Player summit: Anyone going?
....
I find the game asinine in some ways, due to the degree to which buff/debuff overshadows EVERYTHING else in the game, due to the fact that unlike every other mechanism, buff/debuff stacks without limit. There's a reason why the influence farmers use teams of eight controllers. This is simply a (small) step to rebalance things. Although in all honesty, scrappers, stalkers and blasters getting their caps raised 100 percent just gives the buffers more to do. Which is why I figure the Dev's, who are desperately in love with buffbots for some reason, will actually implement this. The main outlier in my suggestions are the tanker resist cap increase, which, again, merely gives the buffers more to do. Play to their likes, ya see. |
Buffs and debuffs do have limits. I'm not sure what you would compare them to in the game that has more limits. There are "does not stack from same caster" limits, "does not stack at all" limits, and of course floors and caps for everything. I think increasing the stalker and blaster damage caps would be a nice idea though. Tanker resist I don't see changing though.
Buffs and debuffs do have limits. I'm not sure what you would compare them to in the game that has more limits. There are "does not stack from same caster" limits, "does not stack at all" limits, and of course floors and caps for everything. I think increasing the stalker and blaster damage caps would be a nice idea though. Tanker resist I don't see changing though.
|
To illustrate: I was tanking a UG today. On our first run, we cruised easily up to the lichen WW, and pancaked against it.
Huh.
Re-run it.
This time, we dropped the lichen WW so fast we could have gotten the 8 minute badge TWICE.
The difference?
Two people dropped off melee toons (brute and stalker, as I recall) and came back with debuffers.
City of Debuff is a fact. You can whistle past that graveyard all you like.
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.
So if you want this AT to get better, start doing something about it. Complaining in the discussion threads won't help. If you feel certain issues that need to be addresses, just PM them but don't bombard them with questions.
|
There used to be a lot more discussion about Stalkers, but I get the general feeling that most people have just given up.
|
Scrappers and Blasters get their damage cap raised by 100 percent as well. Scrappers can't get there without buffs, which makes them better on teams, and Blasters just flat out need the damage to compete with debuffs. (City of Debuff, lol.)
|
Somebody told me in the game about this. I wonder what kind of changes are coming? Is it a buff? A revamp of some sort?
|
That said, I'm hoping that they looked at the Stalker buff thread that I started during GR beta for ideas.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
|
What if this Stalker "change" revolves around giving back the pbaoe attack that was taken out for Assassin Strike?
Call me crazy but I can't figure out how they are going to give Staff set to stalker with Build Up that is tied to every single primary. And they can't figure out which attack to take out that won't interfere with Titan Weapon design (two slow attacks and then faster attacks?).
Would you guys be against it if Assassin Strike becomes an inherent attack and all the pbaoe attacks are going to be put back in? This sounds like a major change that may require a lot of re-coding but this change sounds logical to me because it will be so much easier to port a set to stalker if stalker primary has the same powers (with exception of Placate which replaces Taunt). Isn't it less headache to create something for Stalker in the future?
Putting back the pbaoe attack doesn't mean you can't use Assassin Strike. It just means that Stalker will have the option to choose.
(I find it crazy that they give Blaster 100% more damage cap. lol They really need to nerf Brute's damage so they can stop buffing everyone elses)
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.
If I were going to be my usual, cynical self, I'd comment that they'll get a revamp in the manner of i13 PvP - driving all Stalker players into doing something else by making it intolerable for the people who like the AT and want small tweaks with huge sweeping changes that wreck the feel and force an enormous paradigm shift for something that's overall less fun, and thus reducing the already-low population to a negligible amount.
That said, I'm hoping that they looked at the Stalker buff thread that I started during GR beta for ideas. |
Now, with regards to Stalker, I think we've heard and seen enough complaints that any new change will be welcome. I am not opposed to new ideas if they are sound. I mean what can REALLY happen? Stalker is already the squishiest of all 4 melee ATs. Stalker already ranks 3rd for damage. Stalker is already not fighting like a good assassin with that god awful long Assassin animation with interruption. What could go really bad?
I am optimistic at the moment but I may not be testing by the time issue 22 beta starts because I'll be playing either Diablo3 or GW2. hehe
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.
Blasters, yes, there's not much reason that a Brute at their damage cap should do more than a Blaster at their cap with the same attack; Scrappers already do more than Brutes at their cap due to their criticals, so why increase them even further? Just to put them that much farther ahead of Stalkers again?
|
...no.
(Goes back and re-reads what he said.) (Yep, it still says what I thought it did.)
If Stalkers get their AT mod raised to 1.2, AND have their damage cap raised by 100 percent, they are way, WAY ahead of scrappers/brutes for damage. Check the numbers, they's fun!
