Reposting from I19 Beta threads
not a problem for me as I don't team with my stalker.
he's great fun solo, the few times I've accepted team invites with him he ends up feeling like a big, fat leech who's main contribution is slightly increasing the size of the spawns my teammates steamroll.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
If your team is steam rolling then the setting is too easy. In that case, you can bring whatever AT you want.
Stalker's role only seems to matter "a bit" when the team is NOT steam rolling. The team needs a bit time to get organized and figure out which target to kill first. (this is not to say Stalker is the only AT that can take out target fast. A good Dominator can stop most things faster than Stalker can ever dream of)
Yes, I, too, thought my Stalker sucked when the team steam rolls but later I just tell myself that the team can steam roll with or without me. I didn't even bother with Assassin Strike (hence the reason why I believe Assassin Strike's activation is a bit too long on a team because in critical time, it is easier too slow or gets interrupted).
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.
"I used to make diddly squat, but I've been with the company for 16 years and have had plenty of great raises. Now I just make squat" -- Me
Pediatric brain tumors are the #1 cause of cancer related deaths in children.
Castle, have you considered "unsuppressed stealth" on Stalker? That may reduce a lot of that "shared aggro" issue? Are you afraid Stalker is getting too much aggro or not enough?
I've played so many Stalkers and I honestly don't think aggro is even the Top 20 issue for me. Yeah, if I want all the aggro, I can do stupid things like opening alpha with AS before the team arrives but most ATs would have died in that situation as well.
Yes, some of the game's mechanisms like target-ambush and hostage-lead-out are unfriendly for Stalker but that's not even my main issues. It's annoying I admit. The key issue for those that chose Stalker is that they are not getting enough attention/love from other ATs. I invited a Stalker in St. Martial two weeks ago by PMing him. He told me that I am the first person that asks him to join for the past two weeks. That is kinda sad... I have nothing against Stalker on my team (well, except for stupid ones that runs ahead and gets himself killed).
So the new data shows many new players made new Stalkers in Preatoria? Is that why Stalker doesn't need any more buffs because their popularity remains the same?
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.
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.
Reposting from I19 Beta threads
Quote:
|
Those lousy stinking yellow fairies! Those horrible atrocity-filled vermin! Those despicable animal warmongers! They've killed Fritz! Take that! Take this! Take that, you green slime! You black hearted, short, bow-legged...
|
Long live Bakshi
I want to be able to protect squishes by using placate, not have them crushed. As a stalker I do not fear having too much aggro, I fear that I can't do enough damage to protect my teammates, and the inability of not being able to use placate cuts into my damage potential.
Thanks for the update, Castle. There has been a lot of speculation and discussion about the direction future Stalker fixes will take. It's nice to have an official statement on the "state of the game" WRT Stalkers.
I realize any systemic changes will be slow coming, but I look forward to them, especially if a solution to ambushes seeing through stealth (and escorts not seeing through stealth) can be found. I don't think anyone was lobbying for a fix to allow offensive toggles to suppress while stealthed, but I guess you guys had it on your minds and managed to squeeze it in eventually. As a result I have a new(ish) /DA Stalker, currently level 42, that I never thought I would.
I'm still of the opinion that the lack of AoE is the main limiter on Stalkers' contribution on teams (and therefore the perception of them), but it looks like that discussion is over.
I'm still of the opinion that the lack of AoE is the main limiter on Stalkers' contribution on teams (and therefore the perception of them), but it looks like that discussion is over.
|
Stalkers are explicitly designed around single target damage and aggro-based mitigation. Those signature stalker skills are both underperformers on teams The problem is:
A - AS is very good DPA, however its animation is SO bloody long that no matter the difficulty you never have a chance to use it on teams.
B - Placate not only has the potential of screwing up aggro for everyone, but on teams its unlikely the stalker is taking enough aggro to need to use it.
C - The stalker's single target damage does not exceed available single target damage of ATs not designed as single target assassins, even WITH AS.
The solutions could be:
A - Strengthen AS as part of the team buff mechanic. Call it a distraction bonus. The more stuff distracting your target, the easier it is to isolate the sweet spot and stab the **** out of it. Each team member grants your AS a shorter activation time and increased damage.
B - Allow placate to be used on allies. Placating at an ally (may require alternate animation or facing) would grant a wide PBAoE -taunt, similar to the way AS grants a terrorize. This places stalkers an a unique position to "anti-tank" Simultaneously helping both squishies and other melee be keeping aggro focused. This gives the stalkers the ability to do for teams what they can do for themselves, manipulate aggro at will in a deflective rather than absorptive fashion.
C - Increase global damage bonus OR give stalkers an additional BU-style autohit damage buff for each successful AS. This encourages stalkers to use their signature tools often, and rewards them for isolating and successfully assassinating things. Again, this combines with the team buff to AS to ensure the stalker spends his time stalking the biggest, hardest, toughest thing in the mob, or leveraging GOBS of damage at large single hard targets.
I believe these propositions would create a stalker teams wanted for its ability to do for teams exactly what it does solo. Kill hard targets extremely quickly with AS, and defensively manage aggro via placate.
Count the number of people saying "oh yes, I agree, their problems are withing the game system" and the people saying "um, there are much bigger problems here." Then go to one of the many So...Stalkers style threads with hundreds of posts with informed people voicing their concerns about the AT and how one could possibly fix it. Next, run the numbers on dps and survivability compared to the other Melee ATs. (If you think they are a special exception because they can neutralize an opponent, then compare them to doms, which have greater ability to do the same gimmick, can softcap to s/l defense, and can outperform the Stalker in dps and AoE dps all at the same time). Then tell me the AT is where it should be.
The Inspiration Maker's Guide [i12] UPDATED with POPMENUS and Movement Binds!
A Flash in the Dark: The Electric/Ninjitsu Stalker [i23]
Kheldian Inspiration Macros UPDATED with POPMENUS and Movement Binds!
Guide to the Katana~Ninja Blade/Electric [i23]
This thread is interesting in how the devs see things versus how things actually are or how we see things in regular play. I just find it odd that Castle would see that aggro is one of our problems when practically every thread about stalker issues since issue 6 has had something to do with either not enough aoe damage or other team contributions. Never had I seen aggro be an issues. We have had a few folks to complain about hit points but to me thats pointless to ask for. What can 1 shot you at stalker level health can just as well 1 shot you at scrapper level health. Its not like we can ask for tanker level health so the asking for more HP just needs to stop because it does absolutely nothing for us in PVE. The only disparity I see is really defense versus resistance sets but there isnt much that can be done to fix that.
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
I think that one problem is that stalkers pay a powers tax for AS, Placate and Hide - three powers that arguably all Stalkers should get as inherents but now they take up spots on the powersets that could be used for other powers like AoEs.
I would make all three of those powers inherent, or at least Placate and Hide (since AS is thematically tied to the powerset). Placate would of course be replaced by the PBAoE attack that was originally removed from the powerset to accomodate for it, and Hide should in my opinion be replaced with a thematically appropriate debuff.
- Regen: Venom. A strong -regen debuff.
- Dark: Blind. A strong -tohit debuff.
- Elec: Synaptic Overload. A sleep mez and -end/recovery debuff. Like a single target Static Field.
- Energy: Sap. A strong -damage debuff.
- SR: Hamstring. A strong -speed and -recharge debuff.
- Nin: Dart (use the Knives of Artemis hand crossbow animation!). A short but powerful Hold.
- WP: Nerve Pinch. A strong, long-lasting Stun.
If a Stalker can debuff targets it helps the entire team. If a Stalker's debuffs are somewhat immune to GM, AV, EB and Boss debuff resistances it would make them even more useful against those kinds of enemies.
Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522
Eh, I thought the only problem was Brutes/Scrappers doing more damage myself.
But hey, at least we know no changes are incoming.
BrandX Future Staff Fighter
The BrandX Collection
Castle, have you considered "unsuppressed stealth" on Stalker? That may reduce a lot of that "shared aggro" issue? Are you afraid Stalker is getting too much aggro or not enough?
|
The other thing I've always wanted to see is either shorter-interruption or even uninterruptible Assassin's Strike. Stalkers really shouldn't be running around scrapping all the time, because they make poor scrappers sans their Hide. They should have an easier time re-hiding and re-assassinating.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
|
This has always been my number one wish - for Stalker Hide's stealth radius to not suppress, or at least not suppress all the way down to 0, in fact making Stalkers more visible more of the time than Energy Aura Brutes. If Hide's stealth radius - normally 150 feet - suppressed down to 50 or 35 (as much as Energy Cloak) then that would still help a LOT.
|
The other thing I've always wanted to see is either shorter-interruption or even uninterruptible Assassin's Strike. Stalkers really shouldn't be running around scrapping all the time, because they make poor scrappers sans their Hide. They should have an easier time re-hiding and re-assassinating. |
I disagree. Designing more AoE in to stalkers just turns them in to me-too scrappers with better stealth. Brutes already got very close to being me-too scrappers.
