People Complaining About Stalkers...
They have better Defense/Resistances than most brutes, and dish out more than reasonable amounts of damage.
|
A lot of the complaining actually doesn't make it into the game. Maybe it's the servers but Virtue, every single Trial I've offered to join in, ones with room, have never once denied me based on my AT. A lot of the complaining seems either centered around health or the unfavorable chain for DPS that makes AS "not included".
Personally I don't see what the fuss is about. The tools are there and working properly, it's the calculations that need tweeks and what with GR making either class cross-capable - it's nearly senseless not to address some of the issues. I'm sure someone could point out a bit of the specifics with the numbers, I'm to tired to go around digging up points. I think this late in the game, the divide is a bit on the unfair side for the Stalker.
I started off with stalkers, my lovey started with his scrapper.
I LOVE my stalkers, my ubertoon right now is an electric/energy aura/electric. I think a lot of the dislike for stalkers is that many people try to play them as scrappers (my lovey is just now, after 4+ years, getting the hang of a stalker... evil scrapperlock, lol). *shrugs* It's all in how you play.
leader and founder of T.H.C The Honorable Criminals
and T.H.C The Hunted Capes
Or perhaps in the modern game the true complaint is too many melee DPS ATs.
Outside of anomalous builds currently I believe it breaks down something like this:
Scrappers - High damage, moderate-high survival, limited team aggro control (single target primary, some secondaries have a taunt aura)
Brutes - Moderate-High damage, high survival, team aggro control (multi target primary, every attack made primary, every secondary has a taunt aura)
Stalkers - Moderate-high damage, moderate survival, no team aggro control
Bane/Night Widow - Moderate-high damage, moderate survival, no team aggro control, heavy team buffs
Tanker - Moderate damage, very high survival, superior team aggro control (multi target primary, multi target every attack made primary, every secondary)
If you're looking for damage, why not take a scrapper? If you're looking for tanking why not grab a brute or a tanker? If you're looking for stealthing a TF why not grab a Night Widow or Bane (similar damage, buff the team to boot)?
(Lets disregard that an argument can be made that you can answer all of the above with 'why not grab an illusion/rad controller' )
(And my own personal 'like' order is Brute - Stalker - Tanker - Scrapper. While I have yet to get a Stalker to 50 they tend to survive longer before being deleted than my Scrapper attempts, and I'll never level a second Tanker to 50).
Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."
Okay let me start by saying my first character was a Stalker. My main now is a Stalker. Stalkers ARE my favorite AT, I have 2 50 Stalkers a Elec/Nin and a Spines/Regen.
I strongly believe that Stalkers need a buff.
1-30 Stalkers are just great, after 30 you hit the point where AS stops taking out LT's and then you have to start scrapping out fights. This is a problem because of the low resist cap for Stalkers on top of their low HP. But really this is a minor piece of the larger problem, that is once Stalkers hit 50. At 50 my IO'ed out Elec/Nin that has tier 3 in all his incarnate slots can run a mission at +0/x8 no problem true, but the issue isn't that Stalkers are weak so much as they don't really excel at any one thing. My Blasters can out burst damage my Stalkers with relative ease and outside of burst damage what does a Stalker bring? And how useful is burst damage in this game really when AoE is king OR you have a prolonged AV fight?
Stalkers aren't very good at any one thing which in a super powered game means that they are under preforming. So keep that as a frame of reference when people voice complains about Stalkers, it isn't that they aren't able to complete the game so to speak, it is that they really have nothing special about them and are in reality a weak Scrapper with the ability to hide.
No relation to Arachnos!
Part Pack: Now the majority of players know how we, PvPers, have felt for years now. Don't want to be so "civil" now that you have been completly ignored, do you?
I love the concept behind Stalkers.
I hate that my Scrapper equivalent can do so much more than the Stalker.
Now for me, my only complaint is the damage. Outside of PvP, I really don't see why a Stalker doesn't just match Scrapper damage mods. They'd still play differently, the Stalker would just dish out more damage.
