Brain Fart Stalker Tweak/Buff/Fix


Beltor

 

Posted

[Hide] - 8 Seconds of not hitting or not being hit... How about just changing it to 8 seconds of not attacking? This way the non-Defense sets aren't as hampered and forced to scrap?

Also...

Ditch hide as a Power selection. Make it part of the Inherent given at level 1, just a slottable toggle. This eliminates the need to power-crunch away one power from every armor.

Hell, do the same for AS! Unlock it at 6, there's just 10 powers in the primary, vice 9.

Or... these ideas are retarded... I dunno. Thoughts?


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Posted

Quote:
Originally Posted by Errant View Post
[Hide] - 8 Seconds of not hitting or not being hit... How about just changing it to 8 seconds of not attacking? This way the non-Defense sets aren't as hampered and forced to scrap?
Are you talking about having to "hit and run" or something and then get back into hide so you can "hit and run" again? Because if so you're doing it wrong, and if not then no clue what you are asking about. And being forced to scrap is a good thing BTW ---> I'd rather be in the mix killing stuff than waiting eight seconds to re-hide again.

About the hide being an inherent, that has been asked for before (along with hide being changed to act like energy cloak from /EA), but doesn't look like it will ever happen. Would be nice though.


 

Posted

Stalkers are a hit and run AT based on burst damage.

Hit and Run and burst damage is highly rewarded in the game and groups.


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

Posted

I understand your anger Test Rat but spreading misinformation doesn't help. In fact it probably makes things worse cause then people play that way, the devs see them playing that way and then balance based off of people playing that way.


To the OP as a Stalker you have no reason to be standing around doing nothing for 8 seconds. A while back the Stalker AT got some changes made so they have an automatic 10% chance to crit when not hidden, that can go as high as 33% when 7 teammates are within 30ft. Now thin about how many attacks you can land within 8 seconds. Now think about those attacks criting 10% pf the time. Finally think about those attacks criting 33% of the time.

Now do you really want to stand around waiting for 8 secs? didn't think so.

As for Hide,AS,Placate becoming inherant powers it's been discussed before, devs decided against it.


 

Posted

Sorry, was late-night, and I may have been enjoying some Hard Cider, so I didn't flesh out it fully.

Regarding [Hide] and waiting vice Scrapping. I understand that Scrapping after initial strike is more useful to yourself and to the team in most instances. I have a DM/SR and Claws/Will at 50, an EM/Regen parked at 33 (damn dual PvP/EM Nerfs), and several other Stalkers strewn throughout the leveling curve that are works in progress (/Ice, /Nin, and /Elec). So, I'm not wailing over how Stalkers suck in recent experience, been rolling with them since Issue 6.

I rejoiced over the change to Stalker Crits (Also, the scaling Crit chance is 3%, for a max of 31% (10+3*7)), however, I feel it didn't go far enough. I've noticed the thought that Assassination should work like Vigilance, and have it be offa team size, regardless of distance (seems reasonable to limit to those on the same map though), instead of with a 30' tether. This would be beneficial for both playstyle/Stalker DPS, as well as slightly improve game speed, since it'd be one less cycle that'd have to be processed (miniscule, but it would add up). Or, to more accurately reflect the benefit/difficulties of getting all 7 of your mates within 30' of you, buff the scalar... 10% per makes for a 70% crit chance. Someone fluent in DPS math might have to work that out, but from my subjective viewpoint, it seems it could easily bring Stalkers to the fore-front for Melee DPS (NOT a bad thing, since they'd remain the squishiest out of all the melee AT's.).

Also, while I didn't state it, was also thinking of the issues the non-Defense sets have with Placate within combat. It's rather difficult to obtain controlled Crits when 50% or more of attacks are going to hit you. Alternately, lower the timer on [Hide] again. Make it so it IS viable to pause, gather your wits/strength/focus and then strike swiftly again. 4 seconds, 6 seconds? What would be a good baseline to make it attractive to get that 100% Crit chance?

And being forced to Scrap... if that's the goal, then why have Stalkers? While I enjoy beating face with all of my toons (even most of my ranged get played as melee), if the design of Stalkers forces you to "Scrap" to be effective... why have the Stalker AT? Tweak the AT and the mechanics within to make it so there's a choice, instead of straitjacketing into a less than optimal role.

Also, Hey, maybe we could just buff the AT mod so they aren't lagging behind Scrappers in both Damage and survivability. Hell, Blasters do more damage in Melee than Stalkers do, currently.