Stalkers are explicitly designed around single target damage and aggro-based mitigation. Those signature stalker skills are both underperformers on teams The problem is: A - AS is very good DPA, however its animation is SO bloody long that no matter the difficulty you never have a chance to use it on teams. B - Placate not only has the potential of screwing up aggro for everyone, but on teams its unlikely the stalker is taking enough aggro to need to use it. C - The stalker's single target damage does not exceed available single target damage of ATs not designed as single target assassins, even WITH AS. The solutions could be: A - Strengthen AS as part of the team buff mechanic. Call it a distraction bonus. The more stuff distracting your target, the easier it is to isolate the sweet spot and stab the **** out of it. Each team member grants your AS a shorter activation time and increased damage. B - Allow placate to be used on allies. Placating at an ally (may require alternate animation or facing) would grant a wide PBAoE -taunt, similar to the way AS grants a terrorize. This places stalkers an a unique position to "anti-tank" Simultaneously helping both squishies and other melee be keeping aggro focused. This gives the stalkers the ability to do for teams what they can do for themselves, manipulate aggro at will in a deflective rather than absorptive fashion. C - Increase global damage bonus OR give stalkers an additional BU-style autohit damage buff for each successful AS. This encourages stalkers to use their signature tools often, and rewards them for isolating and successfully assassinating things. Again, this combines with the team buff to AS to ensure the stalker spends his time stalking the biggest, hardest, toughest thing in the mob, or leveraging GOBS of damage at large single hard targets. I believe these propositions would create a stalker teams wanted for its ability to do for teams exactly what it does solo. Kill hard targets extremely quickly with AS, and defensively manage aggro via placate. |
"I used to make diddly squat, but I've been with the company for 16 years and have had plenty of great raises. Now I just make squat" -- Me
Pediatric brain tumors are the #1 cause of cancer related deaths in children.
If your team is steam rolling then the setting is too easy. In that case, you can bring whatever AT you want.
|
*shrug*
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
I'm not sure "systemic problems" only refers to aggro, at least from how Castle phrased things in that post. Ah systemic problem to the game is also potentially how AOE damage is seen as more desirable than ST damage. Part of that is player perception, but it also comes from how the game works. Powersets or ATs that are more ST focused tned to get graded lower on player's interest because of this.
That doesn't mean ST damage is bad, just that people slight it. However, any system changes to address the balance issues that are there would have far reaching consequences. Some ATs are characterized by their AOE potential (like Blasters, and potentially Defenders and Controllers, if you count debuffs, etc.), and changing how AOE works in this game could really impact the quality of those ATs.
I'm rather surprised that some ideas for making Stalker improvements better aren't in the works, though. As people have pointed out, the debuff from AS is nice, but a little wonky in how it actually works. Same thing for the critical hit increase from teammates. Making those changes would help, but hardly overpower the AT beyond what Scrappers or Brutes can do.
There aren't only systemic issues to the game that affect Stalkers.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
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
I think that one problem is that stalkers pay a powers tax for AS, Placate and Hide - three powers that arguably all Stalkers should get as inherents but now they take up spots on the powersets that could be used for other powers like AoEs.
I would make all three of those powers inherent, or at least Placate and Hide (since AS is thematically tied to the powerset). Placate would of course be replaced by the PBAoE attack that was originally removed from the powerset to accomodate for it, and Hide should in my opinion be replaced with a thematically appropriate debuff.
If a Stalker can debuff targets it helps the entire team. If a Stalker's debuffs are somewhat immune to GM, AV, EB and Boss debuff resistances it would make them even more useful against those kinds of enemies. |
There is but one truth. Time is limited. ndnw its over
B - Allow placate to be used on allies. Placating at an ally (may require alternate animation or facing) would grant a wide PBAoE -taunt, similar to the way AS grants a terrorize. This places stalkers an a unique position to "anti-tank" Simultaneously helping both squishies and other melee be keeping aggro focused. This gives the stalkers the ability to do for teams what they can do for themselves, manipulate aggro at will in a deflective rather than absorptive fashion.
|
You might try having it instead grant a temp-power when cast on players that holds different effects for different ATs. As an example, for blasters and corruptors it might be a single burst of anti-taunt. Where as for Tankers and Brutes, it strengthens the effect of their taunt powers temporarily. Sort of a "You should hit that guy, not me" effect.