The lower hit points? I can work around them.
Not to mention some of the powers they removed from the Primaries make me sad. Really, even before the MA buffs, I would have prefered Dragon's Tail to remain and Thunder Kick to be take out.
Now with the buffs, I'd like that change EVEN MORE!
BrandX Future Staff Fighter
The BrandX Collection
Lol
I love the concept behind Stalkers.
I hate that my Scrapper equivalent can do so much more than the Stalker. Now for me, my only complaint is the damage. Outside of PvP, I really don't see why a Stalker doesn't just match Scrapper damage mods. They'd still play differently, the Stalker would just dish out more damage. |
Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."
Because damage is all a Scrapper is good for. It's hard to adjust Stalker damage without obsoleting scrapper. Yet so long as Scrapper is around it's hard to justify playing a Stalker. So round and round it goes.
|
I hate that my Scrapper equivalent can do so much more than the Stalker.
|
On my Kat/SR who is soft capped with procced out attacks and DA for tanking, can run lots of enemy groups no problem. Then he runs into Devouring Earth with the Guardians and their "you have no defense" power. I have to save BU for them, turn on my stealth sprint and pray I hit them before they summon anything. And if there are 2 guardians in a spawn? Scramble!
For a stalker I can outright kill them and if there are 2, placate and turn the corner so his buddies aren't getting buffs. Things are *easy* when you can plan a whole encounter out and execute it perfectly.
The situation most face with stalkers/scrappers is when you min/max. If the scrap can't plan it out? Build them to just overwhelm the challenge. It basically means if there is a challenge in the game, you build the character so it's no longer a challenge. On a Stalker, the fight is still a challenge because you can lose but if you sequence everything, you turn a challenge into a one-sided fight.
I don't want this to change.
Now for me, my only complaint is the damage. Outside of PvP, I really don't see why a Stalker doesn't just match Scrapper damage mods. They'd still play differently, the Stalker would just dish out more damage. |
Stalkers should seek to sequence their abilities to overcome challenges vs just building to overcome everything.
I hate that my Scrapper equivalent can do so much more than the Stalker.
Now for me, my only complaint is the damage. Outside of PvP, I really don't see why a Stalker doesn't just match Scrapper damage mods. They'd still play differently, the Stalker would just dish out more damage. |
It seems like conceptually, the melee archetypes should lie on a spectrum between damage and surviveability, looking something like this.
TANKER -> BRUTE -> SCRAPPER -> STALKER
The problem is that Stalkers are limited to Single-Target Burst damage, which is such a ridiculously gimped restriction that the surviveability scale still goes
TANKER -> BRUTE -> SCRAPPER -> STALKER
But the Damage scale now goes
TANKER -> STALKER -> BRUTE -> SCRAPPER.
Stalker is at the bottom of both scales. Meaning it's pretty much worthless for the purposes of staying alive and making bad guys dead.
Well, aside from staying alive and making bad guys dead, what else is there for a melee class?
Ice/Ice Blaster. Dedication to concept is an ugly thing.
Claws/WP Brute. Sex without the angst.
Every CoX character lies somewhere on this spectrum.
This is my whole point everytime people bring up buffing stalker damage up past scraps. I love my stalkers to death, but so do i love my scrappers, blasters, brutes and everything else I play. Is it so hard to make a character and appreciate its differences rather than playing the same old set-up.
