Originally Posted by Deus_Otiosus
The value of a taunt or taunt aura is not binary, "its good" or "its not good".
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People Complaining About Stalkers...
Any toon can be awesome with the right build.
Try and think of stalkers as blasters that play only in melee with the exception of sharks. Def is very easy to soft cap and you get best single target attack in the game! Sure you have the potential to get 1 shoted by a AV, but I've watched a fully IOed stone tank get 2shoted by Reichman as well as a fully IOd electric tank. (you don't need a stone tank for Master of btw. A fully slotted Ice Tanker does just fine).
If you want to up the stalker's hit points, I say you have to take away the damage from Assassin's Strike. Its the only way to keep it balanced. Basically you'd be turning a stalker into a hidden scrapper.
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They are both true, having a taunt aura is both an advantage (for one reason) and a disadvantage (for a different reason). They aren't mutually exclusive.
Perhaps my use of the word was incorrect, hopefully this post clears it up.
If you want to up the stalker's hit points, I say you have to take away the damage from Assassin's Strike. Its the only way to keep it balanced. Basically you'd be turning a stalker into a hidden scrapper that does less damage for almost every viable in-game scenario.
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They could straight up buff Stalker hit points without any other changes and it still would be debatable whether or not they're balanced compared to Scrappers because the value of burst vs dps is debatable. Since burst is really only useful if there's enough to kill whatever you're facing, hard encounters turn into dps situations, meaning that AoE burst is generally enough (ambush farms aside) while anything you want high single target damage to fight is not a burst situation and so you want higher dps.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Fixed that for you. The only thing that makes Stalker single target damage comparable to a Scrapper in short-term burst is Assassin's Strike's extra damage - power by power they fall behind with each attack otherwise; it would be beyond retarded to take it away in exchange for hit points and call it remotely close to balanced.
They could straight up buff Stalker hit points without any other changes and it still would be debatable whether or not they're balanced compared to Scrappers because the value of burst vs dps is debatable. Since burst is really only useful if there's enough to kill whatever you're facing, hard encounters turn into dps situations, meaning that AoE burst is generally enough (ambush farms aside) while anything you want high single target damage to fight is not a burst situation and so you want higher dps. |
Its speed of recharge and attack speed...and its requirements make it a poor comparison....unless oyu are comparing it to a sniper shot....but even then....the stalker needs to also be hidden to actualy get the assasin strike to do more then moderate damage.
If you want to up the stalker's hit points, I say you have to take away the damage from Assassin's Strike. Its the only way to keep it balanced. Basically you'd be turning a stalker into a hidden scrapper.
Have more comments? Please message me! Global Handle @Run Faster |
No it is not. On beta they rate both scrappers and stalkers the same for damage and survivability. Since the lack of aoe compared to scrappers usually means stalkers do less damage, and lower HP and HP cap means survivability is much lower. So they could match the scrapper HP and cap without breaking the balance. I also think the could give AS a one second uninterruptable cast for PvE without breaking the balance as well.
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I dont think you can truly compare assassin strike like your are.
Its speed of recharge and attack speed...and its requirements make it a poor comparison....unless oyu are comparing it to a sniper shot....but even then....the stalker needs to also be hidden to actualy get the assasin strike to do more then moderate damage. |
I certainly wasn't saying that it makes it so much more useful during the middle of a fight, although with high defense it's actually the 3rd best DPA attack for several primaries (it's actually better than Havoc Punch, which I see some people being told to use in single-target chains).
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Stalkers are okay at higher levels and with a lot of slotting.
Early on, you're kept out of hide a lot (moreso in Praetoria) and suffer because of that.
I just finished my KM/Regen Stalker, she was fun to play after the mid-20s early 30s but painful early on. Not sure if I would have had the same issues on a Scrapper.
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I'm not the one saying that it needs to be made worse than it is, and the post you quoted was me saying that the only reason Stalkers are even competitive in burst damage was due to " Assassin's Strike's extra damage", meaning the from-hidden critical.
I certainly wasn't saying that it makes it so much more useful during the middle of a fight, although with high defense it's actually the 3rd best DPA attack for several primaries (it's actually better than Havoc Punch, which I see some people being told to use in single-target chains). |
I just dont think its a good comparison becasue the Assassin strike only gets the big damage when the stalker is hidden and it can be interupted and the stalker cannot move when they try to use the strike.....but Havoc punch....it cant get interupted...heck you can super jump over an enemy have it qued up....it will go off hit the enemy and you will still land where you where traveling....and it always does its high damage....