And waaaay ahead is right where they should be. If stalkers have to wear cute little ballerina slippers and dance a pretty little dance to max their performance in melee, it should be WORTH IT.
Also, for the record, 'scrappers do more damage than brutes due to criticals' is a huge misconception. Even after the 'fury nerf' (lol) brutes do just as much damage and are still WAY more durable.
What if this Stalker "change" revolves around giving back the pbaoe attack that was taken out for Assassin Strike?
Call me crazy but I can't figure out how they are going to give Staff set to stalker with Build Up that is tied to every single primary. And they can't figure out which attack to take out that won't interfere with Titan Weapon design (two slow attacks and then faster attacks?). Would you guys be against it if Assassin Strike becomes an inherent attack and all the pbaoe attacks are going to be put back in? This sounds like a major change that may require a lot of re-coding but this change sounds logical to me because it will be so much easier to port a set to stalker if stalker primary has the same powers (with exception of Placate which replaces Taunt). Isn't it less headache to create something for Stalker in the future? Putting back the pbaoe attack doesn't mean you can't use Assassin Strike. It just means that Stalker will have the option to choose. (I find it crazy that they give Blaster 100% more damage cap. lol They really need to nerf Brute's damage so they can stop buffing everyone elses) |
As for the comment on nerfing Brute damage... they did. And I thought that in their announcement they said that they nerfed it more than they did, but I was wrong and it was lowered to +675%, not 675% total (+575%). Even that amount would have Brutes doing more than Blasters with melee attacks, but Stalkers at their cap would outdo them at a 10% critical rate at +361% damage and above, and Blasters using ranged attacks or Scrappers would do far-and-away more damage even without taking criticals into account for the Scrapper.
But the reason I'd advocate adding to the damage cap for Blasters instead of nerfing Brutes again in this case is because of Scrappers, which would need a huge nerf to be in-line with Blasters as far as damage-to-survivability. There's also the point that Judgement means that every AT has access to a high damage AoE in the endgame, so Blasters are in the same boat as Stalkers with adding nothing special.
To look at a couple of proposals and how they affects thing, the damage cap increases are in yellow and adjusting the Stalker AT modifier to match Scrapper damage is in green - assuming you're using an identical so that the damage is only affected by buffs and AT-specific means:
6 * 1 * 1.31 = 7.86 (Stalker, at proposed cap and MAX 31% critical rate)
5 * 1.125 * 1.31 = 7.36875 (Stalker, at current cap with Scrapper damage modifier and MAX 31% critical rate)
6 * 1.125 = 6.75 (Blaster, ranged attack, at proposed cap)
6 * 1 * 1.1 = 6.6 (Stalker, at proposed cap and 10% critical rate)
5 * 1 * 1.31 = 6.55 (Stalker, at current cap and MAX 31% critical rate)
8.5 * 0.75 = 6.375 (Brute, at old cap)
5 * 1.125 * 1.1 = 6.1875 (Scrapper against lt or above, at current cap; Stalker, at current cap with Scrapper damage modifier and base 10% critical rate)
6 * 1 = 6 (Blaster, melee attack, at proposed cap; Stalker, at proposed cap using attack that does not critical)
5 * 1.125 * 1.05 = 5.90625 (Scrapper against minion or below, at current cap)
7.75 * 0.75 = 5.8125 (Brute at current cap)
Here's how they'd do for "normal" performance:
2 * 1.125 * 1.31 = 2.9475 (Stalker at Scrapper modifier with 100% slotting, at MAX 31% critical rate)
2.5 * 1.125 = 2.8125 (Blaster, ranged attack with 100% slotting and 50% defiance buff)
2 * 1 * 1.31 = 2.62 (Stalker with 100% slotting and MAX 31% critical rate)
3.4 * 0.75 = 2.55 (Brute with 100% slotting and 70 Fury)
2.5 * 1 = 2.5 (Blaster, melee attack with 100% slotting and 50% defiance buff)
2 * 1.125 * 1.1 = 2.475 (Scrapper with 100% slotting, against lt or above; Stalker at Scrapper modifier with 100% slotting, at base 10% critical rate)
2 * 1.125 * 1.05 = 2.3625 (Scrapper with 100% slotting, against minion or below)
2 * 1 * 1.1 = 2.2 (Stalker with 100% slotting at 10% critical rate)
And looking at short-term burst:
4.125 * 1.125 = 4.640625 (Blaster, ranged attack with 100% slotting, 50% defiance, BU and Aim)
2.8 * 1.125 * 1.31 = 4.1265 (Stalker at Scrapper modifier with 100% slotting and BU, at MAX 31% critical rate)
4.125 * 1 = 4.125 (Blaster, melee attack with 100% slotting, 50% defiance, BU and Aim)
3 * 1.125 * 1.1 = 3.7125 (Scrapper with 100% slotting and BU, against lt or above)
2.8 * 1 * 1.31 = 3.668 (Stalker with 100% slotting and BU, at MAX 31% critical rate)
3 * 1.125 * 1.05 = 3.54375 (Scrapper with 100% slotting and BU, against minion or below)
2.8 * 1.125 * 1.1 = 3.465 (Stalker at Scrapper modifier with 100% slotting and BU, at base 10% critical rate)
4.2 * 0.75 = 3.15 (Brute with 100% slotting, 70 Fury, and BU)
2.8 * 1 * 1.1 = 3.08 (Stalker with 100% slotting and BU, at 10% critical rate)
Given how the charts shift around with the various buffs, I'd rather see Blasters get the higher damage cap - putting them at the top of everything when capped until a Stalker gets the max teammate buff for criticals, and Stalkers get a higher AT modifier.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
|
Stalker changes coming in i22. Confirmed by Posi.