Stalkers are in a unique position of being able to leave or stay out of the fight if they want letting them consider their options(in theory). Maybe that should be leveraged?
(of course if Castle don't see nozing wrong with the class. Talk is for naught.)
Eh, I thought the only problem was Brutes/Scrappers doing more damage myself.
But hey, at least we know no changes are incoming. |
I really think assassin strike takes way too long with that interrupt.
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.
This has always been my number one wish - for Stalker Hide's stealth radius to not suppress, or at least not suppress all the way down to 0, in fact making Stalkers more visible more of the time than Energy Aura Brutes. If Hide's stealth radius - normally 150 feet - suppressed down to 50 or 35 (as much as Energy Cloak) then that would still help a LOT.
The other thing I've always wanted to see is either shorter-interruption or even uninterruptible Assassin's Strike. Stalkers really shouldn't be running around scrapping all the time, because they make poor scrappers sans their Hide. They should have an easier time re-hiding and re-assassinating. |
Stalker can scrap but I believe the true problem lies in Assassin Strike's activation time. If it is shorter and more easy to deliver that so-called MASSIVE damage (I don't think it's that massive especially in later levels), then Stalkers may not feel the need to "scrap". Scraping gives you better dps than trying to re-hide (8s delay), finding a target (spend another 4s to setup AS) and hoping that you don't get interrupted. Placate is also very limited on a team. Placate is probably my least favorite Stalker-only power. It should grant Critical even after you get hit. I know the system can do it because Ninja set's Smoke Flash grants critical for 10s even when the pet gets hit.
A Stalker should be able to deliver Assassin Strike easier that's all.
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.
Less survivability and less damage than a Scrapper. All the utility is nice but, in the end, doesn't matter as much.
Personally, what I'd like is...
*Quicker Placate cast/recharge.
*Placate offers short (1-2s) period of unbreakable hide (if you Placate, you will still crit, even if mobs shoot you. Unless you try to AS and get interrupted.)
*Fix Placate bug
*AS to deal set's debuff as well, stronger from Hide. Por ejemplo:
-Broadsword: -def, bleed Lethal DoT from Hide
-Claws: Faster animation than other AS, possibly bleed Lethal DoT from Hide.
-Dark Melee: -toHit, double chance for Demoralize to Fear.
-Dual Blades: Already part of a combo., bleed Lethal DoT from Hide
-Electrical Melee: -end, guaranteed mag 3 Sleep from Hide
-Energy Melee: %Stun, guaranteed low-mag Stun from Hide
-Kinetic Melee: -dam, %KD from Hide.
-Martial Arts: %KD, TAoE 'shockwave' Smashing, %KD from Hide (no, it doesn't make sense, but fits the set)
-Ninja Blade: -def, bleed Lethal DoT from Hide
-Spines: -regen, -recharge, -speed, Toxic DoT, more from Hide (like the rest of the set. Hocrap, Spines has a lot of debuffs)
(and yes, I am aware that a Bleed DoT would require a bit of playstyle change. Don't placate the guy you just AS'd! Keep in mind that all three Sword sets can already cause Bleeding)
What shall claim a Sky Kings' Ransom?
PPD & Resistance Epic Archetypes
To be honest if they make Stalker Hide like Brute's energy cloak that would be a quick, and easy change which would profoundly alter how Stalkers play.
Here are my few ideas on what could be done to diminish the issues.
1.Make Placate an inherent power you receive when you take AS replace it with a PBAoE attack almost every Stalker primary has had an aoe removed and that alone makes them half crippled on large teams.
2. shorten the interrupt and animation times on AS its only use full in hide as it is and since you cant be seen in hide the idea of siting still that long is just pointless from game play stand point
3. Spawn the fear/debuff pet off the caster not the target so it wont be useless if you kill the target.
4. remove crit from hide from all AoE dmg but increase its base dmg of said attacks yet still keeping them below scrapper equivalent.
5. expand the crit chance buff area of effect to something useful on most teams. A few extra feet would make this far more helpful
That's 5 thoughts of things that would help stalker without changing how they play/where they stand.
That leaves the smaller Issues that can never be fixed in order of there danger to stalkers
1 Ambush seeming infinite perception number
2 Placate bug
3 long animation attack that has a team steam roll past them every few seconds making them seem useless causing them to be ignored by the player base
4 Sheared aggro, not the big issue is it.
IDK it may just be me but the statement you started this thread with seem like you are righting off an AT as un-fixabull and that kinda makes me angry just a bit.
There is but one truth. Time is limited. ndnw its over