Essentially, all of my fragmented arguments and statements are more a plea to the Devs. I just want Stalkers to do SOMETHING, and excel at SOMETHING within the game, instead of coming close and being a mediocre version of other AT's.

(Hell, even their other Signature mechanic, [Hide], can be duplicated by ANY AT with a combo of 2 outta 3 on Stealth power/Superspeed/Stealth IO. And any PvE mob with +Per/player targetted Ambush negates either [Hide] or stealth regardless of how sneaky you are)

So, I dunno... I'm trying not to be another Test_Rat, who I sympathize with, since I have a feeling he/she's been fighting the Stalker fight for too long with too little results... But I'm starting to think that snark/sarcasm/bitter recriminations may be more useful to effect meaningful alterations to Stalkers instead of any reasonable and thought-out approaches.

(Much of this was catalyzed by a burst of alt-itis, and the new powersets, /Ice with the yay? of Hoarfrost, Street Justice losing a fantastic DPS tool, Titan Weapons "missing" Stalkers for release, and the strong odds that Staff-Fighting won't make it either.)


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Posted

Quote:
Originally Posted by Errant View Post
Also, while I didn't state it, was also thinking of the issues the non-Defense sets have with Placate within combat. It's rather difficult to obtain controlled Crits when 50% or more of attacks are going to hit you. Alternately, lower the timer on [Hide] again. Make it so it IS viable to pause, gather your wits/strength/focus and then strike swiftly again. 4 seconds, 6 seconds? What would be a good baseline to make it attractive to get that 100% Crit chance?
I've had a few thoughts. Like placate making the next attack from anyone crit on the placated target, while still putting the stalker hidden. Good for teams, good for solo. If you have a resist set, then you placate the target you plan to hit. If you have a defense set you are more free to placate a second, and crit your primary. Again, good for resist, good for defense. Balance Problem: doubles the potential damage output of placate. Personally, I don't think it is a huge problem. Possibly weaken the target-based crit to only 50% or 33% damage instead of 100%. Dunno. Math is not my strength.

Quote:
And being forced to Scrap... if that's the goal, then why have Stalkers? While I enjoy beating face with all of my toons (even most of my ranged get played as melee), if the design of Stalkers forces you to "Scrap" to be effective... why have the Stalker AT? Tweak the AT and the mechanics within to make it so there's a choice, instead of straitjacketing into a less than optimal role.
Stalkers are not squishy scrappers. Stalkers are supposed to be blappers. Melee blasters. We get compared to scrappers including by the devs themselves and that confuses things quite a bit in a not entirely helpful way. At this point, I think the AT needs to be re-envisioned. Beyond the scale of what was done for dominators and defenders with just simple changes to the inherent.


Quote:
(Hell, even their other Signature mechanic, [Hide], can be duplicated by ANY AT with a combo of 2 outta 3 on Stealth power/Superspeed/Stealth IO. And any PvE mob with +Per/player targetted Ambush negates either [Hide] or stealth regardless of how sneaky you are)
It is worse than this. Several ATs are BETTER at hide than stalkers because they have unsupressed stealth and we don't. Also, some enemies (Rularuu eyes, rikti drones, knives of artemis) ignore stealth from all sources.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Quote:
Stalkers are not squishy scrappers. Stalkers are supposed to be blappers. Melee blasters. We get compared to scrappers including by the devs themselves and that confuses things quite a bit in a not entirely helpful way. At this point, I think the AT needs to be re-envisioned. Beyond the scale of what was done for dominators and defenders with just simple changes to the inherent.
Well aware of the original design intent of Stalkers, and how they're being straitjacketed now. I don't think that Stalkers are supposed to be squishy Scrappers... I think they are supposed to be Melee Blasters, as you said... however, they lack the Damage tools to do so. They have a lower Damage Mod than Scrappers (all) and Blasters (ranged) (the Top DPS AT's), and less AoE's than either AT... How can they compete, even with controlled Crits?

I've been on a kick with Stalkers lately, trying to analyze them and brainstorm a stupid idea as a fix (I think as a result of Freedom and going anywhere), vice my occasional playing of them on Red-side and thinking they just feel weaker because the Red-side mobs are harder.

I dunno... Is there a champion foolish enough to step-up a la Stupid Fanboy or Evil Gecko of Scrappers to tilt at the windmill of Developer indifference/disinterest in Stalkers?