No details yet. |
Somebody told me in the game about this. I wonder what kind of changes are coming? Is it a buff? A revamp of some sort?
|
Staff Fighting will be available for Stalkers, Brutes, Tankers, and Scrappers.
We're testing three improvements to stalkers in i22: -Assassin's Strike: using Assassin's Strike outside of hide will be an uninterruptible attack with no windup time, dealing Superior damage. This will allow Stalkers to do very competitive dps. -All Stalker attacks that are not Assassin's Strike will build stacks of a buff called Assassin's Focus. Assassin's Focus increases your chance to critically strike with the out-of-hide Assassin's Strike. -Stalker Buffed Max HP will be increased by about 400. This should allow them to fully benefit from powers like dull pain, hoarfrost, etc. -These changes to Stalkers should make them very competitive top-end damage dealers, and help them with their early attack chain since they can use Assassin's Strike mid-combat. |
Arc #40529 : The Furies of the Earth
Er....
...no. (Goes back and re-reads what he said.) (Yep, it still says what I thought it did.) If Stalkers get their AT mod raised to 1.2, AND have their damage cap raised by 100 percent, they are way, WAY ahead of scrappers/brutes for damage. Check the numbers, they's fun! And waaaay ahead is right where they should be. If stalkers have to wear cute little ballerina slippers and dance a pretty little dance to max their performance in melee, it should be WORTH IT. Also, for the record, 'scrappers do more damage than brutes due to criticals' is a huge misconception. Even after the 'fury nerf' (lol) brutes do just as much damage and are still WAY more durable. |
b) see my previous post - at their respective caps, which is what I was talking about since we were discussing a damage cap increase, Scrappers are doing more damage than Brutes. Brutes can do more below that until you hit a certain level of +dam that I don't remember and don't feel like recalculating at the moment.
For more silly numbers, a Corruptor at the damage cap getting Scourge on every hit goes to a 7.5 scale, which is below the a Stalker with the full team buff at the current AT modifier and a 600% cap... which is kindof why I was assuming that the 1.2 AND higher cap just wasn't going to happen. Either way, what they have in mind has been presented and seems very similar to some of the ideas that popped up in the buff thread.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
|
Hey all,
Staff Fighting will be available for Stalkers, Brutes, Tankers, and Scrappers. We're testing three improvements to stalkers in i22: -Assassin's Strike: using Assassin's Strike outside of hide will be an uninterruptible attack with no windup time, dealing Superior damage. This will allow Stalkers to do very competitive dps. -All Stalker attacks that are not Assassin's Strike will build stacks of a buff called Assassin's Focus. Assassin's Focus increases your chance to critically strike with the out-of-hide Assassin's Strike. -Stalker Buffed Max HP will be increased by about 400. This should allow them to fully benefit from powers like dull pain, hoarfrost, etc. -These changes to Stalkers should make them very competitive top-end damage dealers, and help them with their early attack chain since they can use Assassin's Strike mid-combat. |
Not the buffs I was expecting, but looks good to me. Esp the new mechanic involving assassin's strike, it'll no longer be a one trick pony. Exciting stuff.
Originally Posted by Arbiter Hawk
-Stalker Buffed Max HP will be increased by about 400. This should allow them to fully benefit from powers like dull pain, hoarfrost, etc.
|
>.>
's doesn't make things plural.
Inherent Assassin's Strike wouldn't be a bad change, but that opens the Pandora's Box of inherent Hide (which is more central to the AT) and giving back the secondary power as well. While not undesired, it's a lot of work for the powers team and what do you add to Ninjitsu?
