Reposting from I19 Beta threads


all_hell

 

Posted

Quote:
Originally Posted by Gemini_2099 View Post
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.
This would be the quickest fix I could imagine.


 

Posted

Replace Hide with a multiple-choice disguise power that allows you to con friendly to the faction you are disguising yourself as. Disguises drop randomly from enemies you defeat.

Replace Placate with an AoE version that actually works and prevents you from being targetted.

Switch the Fear debuff with a weak (3 second?) Mass Confuse and centre it on the player not the victim.

Add the AoE effect back to Stalker - Claws - Eviscerate. I can count on one hand the number of times I have played my Claws Stalker since that nerf was put in (why play the Stalker when I have a Night Widow who still has an AoE Eviscerate AND has Spin??)


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Posted

Quote:
Originally Posted by Dollymistress View Post
Add the AoE effect back to Stalker - Claws - Eviscerate. I can count on one hand the number of times I have played my Claws Stalker since that nerf was put in (why play the Stalker when I have a Night Widow who still has an AoE Eviscerate AND has Spin??)
You know what.. I had a mixed feeling about this too. While it's nice that Stalker's Eviscerate has 100% critical from Hide, it loses its precious cone aoe and even after the damage buff, it still does less than Scrapper's Eviscerate which is a cone!

Oh and don't bring up NW or Bane... every time I play them, I feel my Stalker is weak. lol


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.

 

Posted

Quote:
Originally Posted by Jibikao View Post
You know what.. I had a mixed feeling about this too. While it's nice that Stalker's Eviscerate has 100% critical from Hide, it loses its precious cone aoe and even after the damage buff, it still does less than Scrapper's Eviscerate which is a cone!

Oh and don't bring up NW or Bane... every time I play them, I feel my Stalker is weak. lol
The eviscreate change was one of the main reasons I will never do a claws stalker. Losing an aoe for a small damage increase just isnt worth it. To me all the folks who complained about wanting it single target should have just learned to leverage the aoe to make the most of it. Now the set has zero real aoe potential. I dont count shockwave cuz all it does is scatter **** all over the place.


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Posted

Quote:
Originally Posted by FredrikSvanberg View Post
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).
This.
(At least make Hide inherent).


 

Posted

Its become clear to me that Stalkers will never get the love other AT's got. So how about they just get rid of the stalker AT all together. I know it might be harsh, but if they ain't going to try and make the stalker more playable, then just get rid of it.


 

Posted

Quote:
Originally Posted by captain_nick View Post
its become clear to me that stalkers will never get the love other at's got. So how about they just get rid of the stalker at all together. I know it might be harsh, but if they ain't going to try and make the stalker more playable, then just get rid of it.
lol? What is this?


 

Posted

Quote:
Originally Posted by Gemini_2099 View Post
lol? What is this?
My opinion.


 

Posted

I don't think that is a reasonable opinion. Moving on, I tend to lean on the side of minor changes to improve stalkers, which I hope Castle considers. Many of the minor suggested changes in this thread would be easy to put in until the larger problems can be dealt with down the road.


 

Posted

Just an idea about what I always felt was missing from Stalkers...

I always felt that Stalkers should do a better job of fulfilling the role of the monsters and killers in slasher flicks. I'd love to see a bid of code worked into the game so that when someone starts running away from a Stalker (you know that cowardice code that makes people chase something all over the map, or have to wait till it calms down and comes back), well as long as they're under the effect of the "running away" status when targeted by a Stalker, give them a chance to suffer Knockdown every 5 seconds or so, just like everyone who tries to run away from a serial killer in a movie It's too circumstantial to cause much of a major shift in combat, but the fun and satisfaction involved would be awesome.

I also wouldn't mind seeing a "20% chance for fear" proc aura added to Hide... They know something's wrong, but not quite what or where, and every so often it makes the lesser enemies freak out a bit I'd even take it as a proc enhancement invention.


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Posted

Well, solo my stalker is probably the fastest at completing missions where you just have to kill a boss and get out.

Teamwise, the team should get some other benefit from the stalker other than just DPS.

Heh, if missions were made "unstealthable" except for stalker Hide, then all of a sudden they would be Mr Popular.


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Posted

You guys don't seem to understand that by giving Stalkers more AoE, they would have to bring single target DPS down. More AoE isn't going to improve Stalkers. I think you should probably just play a scrapper or a brute if you want to do more AoE.

The solution to buffing Stalkers and making them valuable is to improve their potency on a single target. Assassin Strike should do percentage damage on EB's and Heroes. 7-10% health on a Hero NPC modified by resistance buffs/debuffs would be welcomed and would encourage stalkers more to use placate and AS more while fighting harder content. Having a stalker on a TF should be useful and the only way they are going to remain unique and remain useful is to focus on their strengths. Currently when you AS a Hero you don't even see their health bar move. It's pathetic. TF leaders should be actively looking for a Stalker to help gank harder Heroes quicker.


