Possible I22 Stalker improvements


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Originally Posted by Tater Todd View Post
Heck, I have controllers, dominators and defenders that can out damage my stalker sadly. People forget the relatively you can only do your AS from hide once per mob.
Nah, last night I was on a team of 8 with Trouble (DM/Regen) for a couple of radio missions before I had to log out. I routinely got off multiple Assassin's Eclipses per spawn since we were fighting +3/+4 Council and Freakshow, sometimes with multiple spawns rushing in and I wanted the demoralize debuff to go off.

It can be limited at times, but it's certainly not impossible to use in a fight even for sets that don't have significant defense.


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Originally Posted by Siolfir View Post
Nah, last night I was on a team of 8 with Trouble (DM/Regen) for a couple of radio missions before I had to log out. I routinely got off multiple Assassin's Eclipses per spawn since we were fighting +3/+4 Council and Freakshow, sometimes with multiple spawns rushing in and I wanted the demoralize debuff to go off.

It can be limited at times, but it's certainly not impossible to use in a fight even for sets that don't have significant defense.
Very true, but with certain mobs it's not a guarantee. I know with Longbow, KOA, Malta, Nemesis, Council, Arachnos...heck anyone who has a DOT attack that manages to slip through your defenses or hits you right after you use Placate. It just makes it annoying at times when I'm trying to complete mishes with /+8 mobs solo.

Now granted in your situation on teams it's definitely doable but solo it's way more difficult.



 

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Originally Posted by Novella View Post
I may be the only person, but I don't think anything needs to be done with Stalkers. I wonder if this change is only being implemented due to people not making as many Stalkers as other ATs?

Granted being able to use AS with no interupt and have superior damage does sound wonderful, but if that happens then what about the damage for AS while in hide? Will it get a buff then because what would be the point of using hide and AS when you can just do superior damage while unhidden and still have a chance to critical due to AF?
Because they just arent survivable, and do less damage.

And this buff is more about upping their damage than really adding to their survival.

Yeah, the buff to Max HP is nice, but only for the WP, IA, and Regen Stalkers. The others won't notice this buff. This is a buff that only helps sets with +HP powers, that were basically going to waste, as accolades and +HP from set bonuses got you to the cap prety much.

With this buff, my KM/WP Scrapper wouldn't even hit the HP cap, but instead be over1800 (below 1900), and that was an expensive build.

Of course, with this change, I might have actually slotted up HPT So, could maybe have reach 1900 (I dont think 2k would of been hit). But the Regens and IA users should hit the 2k mark nicely with their Dull Pain/Hoarfrost.

But personally, I was okay with the less survival, I wanted more damage! And it was lacking when compared to my WP Scrapper, who also beat it in survival.


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Originally Posted by BrandX View Post
Yeah, the buff to Max HP is nice, but only for the WP, IA, and Regen Stalkers. The others won't notice this buff.
Energy Aura will notice also (Overload).


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God do I love the Regen numbers on Ice Armor Stalkers. *Foams at the mouth*



 

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Originally Posted by Tater Todd View Post
God do I love the Regen numbers on Ice Armor Stalkers. *Foams at the mouth*
About Icy Bastion (:P), can that power be perma'ed? I do realise Ice Armor stalkers really shouldn't be needing that extra mitigation with a hp boost, hard capped res (I know, ice only, but it accomplishes it nonetheless :P) and the other epic benefits from IB, but it would be interesting seeing a build that can do it!


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I would suggest a much simpler solution for Stalkers though. a damage scalar on Assasin's Strike. just the full one in hide. Have it scale to the Enemy. So a fully buffed AS could level an Boss, any Boss, easily. A buffed AS could leave any EB wobbling and clean some of them. And a buffed AS could actually make a gnarly tick on an AVs health bar. Oh, and add a danged stun to the AS for these hard targets. Cause it should be very surpising to almost get assassinated. Even with purple triangles up. There, then Stalkers would get some respect. And it could be done with a few hours coding, not changing the whole game.


 

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Just had a thought about the new Assassin's Focus change and what it may entail for the standard course of a Stalker's strategy.

First of all, I still don't agree with the AS being slower while hidden and 1sec activation while unhidden. It just underminds the purpose of using AS in the first place. And you can point out the increased damage and demoralize all you want, that doesn't change a thing. Are *YOU* going to be using AS the majority of the time when starting a fight after the change? Or are you going to use a sure-fire hard hitter like Soaring Dragon, Eagle's Claw, Midnight Grasp, etc (or an AoE, for that matter) and just use AS afterwards for *more* combined damage? And how often do you plan to try using AS with Placate? Some of the times? Rarely? Never?

But that's beside the point, I suppose. My point comes in with adding another possible branch to the tactics you can choose...kind of replacing Hidden AS but not entirely...

So Snipes. They come late in the game but probably around the time all that junk that starts making AS at the start of combat *REALLY* shaky. So the idea is for the snipes to be AS's replacement late game...

-First of all, the cast times of the snipes needs to be brought down to nearly regular snipe cast times. Normal snipes are around 4 sec while Stalker snipes are like 7 sec. I propose bringing Stalker snipes down to 4.5 sec.

-Secondly, while hidden, a snipe would animate *faster* at around 2.5 sec and be uninterruptible. While unhidden, a snipe would animate it's full cast time and be interruptible.

-Thirdly, when a snipe crits, it'll only be for 2x current damage. Assassin's Focus, however, is spent when a snipe is used and gives a heightened chance to 'Assassin's Scope' a target for around 90% of what a hidden AS would do. This will also carry the same demoralize effect.

What this does...
1. Gives you an Assassin move to use at the start of battle that isn't 'gimp'. You can quickly crit a target at range without being interrupted.

2. Gives you something to cast demoralize with that isn't handicapping you mid combat but for a portion less damage.

3. Gives you something to use with Placate that doesn't bite in comparison. Vs not using placate at all, now you can use it for a sure-fire demoralize after you get a few hits in during a fight.

Personally, I think it'd be a refreshing addition to the AT that doesn't actually add any more gimmicks (besides what we have and what they're giving us). One can use a ranged attack > a hold > a ranged AoE > placate > snipe to provide long range support if close combat isn't the best option. And honestly, it sounds fun and not bassakwards like what we'll be getting.


 

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I am all for improving Snipes but your idea only works for 4 out of 8 Epic/Patron sets. What about Epic sets that don't have Snipes?

In fact, they better fix Critical in Weapon, Body and Darkness epics in Issue 22!

And I also agree that "hidden" AS needs to be more attractive. It is hard because the "slowness, interruptable" AS is exactly the reason why many people hate. I know I am one of them.

I was on TNP trial and I was assigned to take out Telepaths since the leader said "no aoe and no pets" and I told him I am MA and I don't really have aoe. Well, in that situation, they certainly added many things that interrupt hide!! There's FREQUENT auto damage as soon as you are within Telepath's range. The damage isn't high but it's constant and it's impossible to set up Assassin Strike (which is supposedly our bread-and-butter ST-elimination tool). And then the NPCs would throw bombs that also have "burning patches".

They certainly don't shy away from adding things that make this Interruptable, Slow Assassin Strike useful. It's to the point that why bother using an interruptable attack when you can just BU + other attacks?

In fact, can anyone do a quick math on 10s attack chain between BU + Hidden AS + remaining hits VS BU + Heavy Hitter Eagle Claw + two other hits + unhidden Critical AS? I have a feeling not using BU + Hidden is going to produce more DPS because you can hit at least two more times during AS' old casting time.


The way I see it is this:

1. BU + Hidden AS still has an advantage in a way that you can take out an enemy before it hits you and you get Demoralize. This advantage gradually fades away when you team but at least there is still an advantage. Maybe they can improve Demoralize somehow. Make the fear duration longer?

2. They need to make Placate more attractive. Placate + AS will be pretty sucky. Placate + AoE is more attractive but we already have this now. They need to speed up Placate.


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.

 

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Originally Posted by Jibikao View Post
I am all for improving Snipes but your idea only works for 4 out of 8 Epic/Patron sets. What about Epic sets that don't have Snipes?
You could always go the "and/or" route and add the snipe to some of the other pools but block out the choice of another power.

Or the devs can simply add snipes to any new epics that come along and leave the sets the way they are.

The way I see it, snipes aren't a necessity but a 'luxury' (and I say that loosely). Not every blast set has a snipe either, that's just thematic. But Stalkers are the only AT that can choose to pick up a snipe outside of primary and secondary sets (well, Scrappers too...and I guess Blasters but that's more a snipe-nuke). We could just chalk it up to choice. You can either choose another AS maneuver to use strategically or just skip it. Just like AS is a choice.