I am the 99%. Occupy the World.
Minister of Infinity's Secret Police, Official Mooch of dUmb and League, Official Purveyor of Free Straws, the Most Interesting Man in the World.
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Errant View Post
Well aware of the original design intent of Stalkers, and how they're being straitjacketed now. I don't think that Stalkers are supposed to be squishy Scrappers... I think they are supposed to be Melee Blasters, as you said... however, they lack the Damage tools to do so. They have a lower Damage Mod than Scrappers (all) and Blasters (ranged) (the Top DPS AT's), and less AoE's than either AT... How can they compete, even with controlled Crits?

I've been on a kick with Stalkers lately, trying to analyze them and brainstorm a stupid idea as a fix (I think as a result of Freedom and going anywhere), vice my occasional playing of them on Red-side and thinking they just feel weaker because the Red-side mobs are harder.

I dunno... Is there a champion foolish enough to step-up a la Stupid Fanboy or Evil Gecko of Scrappers to tilt at the windmill of Developer indifference/disinterest in Stalkers?
I think the best we can hope for is a port of ninjitsu to Scrappers and call it a day.


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

Posted

Quote:
Originally Posted by Microcosm View Post
Add ice armor to that and I'll likely leave stalkers for good.
Icy Bastion on scrappers with a workng HoarFrost?
Its going to be bloody stupid.


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

Posted

Quote:
Originally Posted by Microcosm View Post
Add ice armor to that and I'll likely leave stalkers for good.
I'll never stop playing my dark/dark stalker. I tried to remake her a year ago as a dark/dark scrapper and it just felt like betrayal. I don't care if it's a "better" character or not. She's a stalker, and she's my #2 favorite character and I'll never leave her until they delete the AT from the game.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Quote:
Originally Posted by Errant View Post

I dunno... Is there a champion foolish enough to step-up a la Stupid Fanboy or Evil Gecko of Scrappers to tilt at the windmill of Developer indifference/disinterest in Stalkers?
I guess you weren't here a year and half ago. There were several HUGE, SUPER LONG posts/threads about possible Stalker changes. In the end, we got a note from Castle (previous powerset developer) saying what we have now is as good as it gets. Stalker's problem has more to do with the whole game design than the AT itself.

After that post, I no longer care to post any "fix" for Stalker. All we can hope for is for Stalker to get better set designs. If the set design is good, it really helps the AT a lot (IE: Kinetic Melee and Electricity Melee).

There's been a lot of maths done and Stalker is statistically doing less damage than Scrapper (even with full team critical) and some Brutes. I am fine with Stalker doing less damage than Blaster but I am not fine with Stalker doing less damage than Brute/Scrapper.


I actually don't feel my Stalker has huge survival problem. I am one of the few who is against increasing Stalker's HP Cap and only because I want this AT to remain "Glass Cannon". Well, we still have the "Glass" part but not the "Cannon". Stalker naturally draws less aggro because we have no dot aura and we have less aoe and we don't use taunt and mobs just don't seem to target us more than targetting other squishies.

Edit: I also want to mention for sets like Regeneration that hits HP Cap so easily, they should have increased +resistance or added some +defense to make up the fact that 1. Stalker has very low HP Cap 2. Due to that low Cap, there's really no time to "regenerate" back. If they increase Resilience's resistance from 9.38% (is this the increased value from recent patch?) to 12% or with some +defense throw into the mix, then Stalker doesn't need to rely on regenerating that much. Or be creative.. reduce Reconstruction and Instant Healing recharge so Stalker can use more. I just think the options are there but they are just being ignored. Electricity Armor also needs something more. Resistance set just doesn't mesh well with a low HP AT.


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
I guess you weren't here a year and half ago. There were several HUGE, SUPER LONG posts/threads about possible Stalker changes. In the end, we got a note from Castle (previous powerset developer) saying what we have now is as good as it gets. Stalker's problem has more to do with the whole game design than the AT itself.
...
There's been a lot of maths done and Stalker is statistically doing less damage than Scrapper (even with full team critical) and some Brutes. I am fine with Stalker doing less damage than Blaster but I am not fine with Stalker doing less damage than Brute/Scrapper.
...
I actually don't feel my Stalker has huge survival problem. I am one of the few who is against increasing Stalker's HP Cap and only because I want this AT to remain "Glass Cannon". Well, we still have the "Glass" part but not the "Cannon". Stalker naturally draws less aggro because we have no dot aura and we have less aoe and we don't use taunt and mobs just don't seem to target us more than targeting other squishies.
I was here, in game, but certainly not on the Stalker forums. And I agree... Stalkers need to have something to excel at, and it should be damage. My advocation for the HP cap being raised is to restore functionality to key powers in half of the secondaries, and doing so via an easier method than retooling each of the offending powers.