As for the comment on nerfing Brute damage... they did. And I thought that in their announcement they said that they nerfed it more than they did, but I was wrong and it was lowered to +675%, not 675% total (+575%). Even that amount would have Brutes doing more than Blasters with melee attacks, but Stalkers at their cap would outdo them at a 10% critical rate at +361% damage and above, and Blasters using ranged attacks or Scrappers would do far-and-away more damage even without taking criticals into account for the Scrapper. But the reason I'd advocate adding to the damage cap for Blasters instead of nerfing Brutes again in this case is because of Scrappers, which would need a huge nerf to be in-line with Blasters as far as damage-to-survivability. There's also the point that Judgement means that every AT has access to a high damage AoE in the endgame, so Blasters are in the same boat as Stalkers with adding nothing special. To look at a couple of proposals and how they affects thing, the damage cap increases are in yellow and adjusting the Stalker AT modifier to match Scrapper damage is in green - assuming you're using an identical so that the damage is only affected by buffs and AT-specific means: 6 * 1 * 1.31 = 7.86 (Stalker, at proposed cap and MAX 31% critical rate) 5 * 1.125 * 1.31 = 7.36875 (Stalker, at current cap with Scrapper damage modifier and MAX 31% critical rate) 6 * 1.125 = 6.75 (Blaster, ranged attack, at proposed cap) 6 * 1 * 1.1 = 6.6 (Stalker, at proposed cap and 10% critical rate) 5 * 1 * 1.31 = 6.55 (Stalker, at current cap and MAX 31% critical rate) 8.5 * 0.75 = 6.375 (Brute, at old cap) 5 * 1.125 * 1.1 = 6.1875 (Scrapper against lt or above, at current cap; Stalker, at current cap with Scrapper damage modifier and base 10% critical rate) 6 * 1 = 6 (Blaster, melee attack, at proposed cap; Stalker, at proposed cap using attack that does not critical) 5 * 1.125 * 1.05 = 5.90625 (Scrapper against minion or below, at current cap) 7.75 * 0.75 = 5.8125 (Brute at current cap) Here's how they'd do for "normal" performance: 2 * 1.125 * 1.31 = 2.9475 (Stalker at Scrapper modifier with 100% slotting, at MAX 31% critical rate) 2.5 * 1.125 = 2.8125 (Blaster, ranged attack with 100% slotting and 50% defiance buff) 2 * 1 * 1.31 = 2.62 (Stalker with 100% slotting and MAX 31% critical rate) 3.4 * 0.75 = 2.55 (Brute with 100% slotting and 70 Fury) 2.5 * 1 = 2.5 (Blaster, melee attack with 100% slotting and 50% defiance buff) 2 * 1.125 * 1.1 = 2.475 (Scrapper with 100% slotting, against lt or above; Stalker at Scrapper modifier with 100% slotting, at base 10% critical rate) 2 * 1.125 * 1.05 = 2.3625 (Scrapper with 100% slotting, against minion or below) 2 * 1 * 1.1 = 2.2 (Stalker with 100% slotting at 10% critical rate) And looking at short-term burst: 4.125 * 1.125 = 4.640625 (Blaster, ranged attack with 100% slotting, 50% defiance, BU and Aim) 2.8 * 1.125 * 1.31 = 4.1265 (Stalker at Scrapper modifier with 100% slotting and BU, at MAX 31% critical rate) 4.125 * 1 = 4.125 (Blaster, melee attack with 100% slotting, 50% defiance, BU and Aim) 3 * 1.125 * 1.1 = 3.7125 (Scrapper with 100% slotting and BU, against lt or above) 2.8 * 1 * 1.31 = 3.668 (Stalker with 100% slotting and BU, at MAX 31% critical rate) 3 * 1.125 * 1.05 = 3.54375 (Scrapper with 100% slotting and BU, against minion or below) 2.8 * 1.125 * 1.1 = 3.465 (Stalker at Scrapper modifier with 100% slotting and BU, at base 10% critical rate) 4.2 * 0.75 = 3.15 (Brute with 100% slotting, 70 Fury, and BU) 2.8 * 1 * 1.1 = 3.08 (Stalker with 100% slotting and BU, at 10% critical rate) Given how the charts shift around with the various buffs, I'd rather see Blasters get the higher damage cap - putting them at the top of everything when capped until a Stalker gets the max teammate buff for criticals, and Stalkers get a higher AT modifier. |
I am leveling two Blasters right now. I haven't played Heroes for years. My very first lvl 50 Hero is a Sonic/Ice Blaster but at the time, there was no sets and I didn't understand the game nearly as much.