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And I also agree that "hidden" AS needs to be more attractive. It is hard because the "slowness, interruptable" AS is exactly the reason why many people hate. I know I am one of them.
And the ATIO for Stalker may end up being a hinderance.


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The way I see it is this:

1. BU + Hidden AS still has an advantage in a way that you can take out an enemy before it hits you and you get Demoralize. This advantage gradually fades away when you team but at least there is still an advantage. Maybe they can improve Demoralize somehow. Make the fear duration longer?

2. They need to make Placate more attractive. Placate + AS will be pretty sucky. Placate + AoE is more attractive but we already have this now. They need to speed up Placate.
This was my stance all along as i learned more about the changes. It's not entirely bad though. You most likely will be better off not worrying about using hidden AS or only using placate with AoEs that hit 5+ targets. Rush in, use your best attack then scrap, using AS for the occasional burst crit mid-combat will ultimately be the best strategy.

Where my argument comes in is...this is nothing like what Stalker is. In fact, it throws away everything that was considered 'Stalker' and I'm trying to do *something* about it. That is to say, you can still *use* what you used to use but you're just gimping yourself for flavor and style. I honestly don't want to feel like I'm gimping myself for style...hell, I never felt I was gimping myself for style by choosing Stalker over Brute/Scrapper in the first place, I'll be damned if I should feel that way for actually doing what Stalkers do.


 

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What the Devs really need to do about Assassin Strike is to "bite the bullet" and realize that putting an Interrupt into Assassin Strike and then make the power NOT accept Interrupt Reduction enhancements was a tremendous mistake in the first place. Interrupt on a Melee Attack is just ... stupid ... if that Interrupt time is longer than 1 second.

Conversely, Assassin's Focus would no doubt work "better" if it was reworked to simply be a Global Interrupt Reduction Enhancement. I'm thinking something on the order of +100% Interrupt Reduction per charge of Assassin's Focus (so 3 stacks is +300% Interrupt Reduction, which reduces Interrupt duration to 1/4 normal). Do that and you don't even *need* to resort to a Titan Weapons-esque "every nail needs THIS hammer" solution of making two Assassin Strike attacks with different animations for in/out of Hide.


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Originally Posted by Blue_Centurion View Post
I would suggest a much simpler solution for Stalkers though. a damage scalar on Assasin's Strike. just the full one in hide. Have it scale to the Enemy. So a fully buffed AS could level an Boss, any Boss, easily. A buffed AS could leave any EB wobbling and clean some of them. And a buffed AS could actually make a gnarly tick on an AVs health bar. Oh, and add a danged stun to the AS for these hard targets. Cause it should be very surpising to almost get assassinated. Even with purple triangles up. There, then Stalkers would get some respect. And it could be done with a few hours coding, not changing the whole game.
A version of this was tried on test a while back with various percentages of the mob's max hp, and whether or not it was enhanceable/buffable/etc. There was a huge outcry about mob resistances at the time because the smashing and lethal damage Assassin's Strikes did significantly less damage than the energy and negative energy ones, other complaints that it made AS weaker against smaller targets like Lieutenants and minions, and then I think it was eventually scrapped due to the difficulty in balancing it while making everyone happy. IIRC the highest percentage that it got to was (unbuffed, unenhanceable) 9%, or a 4% that was fully enhanceable to 20% - meaning that 5 damage capped Stalkers would kill any target in the game that didn't have resistance in 3 seconds.


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Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Originally Posted by Siolfir View Post
A version of this was tried on test a while back with various percentages of the mob's max hp, and whether or not it was enhanceable/buffable/etc. There was a huge outcry about mob resistances at the time because the smashing and lethal damage Assassin's Strikes did significantly less damage than the energy and negative energy ones, other complaints that it made AS weaker against smaller targets like Lieutenants and minions, and then I think it was eventually scrapped due to the difficulty in balancing it while making everyone happy. IIRC the highest percentage that it got to was (unbuffed, unenhanceable) 9%, or a 4% that was fully enhanceable to 20% - meaning that 5 damage capped Stalkers would kill any target in the game that didn't have resistance in 3 seconds.
Very interesting, one key difference is I would not change anything unless the mob was a Boss, EB, or AV. And then I would change it so it added a serious scalar to the damage, plus the autohit stun. i pick stun rather than fear. i dont think an AV will be scared, but sorta shocked, just for a sec. I dont know if I would have it so that 5 Stalkers could kill any AV. But i know 5 Stalkers could AS an AV right now and it would not be a happy Stalker day. As far as anyone going "My AS is Lethal so..." Guess what? They picked lethal. If you pick a VW to race in a Form 1 competition don't complain to me it aint fair. Blame the picker.


 

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While Lethal will usually end up doing less damage than other types, it's wrong to say too bad so sad for people that have already picked the powerset, especially since a lot of people have made their character and leveled it up several years ago when the game was very different and it didn't matter as much as it does now.

Using your analogy(though I'm not familiar with cars or racing)it would be as if the racers were told a large part of the race would be in urban areas so they make thier decision, show up for the race and find out it's really a Form 1 competition.


 

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Originally Posted by DMystic View Post
While Lethal will usually end up doing less damage than other types, it's wrong to say too bad so sad for people that have already picked the powerset, especially since a lot of people have made their character and leveled it up several years ago when the game was very different and it didn't matter as much as it does now.
Have that many new mobs been added with high lethal resistances? I remember noticing them even with my first Stalker back in I6 (clawls). Council robots were a real *****. People have been complaining about it for as long as I can remember. I don't see it as a new phenomenon.

Anyway the devs have resisted making any concessions to powersets that deal highly resisted damage types up until now. I don't expect that to change.


 

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As far as I know ( 4 1/2 year vet, although not the best at game mechanics) I have been seeing similar posts about what is the most common damage type, what is the most resisted in the game since I got here. Lethasl is common, and is commonly resisted/defended. Negative and even moreso Psi, are uncommon shiny and exotic. I run a lot of characters with dark powers, due to the fact that these fit many of my concepts well (I have a whole big death theme in my stuff) and due to the fact it works well in the game. I do not have a lot of fire using characters, even though they tend to be near the top of damage on so many ATs, because these do not fit my concepts well. I wish they did. But I hate almost everything about fire use for my stuff. So sad for me. Can I get a rewrite? No. Okay, back to Dark. Hey, I wish Grav/Nrg Doms werent as horrid as they are, they are the only Dom I enjoy running. But they are ....that....bad. Sigh. So, if I choose to run one I got no recourse. i 50'd my first one before i realized how bad. That does not give me the right to ask for the game to be rebalanced. Well, I can ask... I have no one to blame for the 2nd and 3rd time I 50d a Grav/Nrg Dom. We play what we like. If you choose to take a MA Stalker and expect Smashing Damage to compete with Negative Damage I honestly do not know what to tell you. Somewhere in the back of your mind you had to realize just maybe the exotic damage might have a slight edge? a little?

But back to the topic. My idea has seen a tiny amount of refinement. One that even would help that Lethal or Smashing using Stalker. Against Boss, Elite Boss, AV, and GM have the AS in Hide to a set amount of bonus damage. Different against each class of mob of course. The idea is that a Stalker should be able to kill a Boss, Severely mess with and/or kill an EB, take a significant chunk out of an AV (5%...?) and whip a nice slice out of a GM as well. Rather than let a player (or team) get too much control of that (so many abuse options) just hard code the number, unbuffable. But also decrease the mobs ability to resist it. Yes, I really do want a Stalker to be able to have a guaranteed amount of damage against these types of creatures. In return I want the Devs to have a guarantee that number will not shift too much. Then let the regular damage that Stalkers have been getting be put on top of that. Call it a Meta Crit.


 

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Originally Posted by Supernumiphone View Post
Have that many new mobs been added with high lethal resistances? I remember noticing them even with my first Stalker back in I6 (clawls). Council robots were a real *****.
Think about all the robots in Praetoria and on Incarnate Trials. I believe that members of the IDF also have lethal resistance. Lethal really has been short changed.


 

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I haven't read the entire thread... too lazy. But aren't these changes just making Stalkers into Scrappers with Hide? I mean, really, being able to use AS without hidden status? The one power that the entire AT is pretty much based on and now it's core use is all but eliminated?

Do I think AS is underpowerd? Hell yeah! It sucks, especially in teams. But this change pretty much just gives Stalkers yet another ST attack. Why didn't the devs look at the hundreds of suggestions in the pages upon pages of ideas in the forums?

Instead they just come up with something that will pretty much just add yet another ST attack to my tray... Great... So as much as they call this a buff, it's really just a band-aide to try to revive a long dead AT.


 

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Originally Posted by Supernumiphone View Post
Have that many new mobs been added with high lethal resistances? I remember noticing them even with my first Stalker back in I6 (clawls). Council robots were a real *****. People have been complaining about it for as long as I can remember. I don't see it as a new phenomenon.

Anyway the devs have resisted making any concessions to powersets that deal highly resisted damage types up until now. I don't expect that to change.
The newer mobs do not have as insane level of resistance as say crey tankers. The romans definately dont except for the EBs that use unstoppable. Personally what I would love to see is that they finally normalize this by going back and lowering the resists of mobs or either adding more resists but of the other types to make it finally fair. The resistance issue is so bad for me I have to cherry pick certain content because of that.


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Originally Posted by Bloodyfreak View Post
Do I think AS is underpowerd? Hell yeah! It sucks, especially in teams. But this change pretty much just gives Stalkers yet another ST attack. Why didn't the devs look at the hundreds of suggestions in the pages upon pages of ideas in the forums?
This WAS one of those suggestions! Bloody hell... the devs have got to be wondering what it takes to please some of you.

Stalkers are, and always have been, meant to be primarily single-target damage specialists. Don't value that? There's the door. It's time to stop hoping the entire AT will be torn down and rebuilt with a different focus. That's never been done and it never will be done. They would rather create a new AT... and they did: VEATs.


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Like hell it was! I've followed those forums for months. No one ever suggested making Stalkers pretty much Scrappers with Hide. And what does it take to please me? Not changing the AT to be almost the same as every other melee AT in this game. Build on the powers it has, not change the core of the AT.


 

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Originally Posted by Bloodyfreak View Post
Like hell it was! I've followed those forums for months.
Congratulations. I've followed them for years and the idea to make Assassin Strike uninterruptible comes up all the time! Obviously though, it is just one of many ideas. The reason it hasn't happened until now is that the tech to do it wasn't available until the advent of Titan Weapons. They've known for a long time that getting interrupted was diminishing AS's effectiveness but haven't been willing to just get rid of the interrupt time, probably due to PvP concerns (believe it or not, they DO still have to worry about that).

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No one ever suggested making Stalkers pretty much Scrappers with Hide.
Not in those exact words, but yes, they have. It's even a common criticism of many suggestions that they DO make Stalkers more like Scrappers. Which I think is funny because we are 80% similar to Scrappers to begin with.

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And what does it take to please me? Not changing the AT to be almost the same as every other melee AT in this game. Build on the powers it has, not change the core of the AT.
That's what they are doing. They are making the marquee Stalker power actually useful more often than just at the beginning of a fight (or maybe once more later in the fight, if you're IO soft-capped... and lucky).


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Uninterruptable, yes; but useful without the signature power ALL Stalkers must take that is Hide? What's the point then in being a Stalker? Let me just jump on my Scrapper with SS and Stealth IO and poof! I'm a Stalker with more survivablility, more functionality, and more options.

As for Stalkers being 80% like Scrappers, I'd like to change that. That's what was proposed in those threads. To make Stalkers more unique and build on their strengths, not make them into Scrappers.


 

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Originally Posted by Bloodyfreak View Post
Uninterruptable, yes; but useful without the signature power ALL Stalkers must take that is Hide? What's the point then in being a Stalker? Let me just jump on my Scrapper with SS and Stealth IO and poof! I'm a Stalker with more survivablility, more functionality, and more options.

As for Stalkers being 80% like Scrappers, I'd like to change that. That's what was proposed in those threads. To make Stalkers more unique and build on their strengths, not make them into Scrappers.
The whole root of the problem to me was that the CoV ATs in general were made pre-nerfed out of the box compared to their hero counterpart. Inherrents were tacked on at the end to make it not so obvious they were nerfing villains so heroes would be better. There is no reason why stalkers, scrappers, blasters cant share the same damage mods for damage buffs. We have asked time and time again why cant stalkers get the real build up that scrappers get? Also there is no reason why build up should not recharge faster for us? We are supposed to be the burst damage AT. Build up with a 45 second recharge before enhancement and for claws maybe 30 recharge. So yeah having a 5 to 10 second downtime on build up is not overpowered considering what we are supposed to be doing here.


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Originally Posted by EvilRyu View Post
The newer mobs do not have as insane level of resistance as say crey tankers. The romans definately dont except for the EBs that use unstoppable. Personally what I would love to see is that they finally normalize this by going back and lowering the resists of mobs or either adding more resists but of the other types to make it finally fair. The resistance issue is so bad for me I have to cherry pick certain content because of that.
I'd rather they just made the Resists make sense.

Armored up! Have high S/L Resist!

What's really so bad about that?


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