It is abhorrent, though, that Scrappers easily, and Brutes have the potential, to outstrip Stalkers in Damage (worse so if the Stalker has 7 buddies doing nothing near him, maxing crit chance). Stalkers should be the Doing Blaster level or higher damage. The trade-off being that you've got to deal most/all your damage from Melee/<40' Range.

Alter the pools so that both Scrappers and Stalkers have 40' range on attacks, just like the Primary ST in Claws and Spines. Bring Stalker Base HP back down to launch levels... Glass Cannon Restored. Then Scrappers are the balanced alternative to the squishier Stalkers.


I am the 99%. Occupy the World.
Minister of Infinity's Secret Police, Official Mooch of dUmb and League, Official Purveyor of Free Straws, the Most Interesting Man in the World.
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Errant View Post
And being forced to Scrap... if that's the goal, then why have Stalkers? While I enjoy beating face with all of my toons (even most of my ranged get played as melee), if the design of Stalkers forces you to "Scrap" to be effective... why have the Stalker AT? Tweak the AT and the mechanics within to make it so there's a choice, instead of straitjacketing into a less than optimal role.
"Scrap" in this context simply means chaining attacks as fast as animation time will allow while remaining in melee. In that sense, all the melee ATs scrap and others besides. It doesn't make everybody Scrappers (with a big 'S'). I don't see how you change that without making hit-and-run more productive than scrapping it out. And if you do that, you make about half of the Stalker primary essentially irrelevant. Why have Tier 1/2/3 attacks (maybe even Tier 7/8) if I'm going to just use my big hitters from Hide and after Placate and then just wait to re-enter Hide again?

Stalkers are distinct in the way they produce damage via controlled and random scaling criticals and, though many do not value it, in their front-loaded burst damage capability. True, they are not that far from Scrappers as it is, but then neither are Brutes really, just in the other direction towards Tankers.

Your points about resistance-based Stalkers being disadvantaged are more easily addressed while at the same time even addressing some of the concerns Castle voiced in his last post on the subject (where he gave random aggro distribution as an example of a systemic problem Stalkers face). Simply make every stalker in Hide state soft-capped to all positions. Right now, Hide packs a lot of AoE defense while you're hidden, the idea being that this should help protect you from splash damage aimed at someone else. But this misses the case of random aggro distribution on teams where a teammate can aggro a spawn and member of that spawn can randomly target OTHER teammates. This does happen and it's why you're sometimes attacked directly while still hidden on a team before you even attack anything. Second, add the same soft-cap protection as a very short duration defense buff to Placate. This will make it easier to get that following controlled crit off successfully.

Assassin Strike needs a look too. Shorten the animation time AND the interrupt interval. It's really TOO vulnerable to interrupt for the amount of damage it does. Anyone who tries to use it for anything BUT the first strike from Hide, even defense-based Stalkers, would probably find that if they took data over a long period of time, they'd average less damage per AS than if they just used their top-tier attack following Placate instead, just because of the interrupts that inevitably happen trying to use AS in combat.


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Posted

Quote:
Originally Posted by Errant View Post
I was here, in game, but certainly not on the Stalker forums. And I agree... Stalkers need to have something to excel at, and it should be damage. My advocation for the HP cap being raised is to restore functionality to key powers in half of the secondaries, and doing so via an easier method than retooling each of the offending powers.

It is abhorrent, though, that Scrappers easily, and Brutes have the potential, to outstrip Stalkers in Damage (worse so if the Stalker has 7 buddies doing nothing near him, maxing crit chance). Stalkers should be the Doing Blaster level or higher damage. The trade-off being that you've got to deal most/all your damage from Melee/<40' Range.

Alter the pools so that both Scrappers and Stalkers have 40' range on attacks, just like the Primary ST in Claws and Spines. Bring Stalker Base HP back down to launch levels... Glass Cannon Restored. Then Scrappers are the balanced alternative to the squishier Stalkers.

I've always thought Stalker should have 1.125 melee (5% critical with 100% from hidden/placate) and Scrapper should have 1.00 melee but with great team critical buffs.

