Thoughts on Assassin's strike
Sounds like a good idea.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Decent idea but I don't know if this game has the mechanism for it. I think if it's interrupted, then it means the power activation is cancelled (much like how snipe 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.
Actually, you could do it with a Pseudo-Pet (or 2).
Activating the Power would immediately activate a Pseudo-Pet which does damage to target after a delay. This is the "non-critical" damage portion of the attack. Meanwhile, the Interruptable portion of the attack continues to play out as normal, but with modified critical chances to account for the "guaranteed" other half of the attack damage.
Kludgy ... but (perhaps) possible.
Lol overly complicated.
You'd just disable the interruption, then add a delayed kmeter buff to AS. It'd be like AS is casting placate buff (not the enemy effect) 1 sec (or so) after activating. If you got hit before the 1 sec delay, you can still crit, if you get hit after the 1 sec delay you don't.
Of course, you'd have to remove the ability to interrupt AS (ouch, you're stuck in the animation until the end) so you can't just get a crit every 1 sec + END cost of AS then interrupt.
I just think this would be a nice change for escort missions when hide doesn't work and might be helpful at lower levels when stalkers don't have many attacks.
I'm not sure if it would help DPS at all on trials or the like, though.
The best way IMO is to add scaling damage on Assassin Strike so AS hurts more on AV/Giant.
If two people can solo Lam, do you seriously think a scaling Assassin Strike is that imbalanced?
All I am asking is to add a bit more critical damage depending on the "rank", starting with Boss type, then Elite, then AV and then Giant Monster.
I find it funny that how some people said it will be overpowered if 8 Stalkers take down a Giant Monster fast. How is that different from 8 Corr/Defender stacking buffs/debuffs to take down several AVs so fast?
If it takes 8 Stalkers to take down a Giant Monster fast, so be it. You'll need to spend at least 2 hours just to find 8 active stalkers at the same time.... that alone is tough enough.
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.
The best way IMO is to add scaling damage on Assassin Strike so AS hurts more on AV/Giant.
If two people can solo Lam, do you seriously think a scaling Assassin Strike is that imbalanced? All I am asking is to add a bit more critical damage depending on the "rank", starting with Boss type, then Elite, then AV and then Giant Monster. |
I find it funny that how some people said it will be overpowered if 8 Stalkers take down a Giant Monster fast. How is that different from 8 Corr/Defender stacking buffs/debuffs to take down several AVs so fast? If it takes 8 Stalkers to take down a Giant Monster fast, so be it. You'll need to spend at least 2 hours just to find 8 active stalkers at the same time.... that alone is tough enough. |
How many times must this be brought up and how many times must we remind people that it was tried before?
Try 1 Stalker soloing a GM with just AS. Because that's how it was with the scaling AS. |
There is no way a Stalker can AS a GM to death if they add like 500 more critical damage on Assassin Strike. 500 damage on a GM is not that much but I'll take 500 extra damage when I use Assassin Strike. (500 is just an example)
Yes, I do remember they tried scaling AS but I think it was based on % of the health rather than the actual damage numbers. I see that when we use placate, we sometimes score Double Critical. Why can't they make this Critical appear... say 4x when it's used on an AV/GM? That is the kind of scaling I am looking for, not % of health.
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.
They should make Assasins Strike the Stalker inherent power!
What I think they should try is make the crit portion scale based on target rank. Have AS work as is for underlings, minions and lieutenents. For bosses, double the strength of the crit (leaving base alone). For EBs double it again (so the crit is 4x as strong as on a lieut). For AVs and GMs double it again (8x base crit damage). Would certainly make it much more worthwhile on hard targets, but given typical AV/GM health values shouldn't be too strong.
That...was a Herocon 09 exclusive easter egg. The powerset will not have doves associated with it.
Namely because you guys would want to color tint the damn doves, or make them hawks/ravens/flying sharks/etc and that's just a headache I do...not...want...to deal with. |
What I think they should try is make the crit portion scale based on target rank. Have AS work as is for underlings, minions and lieutenents. For bosses, double the strength of the crit (leaving base alone). For EBs double it again (so the crit is 4x as strong as on a lieut). For AVs and GMs double it again (8x base crit damage). Would certainly make it much more worthwhile on hard targets, but given typical AV/GM health values shouldn't be too strong.
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250.25 <type> damage PvE only, If Hidden
250.25 <type> damage PvE only, If Hidden AND target is a Boss
750.75 <type> damage PvE only, If Hidden AND target is an Elite Boss
1751.75 <type> damage PvE only, If Hidden AND Raid mob
To see how that scales with level 50 mob hp, using Lt hp as base and counting the initial (non-critical) damage as well:
Lt: 857.5 (base: normally a BU+AS kills or places within 1-2 follow-up hits)
Boss: 2570.2 (2.997 * base, damage is 1.643 * base)
EB: 5354.5 (6.244 * base, damage is 2.929 * base)
AV: 28271.7 (32.970 * base, damage is 5.5 * base)
So it would still be progressively worse for each stage and lose ground as the mobs get stronger, but it would be considerably stronger than it is currently. It would certainly make soloing through the mid-levels - after bosses get enough hit points that you're not one-shotting them anymore - much easier.
I was all set to say that doubling at each stage was too much, but really I think it's kinda balanced after looking at the numbers. I don't think it'll happen, but it's a nice suggestion.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Looks pretty good to me, and it's better damage than we get now.
Would it be entirely broken if the interrupt-able portion worked differently? If used when not hidden and not interrupted, it would critical, but if interrupted, it would just deal normal damage?