So i mean i understand a comparison of speed....but actual usage....i just dont think i would use that sort of comparison...its just not going to work...sorry the havoc punch will outperform that assassin strike...
maybe another example of what i mean is....suppose you do just use one attack on one enemy...no matter what the Havoc punch will always do more damage as it can keep going and going..the assassin strike wont be able to do that becasue most of the time it will get interupted and it wont be doing more then moderate damage becasue the stalker isnt in a hide state...dps goes to nada......
I realize i am beating the havoc punch thing to death....but i am just tryign to say....i just dont think assasin strike should be compared to something that cant be interupted or requires the stalker to stand completly still to use......
Its more akin to a sniper shot then anything else...a very poor working sniper shot....but its still alot closer to that then havoc punch.
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Here's a wild and wacky thought ...
What if Assassin Strike only had an Interrupt Time while Hidden?
What if when not Hidden, the Interrupt Time was "zero" (or as close to zero as to make no difference). It ought to be perfectly possible to apply a +10,000% Interrupt Reduction when NOT HIDDEN modifier into the power (somehow) so as to achieve this effect.
Here's a wild and wacky thought ...
What if Assassin Strike only had an Interrupt Time while Hidden? What if when not Hidden, the Interrupt Time was "zero" (or as close to zero as to make no difference). It ought to be perfectly possible to apply a +10,000% Interrupt Reduction when NOT HIDDEN modifier into the power (somehow) so as to achieve this effect. |
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Here's a wild and wacky thought ...
What if Assassin Strike only had an Interrupt Time while Hidden? What if when not Hidden, the Interrupt Time was "zero" (or as close to zero as to make no difference). It ought to be perfectly possible to apply a +10,000% Interrupt Reduction when NOT HIDDEN modifier into the power (somehow) so as to achieve this effect. |
Yeah well ... the whole reason why the Interrupt is there is because ... uh ... um ... ... it's a Melee Range SNIPE Power (yeah, that doesn't make sense to me either) ... with an extra penalty on it to keep it from doing Awesome Damage all the time, because Stalkers really shouldn't be using Single Target NUKE powers ... or ... something ...
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They should make AS interruptable in PvP only. In PvE the game needs to be a bit more dynamic for stalkers, their purpose in team a bit less frustrating for the stalker.
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The new AT Enhancements are going to buff Stalkers significantly.
A 20% chance to hide on your attacks is a 20% crit rate on Stalkers.
Stalkers will reign supreme as the king of single target DPS.
Stalker was from the very beginning my favourite AT.
Finally when Beta came out I playtested every stalker type, and fell in love with MA/Ninja.
He's been sitting at 43 since beta days.... I don't have the heart to delete him, and he's stuck on red side...
You guys saying that damage is the issue are missing the point. They just don't bring anything to a team in the 40's. They just use up a team slot. How many teams are you on featuring stalkers? How many of those (few) times do you actually benefit at all from the Stalker's presence?
They're not even good at guiding hostages out of missions. Their number one use is stealthing a mission and team tp'ing everyone to end of the mission.
IMO they really left stalker in the dark (pun intended). It really is the red headed step child AT, and it needs more than a damage buff... it needs to function on a team. We have enough 'solo' AT's and farmers... how about making it a team player?
Like as a small example (one of many) how about that AS rendering a 'crippling' side effect? Something that carries a real debuff? A -res? Anything... stuff like that.
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I don't think anyone uses it out of hide. It's even worse DPA. And I keep on getting it interrupted even when I am hidden and doing nothing else. The interruptible thing is too much of a nuisance.
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*hides in shame*
Seriously though, sometimes it's all that's up and so I use it. It's not ideal, but it gets the job done and by the time it's over I have my full set of tools ready to go again.
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Stalker was from the very beginning my favourite AT.