It makes little sense that an Assassin is more rewarded with "close proximity" teaming while Scrapper has no team critical buff. Hero AT is mostly designed as traditional "class" and it's more geared towards teaming; while Villain ATs are designed more for soloing. An Assassin should get a scaling critical chance (similar to what Scrapper gets from 5% Minion and 10% higher ranks) because more damage is needed to "eliminate" something at an efficient rate if the rank is higher.

It just seems like it's reversed to me. Don't you guys think?

Basically, I would have thought:

Scrapper
- More team-oriented with less base damage
- Critical chance scales with more team members; therefore encourage teaming more.
- Higher health since teams may require them to tank a little (off tank)

Stalker
- More base damage since he has less access to aoe
- Critical chance scales with the rank of the enemies
- Less health due to doing higher damage than other melee ATs. Definition of Glass Cannon


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
I've always thought Stalker should have 1.125 melee (5% critical with 100% from hidden/placate) and Scrapper should have 1.00 melee but with great team critical buffs.

It makes little sense that an Assassin is more rewarded with "close proximity" teaming while Scrapper has no team critical buff. Hero AT is mostly designed as traditional "class" and it's more geared towards teaming; while Villain ATs are designed more for soloing. An Assassin should get a scaling critical chance (similar to what Scrapper gets from 5% Minion and 10% higher ranks) because more damage is needed to "eliminate" something at an efficient rate if the rank is higher.

It just seems like it's reversed to me. Don't you guys think?

Basically, I would have thought:

Scrapper
- More team-oriented with less base damage
- Critical chance scales with more team members; therefore encourage teaming more.
- Higher health since teams may require them to tank a little (off tank)

Stalker
- More base damage since he has less access to aoe
- Critical chance scales with the rank of the enemies
- Less health due to doing higher damage than other melee ATs. Definition of Glass Cannon
BRILLIANT!!!

Seriously! That's Genius! And yes, I can hear the Scrappers yelling already (myself included), especially since that'd definitely drop Scrapper Damage below Brutes... transferring the fat-kid syndrome onto Scrappers.

Maybe buff Stalkers to 1.25, and avoid the need to adjust both Scrappers and then Brutes down? Or would that verge on power creep? Bear in mind, reducing the HP pool again, back to original levels/adjusting those 1/2 useless +HP powers would be needed as well, to keep Stalkers more damage and less resilient than Scrappers.

As a Scrapper at heart (in reality and 1st 50 was Kat/Self-Empathy), and with most of my toons in Scrapper-lock, I still think this is a good path to be looking at.

Addendum: I realize that pro'ly part of this issue is that when the Scrapper inherent was introduced, there was only CoH, and therefore Scrappers used what are the proposed Stalker changes. This would be a massive change/alteration to the cottage... but I feel it is an appropriate way to go, and supports all 14 AT's as best as possible. This gives Stalkers a reason to exist, and then Brutes and Scrappers will now exist as slightly redundant middle-ground AT's (however, with two vastly different mechanics) between the twin poles of dealing and withstanding Melee DPS (Stalker/Tank). Also, in this change, to further reinforce the Scrapper as a more team-friendly AT, make them have the same secondaries as Brutes, with regards to Taunt auras, Power order, etc.


I am the 99%. Occupy the World.
Minister of Infinity's Secret Police, Official Mooch of dUmb and League, Official Purveyor of Free Straws, the Most Interesting Man in the World.
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

It's interesting to think and discuss about the design but it is pretty unlikely that they are going to change Scrapper.

I just thought it's funny that if I were a dev, I would have reversed the two and you are right, when Scrapper was made, there was no Brute and Stalker.


Another thing I want to say is that I feel Stalker's current performance is "adequate". It's not too high or too low. It's good enough. The problem with Stalker is when you start comparing to other ATs. Hey, it's natural. :P Other ATs have powerset combinations that just seem too overpowering.

If they do a global damage reduction on Scrapper/Brute, then Stalker will be the true Glass Cannon. Nerfing is one thing that the game companies are very very very unwillingly to do because they know people will cry/moan BUT sometimes nerfing one thing is better than buffing everything else. Nerfing Scrapper/Brute is not going to happen. People will rage quit.


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

To fit in with the assassin like image, instead of increasing their base damage, maybe just increase the damage of their crits significantly. Scrappers are supposed to be specialist in straight forward melee attacks, Tanks are for taking it the best and blocking for others, Brutes are for general beatemup. Stalkers should be the best at finding and using weak points. When forced to scrap, they should be able to do more damage when they find that 'sweet spot'. The AS is an example of what they can do with time to aim and optimize.