I usually toss all the goodies that come with the AT out the window and behave like a poorly-slotted scrapper, trying to stick close to any brute (or tank) that may be in the team most of the time.
Two suggestions here would probably make a huge difference in viable Stalker team tactics: increasing the critical chance buff area of effect and altering the fear effect of Assassin Strike to be PBAoE instead of target based.
Those two changes would bring stalkers a little closer to doing what ranged Archetypes do with sniper attacks, though instead of pulling the boss out of the mob, you'd be holding them. I realize that Stalker players already do this, but under the current setup they often wind up getting ridiculed for "running ahead and dying like idiots" for the effort, because they're not survivable enough to withstand the immediate aggro that follows a truly successful Assassin Strike in the middle of a team-sized mob.
I wouldn't think the devs always know exactly what to look for in their datamined storages. Otherwise it wouldn't have taken them even longer to change Domination from i6 up until just a year and a half ago.
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Then again, Going Rogue certainly seems to be putting Stalkers in situations lately where those systemic problems are getting worse. That would not show up in any datamining prior to the release of GR.
And it's arguable if they actually made Doms 'stronger' with the removal of the damage buff from domination. They basically just normalized the high-end with the normal-end of the AT's performance. |
When Castle says, "Stalkers are about as strong as we want them to be", I think he just means that he doesn't want this high end performance to get any better. But that doesn't mean the buff can't be tweaked to apply more of its bonus at the low end.
OTOH, the suppression effect on Hide is probably pretty complicated as it is. It may be separate from Hide itself. And it can be altered, it is different from the suppression time on Stealth. So maybe that rehide time can be coded to take into account team size instead of just being a constant. That's a lot of assumptions, though.
If you have a 30% chance of rehide every second, though, that's 30% within the first second, 51% the second second, 65.7% the third second, 75.99% the fourth second, 83.193% the fifth second, and 88.2351% the sixth second. That's just over a 3/4 chance at four seconds. That should be enough to, if not duplicate Shadestorm's suggestion, at least come somewhat close to it. (Assuming my calculations are correct, of course)
Also, it occurs to me that every time you are hit, the Hide is broken, and so the "chain" of rehide checks starts over again at 30%. So while it might be possible to build up to a 65% chance of rehide during a very long attack, it's more likely you'll have a 30% or less chance.
Honestly, I think it will come out very close to the percentages we have right now. With the potential for alteration of the range to allies, of course.