 

Posted

That was actually tried before when Stalkers were first looked at.

It broke the game in ways it wasn't intended to.

The same is true for unresistable damage.


 

Posted

Quote:
Originally Posted by Jibikao View Post
I know... all the threads/posts we've made since i18. Man, I thought something more could be done in i19. I know something "fancy" won't be done (because there is not enough time) but some little things like shortening assassin strike's animation should be pretty easy or increasing team buff radius.

I really think assassin strike takes way too long with that interrupt.
It's why I thought the best idea was to just increase the damage mod to Scrapper levels.

Makes AS hit harder, people won't go thinking they're giving up damage for inviting a stalker a long, ect ect.

I'm guessing it's a PvP reason they don't do that though. For the PvE game it makes since, but it would be a PvP boon as well, with it being one of the few places AS is great.

Not saying AS can't be great in PvE, but it's so situational, I can't classify it as great per se.

And placate + AS doesn't always work when AOEs are flying around.


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Posted

Quote:
Originally Posted by milks View Post
You guys don't seem to understand that by giving Stalkers more AoE, they would have to bring single target DPS down. More AoE isn't going to improve Stalkers. I think you should probably just play a scrapper or a brute if you want to do more AoE.
Not really. I'm going to hold up Spines here, for comparison. Stalkers only lose Quills, and about 4% damage, compared to the Scrapper set. Otherwise, it has just as much AoE as any other Stalker melee set, and it hasn't broken the game yet.

This is also in the context of stalkers being unable to use their full single target damage anyway. They often get tagged on teams before they can squeeze of Assassin's Strike, it's difficult to successfully squeeze off a Placate-AS combo in the middle of a team brawl, and the Placate bug further compounds AS woes. Restoring the AoE to stalker sets would at least let them dish out more conventional damage.

Of course, the big question is how you get those AoE powers back into the sets. Making Assassin's Strike or Placate inherent would be a good idea for reasons totally unrelated to this. Or heck, don't you break all the rules with Kheldians and Arachnos anyway? Bam, now Stalkers are special and get 10 powers in their primary.


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Posted

Quote:
Originally Posted by milks View Post
You guys don't seem to understand that by giving Stalkers more AoE, they would have to bring single target DPS down. More AoE isn't going to improve Stalkers. I think you should probably just play a scrapper or a brute if you want to do more AoE.

The solution to buffing Stalkers and making them valuable is to improve their potency on a single target. Assassin Strike should do percentage damage on EB's and Heroes. 7-10% health on a Hero NPC modified by resistance buffs/debuffs would be welcomed and would encourage stalkers more to use placate and AS more while fighting harder content. Having a stalker on a TF should be useful and the only way they are going to remain unique and remain useful is to focus on their strengths. Currently when you AS a Hero you don't even see their health bar move. It's pathetic. TF leaders should be actively looking for a Stalker to help gank harder Heroes quicker.
In case you werent here we already been down this road with the percentage based AS. It worked extremely well but Castle didnt like it. The only issue was that it made it do a percentage on every rank not just bosses and above. Which overall made our damage on minions and such alot lower. I remember that patch specifically because I got a team together on the test server and we attempted the RSF. We insta-killed several of the AVs but if for some reason if anyone missed and the av lived our ***** were grass at that point unless you were defense base. Solo it meant a stalker could solo an AV but hell folks do this now it only takes alot longer so I cant see soloing avs as a reason not to do this.


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Posted

Am I the only one who finds it bizarre that in a thread begun by Castle stating that there will be no further Stalker changes, everyone is restating their requests for Stalker changes from other discussion threads on the subject? Did you guys skip over the OP?

Don't mind me, carry on...


 

Posted

Quote:
Originally Posted by Supernumiphone View Post
Am I the only one who finds it bizarre that in a thread begun by Castle stating that there will be no further Stalker changes, everyone is restating their requests for Stalker changes from other discussion threads on the subject? Did you guys skip over the OP?

Don't mind me, carry on...
Castle is open minded for feedback, and the information can be used for I20 which is already underway for testing.


 

Posted

Quote:
Originally Posted by Supernumiphone View Post
Am I the only one who finds it bizarre that in a thread begun by Castle stating that there will be no further Stalker changes, everyone is restating their requests for Stalker changes from other discussion threads on the subject? Did you guys skip over the OP?

Don't mind me, carry on...
Everybody has their own "brilliant" idea for how to fix what's (in their opinion) wrong with the Stalker AT. Just because Castle disagrees doesn't mean we shouldn't be discussing. Never know when one of the ideas that gets thrown around turns out to useful to them.