Finally when Beta came out I playtested every stalker type, and fell in love with MA/Ninja. He's been sitting at 43 since beta days.... I don't have the heart to delete him, and he's stuck on red side... You guys saying that damage is the issue are missing the point. They just don't bring anything to a team in the 40's. They just use up a team slot. How many teams are you on featuring stalkers? How many of those (few) times do you actually benefit at all from the Stalker's presence? They're not even good at guiding hostages out of missions. Their number one use is stealthing a mission and team tp'ing everyone to end of the mission. IMO they really left stalker in the dark (pun intended). It really is the red headed step child AT, and it needs more than a damage buff... it needs to function on a team. We have enough 'solo' AT's and farmers... how about making it a team player? Like as a small example (one of many) how about that AS rendering a 'crippling' side effect? Something that carries a real debuff? A -res? Anything... stuff like that. |
You guys saying that damage is the issue are missing the point. They just don't bring anything to a team in the 40's. They just use up a team slot. How many teams are you on featuring stalkers? How many of those (few) times do you actually benefit at all from the Stalker's presence?
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The lack of stalkers on my team is not from not wanting one invited - but from people feeling like the above, really. "What do I bring?" And deciding the stalker's a solo AT.
The *benefit* is depending on the player - if all they can do is AS - placate - hit - run away, they don't benefit me any more than a "healer" Empath with one unslotted attack. If they fight and don't act like twits, they benefit the team, IMHO.
None of the above is to say I wouldn't like to see some tweaks/buffs to the AT, though. I wouldn't mind seeing the "Uninterruptable AS," personally - snipes, at least, have the benefit of being out of melee/aggro range, typically. Something interrupts the AS, it's also yanking you out of hide and making you *everyone's* best friend.
Stalker was from the very beginning my favourite AT.
Finally when Beta came out I playtested every stalker type, and fell in love with MA/Ninja. He's been sitting at 43 since beta days.... I don't have the heart to delete him, and he's stuck on red side... You guys saying that damage is the issue are missing the point. They just don't bring anything to a team in the 40's. They just use up a team slot. How many teams are you on featuring stalkers? How many of those (few) times do you actually benefit at all from the Stalker's presence? They're not even good at guiding hostages out of missions. Their number one use is stealthing a mission and team tp'ing everyone to end of the mission. IMO they really left stalker in the dark (pun intended). It really is the red headed step child AT, and it needs more than a damage buff... it needs to function on a team. We have enough 'solo' AT's and farmers... how about making it a team player? Like as a small example (one of many) how about that AS rendering a 'crippling' side effect? Something that carries a real debuff? A -res? Anything... stuff like that. |
I truly understand how you feel about stalkers....I agreew ith your ideas....i think those would be a great addition to a stalker....
In a nutshell me personaly i always felt that hide should have a threat reduction....thought it was added to it becasue of the error attribute listed inthe hide descriptions....but figured it was broken.
I also always felt the assassin strike should always hit....if it was going ot be imposed melee range imposed not moving with a delay or it gets interupted to it being able to be interupted...then it shoudl always hit....including targets like boxes and ones just standing there.
I Also felt the damage from stalkers never really worked very well becasue there was always something that resisted it way too much....to a point that you could always run at leats one missions where your attacks just didnt do much at all...some people said it should be non-typed...i dont know perhaps thats an option.....but i think i like your idea of the -res or some other huge debuffs.
But then i dont know.....they are a melee character that seams to get penalyzed alot for being able to have one melee attack that competes with super long range sniper attacks...but for some reasont he developers never penalyze those players with that attack....never made too much sense to me.
Heck it still bugs me they have that crazy shadow power in the patron ghost widow pool....thats the power that gives you less defense and has a smaller duration then a defense inspiration.
It like they want to give bad powers to stalkers for some reason....
Its sad really....when they first introduced the stalkers...i used to have my defender hunt them in pvp areas...because i realized they where pretty much not that great. if you could see them and find them.
Well this is really strange....
Some of you folks responded to my comment with some good thoughts, but even though I don't think anyone is really trying to 'sell' me on the stalker, I find myself firing him up, and trying to get him blue side!
The painful part is I still really enjoy the AT. I enjoy what he's supposed to do. The question is, if I get him to blue side will I feel -usefull- enough to keep playing him?
I'm not going to lie to you. When we started discussing this I was trying to think of the 'worst case' scenario where being a Stalker would probably hinder my chance at getting an invite. I started to think of things like:
- Incarnate trials (the people escaping one)
- Rikti crash site , or just rikti invasions
Stuff like that. I'm think you'd be hard up for invites on stuff like that for starters. We'll see.
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