I guess, if you simply look at the binary. But even on my def capped scrappers, they're limited to just scrapping. Its annoying when you have to go up against a certain foe (over and over again) in a mission that can screw you and your only option is to scramble to deal with them. On my Kat/SR who is soft capped with procced out attacks and DA for tanking, can run lots of enemy groups no problem. Then he runs into Devouring Earth with the Guardians and their "you have no defense" power. I have to save BU for them, turn on my stealth sprint and pray I hit them before they summon anything. And if there are 2 guardians in a spawn? Scramble! For a stalker I can outright kill them and if there are 2, placate and turn the corner so his buddies aren't getting buffs. Things are *easy* when you can plan a whole encounter out and execute it perfectly. The situation most face with stalkers/scrappers is when you min/max. If the scrap can't plan it out? Build them to just overwhelm the challenge. It basically means if there is a challenge in the game, you build the character so it's no longer a challenge. On a Stalker, the fight is still a challenge because you can lose but if you sequence everything, you turn a challenge into a one-sided fight. I don't want this to change. Personally, I think Scraps should be the better DPS fighter. If Stalkers were ever to recieve a buff, I'd like their criticals improved. Leave their base damage lower. Make hidden/placate criticals 3x damage vs 2x and make regular criticals 2.5x damage. Stalkers should seek to sequence their abilities to overcome challenges vs just building to overcome everything. |
In the long run even, but still done differently (I don't know for sure).
I'm not against different ideas on how to get there.
Though you say strategy, and then mention two targets. Yeah, when faced against just two targets, that's a way to go...but still...that's just two targets. What about when facing a group of 8 targets?
BrandX Future Staff Fighter
The BrandX Collection
Well, that extra damage (2.5x vs 2x) on criticals may be enough to make the difference and even them out.
In the long run even, but still done differently (I don't know for sure). I'm not against different ideas on how to get there. Though you say strategy, and then mention two targets. Yeah, when faced against just two targets, that's a way to go...but still...that's just two targets. What about when facing a group of 8 targets? |
I have been in situations on my Elec/elec brute, SD/DM tanker, Kat/SR scrapper, Kin/Elec scrapper, Fire/SD brute, Claw/EA, and a few others where I wish I had a 'drop dead now' strike, that the normal functionality of the set/AT just doesn't have. That said, there are exceptions. My DB/fire brute just doesn't care. Things just kinda die. It's fun but rather boring. The only choices I have to make is what AoEs to use that fight... And on my MA/SD, he sort of has some 'drop dead now' attacks but then he's not that amazing a survivor or in AoE either.
With both scrappers and stalkers being melee damage-oriented, I was pleased to see AS changed to have -toHit and terrorize effects, since that differentiated the archetypes just a little bit more. Is more control or debuffing the way to go to make stalkers stand out? I don't know, but it's worth asking.
On my Kat/SR who is soft capped with procced out attacks and DA for tanking, can run lots of enemy groups no problem. Then he runs into Devouring Earth with the Guardians and their "you have no defense" power. I have to save BU for them, turn on my stealth sprint and pray I hit them before they summon anything. And if there are 2 guardians in a spawn? Scramble!
|
My absolutely uber in every way MA/SR scrapper, has to kite them to survive. Even with T4 Alpha and T3 everything else. One crystal is enough to do him in.
So what do we take from this?
Every power set has its kryptonite.
I love both of my characters, Im glad they're different. And in certain situations, the stalker outshines the scrapper.
But if Im in a mission that would not be difficult for either to survive, yes the scrapper clears it faster. But the stalker's way is more style, more a feeling of accomplishment. Maybe a few extra clicks to get the job done.
-Largo
Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian
Stalkers aren't quite as gimpy as they used to be since Castle was forced to improve them when VEATs were introduced, or the Bane would've done everything a stalker does but did it better because Banes also brought additional benefits to a team...
But, the AT still isn't very good. AS receiving a buff was nice, but AS just needs to become an instant cast attack or something. I don't care about how it would impact lolpvp. Nobody lolpvps in this game. That, or make AS an inherent attack and give Stalkers back the AoE attacks which were taken out of their primary sets to make room for the AS. Or the overpowered idea to tag some Stalker attacks with an untyped damage so against mega-resistant targets they can punch through better than anybody else, because assassination is their job.
Stalkers aren't quite as gimpy as they used to be since Castle was forced to improve them when VEATs were introduced, or the Bane would've done everything a stalker does but did it better because Banes also brought additional benefits to a team...
|
For one, I believe Stalker is not gimped.
For two, I believe Stalker is just inferior. There is a difference. Gimped means you can't do regular pve content well but at this point, most ATs can handle pve content easily.
The only AT I've tried that I will definitely classify as "gimped" is Peacebringer. That AT has some serious synergy problems to the point that it's annoying. I want to like it but I can't. I hate the shifting delays and all the restrictions put in place.
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'm one of the people that you usually see pop up in the "buff Stalkers!" threads - I even started one.
I also explained in my first post in it that I like playing Stalkers, and think that they do just fine in actual play. The issue that started the whole thread is that the devs made an attempt to balance the melee ATs - by lowering Brute's damage cap and easily-maintained Fury level, while also giving Tankers Bruising and a higher hp cap and leaving Scrappers as the apparent baseline - and left Stalkers completely out of the loop. This while Stalkers will almost always do less damage than Scrappers, while having less survivability due to lower hit points and a lower hit point cap. My issue with Stalkers is the devs' inconsistency in how they're handled.
I actually like how they play, at least solo, because a lot of the time I prefer planning out encounters and having success or failure dependent more on how I play than how I build. If I want to just mash buttons and watch things fall down, I have a (bunch of) Brute(s) for that. But numerically they aren't really balanced with the other melee ATs... they're just close enough for me to still enjoy.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
|
Stalker's are great at focusing on the hard targets that give the rest of the team massive headaches, especially in the lower levels. From levels 6-40 I can excel on most teams. However I would have to agree that closer to level 50 stalkers lose a lot of value in many areas. Other AT's get much stronger and stalkers do not receive and added value imo. They are great for PvP though...
Any one of my doms can dish out more damage than any one of my stalkers in PvE at 50.
So... I've been hearing chatter that a lot of people don't like stalkers or that stalkers aren't strong enough. Riddle me confused. I'll admit that I haven't read too much into the 3+ page long threads about people complaining about them, but the first one I saw was complaining about hit points.
Now I've made two stalker builds so far, and I must say that the survivability of those two toons is astonishing. They have better Defense/Resistances than most brutes, and dish out more than reasonable amounts of damage. Fact is, I find the Stalkers to be one of the best archetypes in the game. So let the trolling begin and someone tell me what the problem is here. I can post those builds if someone says I'm on crack. Thanks. |
Never play another NcSoft game, If you feel pride for our game, then it as well, I Superratz am Proud of all of you Coh people, Love, Friendship will last for a lifetime.
Global:@Greenflame Ratz
Main Toons:Super Ratz, Burning B Radical, Green Flame Avenger, Tunnel Ratz, Alex Magnus
I just think people don't no how to play them, they not like most Melee toons, Hide comes in Handy is also a key part of playing them, Also Assassin's Strike and Placate. There survivability is good and if no one believe me, then stop playing this game you Noob. They can stay alive much more better then any Scrapper and other melee toon. Again you just need tp no how to play them, ask people and get some advice on builds and other Techniques.
|
Some stalker sets (like elec) this is less true of but I don't think its something you can entirely discount.
Stalker's are great at focusing on the hard targets that give the rest of the team massive headaches, especially in the lower levels. From levels 6-40 I can excel on most teams. However I would have to agree that closer to level 50 stalkers lose a lot of value in many areas. Other AT's get much stronger and stalkers do not receive and added value imo. They are great for PvP though...
Any one of my doms can dish out more damage than any one of my stalkers in PvE at 50. |
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
|
So... I've been hearing chatter that a lot of people don't like stalkers or that stalkers aren't strong enough. Riddle me confused. I'll admit that I haven't read too much into the 3+ page long threads about people complaining about them, but the first one I saw was complaining about hit points.
Now I've made two stalker builds so far, and I must say that the survivability of those two toons is astonishing. They have better Defense/Resistances than most brutes, and dish out more than reasonable amounts of damage.
Fact is, I find the Stalkers to be one of the best archetypes in the game.
So let the trolling begin and someone tell me what the problem is here.
I can post those builds if someone says I'm on crack.
Thanks.