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Posted

Based on Castle's post this is how I see it.

An increase in damage is out of the question, and utility of the fear debuff seems unlikely. In addition, no new changes slated for I19.

With that out of the way, there have been several suggested changes in this thread that doesn't require a tweak to damage, or increased AoE damage, or even increasing the effectiveness of the fear debuff from AS.

* Making Stalker Hide behave like Brute's Energy Cloak

* As other have pointed out, Inherent Fitness opens up Stalker builds. Making Placate inherent for example opens up builds, and opens up the opportunity for a new power in its place.

*Increasing the range of the crit team buff, so Stalkers can be feel wanted even on an all range team.

Three simply suggestions, and I am sure I missed some too.


 

Posted

Quote:
Originally Posted by newchemicals View Post

Teamwise, the team should get some other benefit from the stalker other than just DPS.
Teams "benefit" from Stalker's DPS? That's debatable. lol Benefit means the team is on the "plus" side with Stalker on the team....

I think most teams do "fine" with Stalkers on the team. But "benefits"? nah.. I wouldn't go that far.

(sorry, this is more for a joke)


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.

 

Posted

Quote:
Originally Posted by BrandX View Post
It's why I thought the best idea was to just increase the damage mod to Scrapper levels.

Makes AS hit harder, people won't go thinking they're giving up damage for inviting a stalker a long, ect ect.

I'm guessing it's a PvP reason they don't do that though. For the PvE game it makes since, but it would be a PvP boon as well, with it being one of the few places AS is great.

Not saying AS can't be great in PvE, but it's so situational, I can't classify it as great per se.

And placate + AS doesn't always work when AOEs are flying around.
But but but.. a simple damage increase feels so boring. It's just a Scrapper with less AoE.

I feel Assassin Strike under-performs on a team especially with 4s and interruption.

I mean I don't mind scraping with my Stalker but really, I have no choice because re-hiding and setting up AS takes too darn long and Placate + AS is situational. You know what's funny? The only time I feel safe using Placate + AS on a team is when there's only very few targets left. lol Why do you need that "massive" damage when there's almost no threat left.


Assassin Strike's usefulness drops when you hit 35+. People keep saying "Oh, you can AS a Sapper to death". A simple critical with your heavy attack should be just as sufficient.


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.

 

Posted

Quote:
Originally Posted by Castle
To end the speculation:
Example "Shared Aggro":
On a team of 8, someone aggros a large spawn of 16 mobs. Approximately half the mobs immediately peel off and attack the aggroers teammates, regardless of LOS or Stealth preventing them from being able to see where those teammates are. For most ATs, this is a minor inconvenience. For Stalkers, it can cost them a substantial amount of their alpha strike damage.
Does this... always happen? Mobs hitting me while I'm stealthed because a teammate aggro'd them doesn't sound like a familiar situation at all.

Quote:
Originally Posted by Castle
The problems Stalkers have at this point are systemic, not specific to them. However, due to their intended playstyle, they are hit by these things in particularly harsh fashion.
Okay, what problems are being referred to here, and under what sort of system would they not be an issue for stalkers? This line only makes sense to me in reference to the ambush-ignores-stealth and hostage-has-no-perception issues, which are not game-breaking (imo they're complications the AT should have to deal with, but that's neither here nor there). I don't see any systemic change that will fix the issue of stalkers bringing less utility to a team than any other AT, except for one in which every single TF/SF/trial/story arc/paper mission has a stealthable portion that grants xp.


 

Posted

Couple of comments here:

1. Why doesn't AS accept Interrupt enhancements? That should be a very easy design implementation that could help with the AS complaints. Yes, you'll have to balance your slotting to accept it, but why not? If you can pull down your interrupt timing, you might still be locked in the AS animation, but at least if you're hit outside of the interrupt time, you'll still get your strike off (and hopefully crit).

2. For people who are complaining that Stalkers need to be able to take aggro from other players, Stalkers do have a power for this - it's called the Presence pool. With i19, you'll be able to free up some power options for it if you want to play your stalker that way.

3. Good ideas: Hide/Placate inherent (although there's the matter of getting no more slots to spread between the whatever new powers fill those spots), increase the unsupressed portion of hide.

4. Interesting ideas: Anti-tanking placate power (I disagree that this is brute/tank griefing. Brutes and Tanks have enough taunt-effects to take back any aggro they would lose); I like shadestorm's idea of a "Distraction Bonus", but I'd suggest that it affects the re-Hide rate. The more stuff going on the easier it is for the Stalker to re-Hide and continue the crit-from-hide rate.


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