One of the blasters I am working on is Beam/Fire. Oh my, Beam Rifle has ridiculously good ST damage. To give you an example, I was running through Signature Arc 1. The elite boss in mission 3, my Blaster pwn him under 10s while my Stalker took at least 20s. Both characters are level 25 and 26 so it's not that big difference.
I really forgot how high damage Blaster is, but I do agree that Blaster should do the most damage in the game since they trade their survivability for it. I guess they are only adding Damage Cap which isn't likely to happen all the time. Blaster should out-damage Scrapper and Stalker.
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 really forgot how high damage Blaster is, but I do agree that Blaster should do the most damage in the game since they trade their survivability for it. I guess they are only adding Damage Cap which isn't likely to happen all the time. Blaster should out-damage Scrapper and Stalker.
|
I think it's the right answer for Blasters. I'll have to reserve judgement on the changes to Stalkers until I see how they make the changes - the addition of a short animation Assassin's Strike to an attack chain could boost their single-target damage by a lot, but if they leave the animation time close to the same it won't help a lot of sets. The degree of change matters a great deal there, and they didn't say how much of the windup time they'd get rid of. I also find it very hard to believe that they'd shorten ALL of them by the 2 second interrupt, since that would leave most of them at 1 second or less. You'll note that if they're using the same attacks, currently Stalkers are actually dead last in solo burst of the ATs I added to the list. Assassin's Strike from hide and a guaranteed critical is the only reason they're even remotely competitive in single-target burst damage.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
|
I was there too, I saw Redlynne there talking with the devs.
I did speak to the devs about pvp and stalkers (and yes Peacebringers) sounds like they got some real powergamers working on Stalkers for us.
H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD
I was there too, I saw Redlynne there talking with the devs.
I did speak to the devs about pvp and stalkers (and yes Peacebringers) sounds like they got some real powergamers working on Stalkers for us. |
I went into the panel ready to "UNhide Stalker Issues" for the Devs ... and got totally pre-empted by an entire slide of changes in the powerpoint, which addressed maybe 80% of the problems that Stalkers have as an AT. They then freely admitted that Stalker Performance wasn't where they wanted it to be and that the Issue 22 changes promised are effectively (and this is my paraphrasing) "a down payment" on bringing the AT up to where it needs to be ... specifically in terms of Damage Output. Without even needing to be prompted, more than one of the Devs on the Powers Team admitted that Stalker Damage wasn't where it needed to be and was actively being scrutinized going into Issue 22, and would continue to be monitored during and quite possibly beyond Issue 22 so as to get Stalkers to "where they need to be" as an AT.
After that ... I really didn't have all that much to say about Stalkers during the panel. The Devs kinda sorta pre-empted everything that *really* needed to be said (during the panel).
I did button-hole Synapse and Arbiter Hawk after the panel for a quick discussion of my notion of better leveraging Hide in and during combat as a way to bring the Hide Power to greater prominence other than just avoiding combat and delivering big alpha strikes. There were some murmurs of (and I'm paraphrasing again) "well that's ... interesting ... and ... different" and nods that it might be (stress on MIGHT BE!) something to look into ... but we couldn't really get too deeply into it since we had to clear the room for the next panel.
But just going by a reading of facial expressions I get the feeling that they weren't dismissing the notion out of hand, so that's something at least. And for the record, this is the first opportunity I've had to sit down and post ANYTHING since the end of the summit.
Oh, one thing that I *did* ask for during the Powers Panel was if it would be possible to "rearrange" the Stalker Dual Blades Combos to NOT use Assassin Strike and Placate, because of what that does to the opportunities to use the combos that rely on those powers. If memory serves, Positron himself said that rearranging the combo mix for Stalker Dual Blades Combos should be possible so as to avoid relying on Assassin Strike and Placate as components of those combos. The body language of the rest of the Powers Team at that point pretty much involved a "heads down to write note to self" sort of behavior, which makes me think that rearranging the powers to combo in Stalker Dual Blades might actually happen down the road.
One of the reasons why something like this would be so feasible is simply because it doesn't involve breaking the cottage rule on the individual powers themselves (ie. replacing entire powers, shuffling power tiers, etc.). It basically just means changing out the sequencing of the powers to build combos with, which is a fairly simple proposition.
Sorry for not posting this sooner, but I just now remembered asking that (and the response to the question).
I certainly mentioned that Jibikao and test rat would be happy to hear something is being done. Don't worry folks you had people fighting for stalkers!
H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD
Stalker changes coming in i22. Confirmed by Posi.
No details yet.
"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict