Possible I22 Stalker improvements


Agent White

 

Posted

Quote:
Originally Posted by Angry_Citizen View Post
So what's my MA or DM stalker supposed to do, curl up and weep?
No, you (the player) need to man up and get over this idea that steamrolling makes ST damage pointless. When I started playing this game, I got on a "mostly solo" kick pretty early on. By the time I found a group of people I enjoyed playing with, it was with a group of fellow min/max-heads who mostly play 50s and who make a point of steamrolling everything. "Speed", "fast" or "quick" TF/SF of choice is our default play.

I've been playing with those people for something like five years. Most of my characters are heavily single-target oriented, especially my melee ones. Sometimes that's an accident of early powerset choices, sometimes it's an intentional decision. Yet I have never had a meaningful issue finding a target someone else wasn't killing, even on our ridiculously fast killing teams. I am one of the people in the fray first beating on something, and my doing so is what's contributing to it being dead as fast as it ends up being.

If you're worried about steamrolling small team content that's not a TF or trial such that there's a low percentage of boss (or higher) foes but your team has powerful AoEs, OK, maybe that creates an issue where ST damage is especially limited in ways to add value. That sounds like a pretty narrow focus to me. I don't see an issue.

Would I love the sets that had at least one AoE to get it back. Abso-damn-lutely. That's not the same as this "oh noes, I has no AoEs!" spin.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

I do kind of feel the sting of the inferiority of single target DPS while I'm in a large group myself. One of my earliest complaints about AS mid-fight was how any team with sufficient AoE wouldn't need it because the single enemy that would be taken out quicker wouldn't have survived long enough, done enough damage, or generally posed as enough of a threat to warrant sacrificing AoE to kill this single critter.

I found a very elegant solution to this problem, though: crank the difficulty. At around +3, the ability to just blow through spawns with AoEs disappears, and likewise enemies pose enough of a threat that you do want to take out individual ones before you focus on the rest of the group. Though the problem is that the harder the enemies become, the harder it is for you to take them out quickly, too. It is a tradeoff.



TPN trial guide video / MoM trial guide video / DD trial guide video / BAF trial guide video
/ Lambda trial guide video / Keyes trial guide video / Magisterium trial guide video / Underground trial guide

 

Posted

Update: Just went to a mission where there was an EB surrounded by 3 ravagers, I popped 3 reds and buildup and went wild, I kill each one in under 10 seconds per ravager. The EB dropped relatively fast.





I gotta go soon, I'll post my build tomarrow.


 

Posted

Quote:
Originally Posted by UberGuy View Post
No, you (the player) need to man up and get over this idea that steamrolling makes ST damage pointless.
Wow, I must be in some kind of topsy-turvey world...or maybe it wasn't you, UberGuy, who always complained about Stalkers being ST focused.

So not only is it the powerset that's either ST or AoE focused, but apparently its 'good' to use hidden AS and no one will ever complain about it being interruptible. It's fixed apparently by...frankly, I don't know. AFAICS, nothing has changed for hidden AS and yet it's fixed.


 

Posted

Quote:
Originally Posted by Blood Red Arachnid View Post
I do kind of feel the sting of the inferiority of single target DPS while I'm in a large group myself. One of my earliest complaints about AS mid-fight was how any team with sufficient AoE wouldn't need it because the single enemy that would be taken out quicker wouldn't have survived long enough, done enough damage, or generally posed as enough of a threat to warrant sacrificing AoE to kill this single critter.
Don't get me wrong - I agree that AS in particular had a real problem teams. Before this I22 change, (most) Stalkers brought neither strong AoE nor ST DPS as high as other melee ATs could bring.

Now that Stalker ST DPS is very competitive with similarly built Scrappers and Brutes, they have one less thing counting against them.

My railing above was against the implied notion that being single-target focused anything was something to curl up and die about.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Leo_G View Post
Wow, I must be in some kind of topsy-turvey world...or maybe it wasn't you, UberGuy, who always complained about Stalkers being ST focused.
I haven't always complained about it. I have always included it under a list of things that counted against them. I can't possibly have the grasp I do of this game's mechanics and claim that pure single-target focus is as efficient in terms time to task completion or reward/time. The math makes that pretty provably not the case. The question I care about is: how big of a problem is that in practical play. In my experience it's just not that big of a deal on real play with all the other factors that make real play deviate from idealized play.

However, when its one of many things that count against them, the AT can have more significant issues overall. So while I would have mentioned it in context of Stalker issues, I wouldn't have made it a sole focus. So you may indeed be confusing me with someone else here.

Quote:
So not only is it the powerset that's either ST or AoE focused, but apparently its 'good' to use hidden AS and no one will ever complain about it being interruptible. It's fixed apparently by...frankly, I don't know. AFAICS, nothing has changed for hidden AS and yet it's fixed.
I would not use AS now after a fight is started. In truth, I didn't do that much before this change. I would still use it as an opened when solo. On a team I almost certainly would not.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA