Possible I22 Stalker improvements
When I first heard "Stalker" back before City of Villains went live, I didn't imagine what we got; a gimmicky, crappy Brute (Scrapper now.) I was expecting something... 'graceful'. In so much that it took some thought, but with that proper thought you'd make Scrappers and Brutes blush at your display of WTFPWNERY.
I realized some time later that wasn't possible in the core design of City of Heroes; you really can't do something like that. What you CAN do is give Stalkers a 'unique' trait, in so far as unique as Assassin's Strike/Focus can be with the new system, and try to find a way to make it more 'rewarding' in utilizing it properly. |
Look, the game design rewards AoE, on this we all agree. If stalkers could 1-shot any level 54 enemy up to and including bosses with every attack including the T1s and T2s with no buildup, and if all of our attacks animated in less than 1 second, then that would be WTFPWNERY over most scrappers and brutes. It would also still be weaker than a SS/Fire/Mu brute or a fire (or electric)/shield scrapper in terms of farming. Despite that, it would be pretty broken.
On the other hand, there is a point where our attacks could all be faster than anything a scrapper or brute has, and still do somewhat more damage. Enough that we are dropping spawns via rapid single-target attacks about half the speed of someone who does 2 AoEs then polishes off the lucky lieut and the two bosses. That would still be competitive and viable to teams. It would be awesomely in demand for hard single targets like a barracuda with no mm/defender or a MO Lamda.
This makes us a lot like scrappers, just single-target focused and really, really good at it.
So another way that works more stalkery would be to replace the chance to crit unhidden with a chance to hide and make it a global placate with a 120 target limit (like the incarnate buffs). So we hit, hide, hit hide. stick and run. abuse the AI almost like those teleporting enemies so popular in Anime but without a teleport. I'm here, now I'm there, now I'm here again. They almost have me, ooh clutch placate I shed all aggro and have time to lick my wounds. Combined with the proposed change to AS, this would be a devastating amount of single-target damage.
I'm sure the group can think of many more ways as well, that all preserve the difference between scrappers and stalkers better than anything I can think of. There were some great ideas in Evil's thread from last week.
The short of it is, that somewhere there is a line above which our single-target damage is high enough that we are valuable to teams as a blurry buzzsaw of death. The devs can put us there any time they want.
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I disagree here completely. We can do exactly that.
Look, the game design rewards AoE, on this we all agree. If stalkers could 1-shot any level 54 enemy up to and including bosses with every attack including the T1s and T2s with no buildup, and if all of our attacks animated in less than 1 second, then that would be WTFPWNERY over most scrappers and brutes. It would also still be weaker than a SS/Fire/Mu brute or a fire (or electric)/shield scrapper in terms of farming. Despite that, it would be pretty broken. On the other hand, there is a point where our attacks could all be faster than anything a scrapper or brute has, and still do somewhat more damage. Enough that we are dropping spawns via rapid single-target attacks about half the speed of someone who does 2 AoEs then polishes off the lucky lieut and the two bosses. That would still be competitive and viable to teams. It would be awesomely in demand for hard single targets like a barracuda with no mm/defender or a MO Lamda. This makes us a lot like scrappers, just single-target focused and really, really good at it. So another way that works more stalkery would be to replace the chance to crit unhidden with a chance to hide and make it a global placate with a 120 target limit (like the incarnate buffs). So we hit, hide, hit hide. stick and run. abuse the AI almost like those teleporting enemies so popular in Anime but without a teleport. I'm here, now I'm there, now I'm here again. They almost have me, ooh clutch placate I shed all aggro and have time to lick my wounds. Combined with the proposed change to AS, this would be a devastating amount of single-target damage. I'm sure the group can think of many more ways as well, that all preserve the difference between scrappers and stalkers better than anything I can think of. There were some great ideas in Evil's thread from last week. The short of it is, that somewhere there is a line above which our single-target damage is high enough that we are valuable to teams as a blurry buzzsaw of death. The devs can put us there any time they want. |
You did admit that the issue here is AoE is so powerful, and Stalkers give AoE up for... their crappy gimmicks. Should they get their AoE back? Eh. But relying on the crappy gimmick is not doing any good. The proposed changes from the Devs so far? Lovely, and i'm considering picking up Stalkers again knowing I can do a lot more STDPS, like the design promised to in the first place.
So... yeah. Your ideas, while nice? Aren't practical and don't fit the gameplay design of CoX.
I do feel that AS gives Stalkers a bit of a unique feel. That's not to say that it's a great power from a meta-gaming perspective, or that it truly gives Stalkers a valuable, unique mechanic so much. It is a part of what makes them fun for me though. I know it's almost unusable in its current form on large teams, or especially leagues. I guess I think of it as more of a solo skill. It's one that I enjoy solo though.
So one thing the proposed change does is to allow me to take a "for fun" solo power without feeling like I'm gimping my teaming performance for doing so, since now it will be a worthwhile attack to use even on teams. I see that as an overall positive change.
Would I rather have something different? Probably, but most of the proposals I've seen that I liked were larger, more fundamental changes to the AT. I can't fault the devs for not wanting to go in that direction.
I do think Placate could use some help. For many sets it provides a marginal DPS increase, if any, which relegates its usefulness to mostly aggro management. Given its long recharge and single-target nature, it's not very worthwhile for that purpose. IMO what Placate needs to be relevant is a shorter cast time and shorter recharge. I think that change would contribute to Stalker damage in a way that would accentuate their unique playstyle and feel, rather than lessening it.
Lol WTF? That's overpowered
I'd have made it 5 stacks (so about 19% per stack). That, or they'll increase the recharge and endurance cost of the power dramatically....it recharges normally in 16 seconds, I think... And would Assassin's Strike itself add a counter to Assassin's Focus? Just Hide > AS > 3 attacks > AS sounds particularly crazy.... Hmm, well does Assassin's Focus do anything else besides affect Assassin's Strike? |
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Uh, I think a lot of the confusion is the use of 'out of hide' as a term to determine the circumstances of AS's use. 'Out of hide' could mean 'coming out of hide' or 'you aren't hidden' and it mixes people up.
How about just using the phrases 'with hide' or 'without hide' or 'hidden/unhidden'? Right, okay. Still, need more AS animations if we're going to do that... I still feel it should be a choice, though, and one shouldn't be handicapped because they made a 'different' choice. That really makes me not want to use regular Hide + AS... So does the Assassin's Focus get 'spent' when you crit with an AS? |
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I do feel that AS gives Stalkers a bit of a unique feel. That's not to say that it's a great power from a meta-gaming perspective, or that it truly gives Stalkers a valuable, unique mechanic so much. It is a part of what makes them fun for me though. I know it's almost unusable in its current form on large teams, or especially leagues. I guess I think of it as more of a solo skill. It's one that I enjoy solo though.
So one thing the proposed change does is to allow me to take a "for fun" solo power without feeling like I'm gimping my teaming performance for doing so, since now it will be a worthwhile attack to use even on teams. I see that as an overall positive change. Would I rather have something different? Probably, but most of the proposals I've seen that I liked were larger, more fundamental changes to the AT. I can't fault the devs for not wanting to go in that direction. I do think Placate could use some help. For many sets it provides a marginal DPS increase, if any, which relegates its usefulness to mostly aggro management. Given its long recharge and single-target nature, it's not very worthwhile for that purpose. IMO what Placate needs to be relevant is a shorter cast time and shorter recharge. I think that change would contribute to Stalker damage in a way that would accentuate their unique playstyle and feel, rather than lessening it. |
There's a difference between 'unique' and 'gimmicky'. One can be utilized into something fantastic. The other is, well, gimmicky. Placate, Assassin's Strike, and Hide are 'gimmicky'. They are not the /core/ of Stalker gameplay. "What?", you may ask?
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First of all, drop the 'gimmicky' thing. Because you're confusing 'gimmicky' with 'ineffective'. Have you seen Beam Rifle? That's gimmicky. What about the new Staff Melee? That's gimmicky. Or the new Assassin's Focus? That's gimmicky.
The issue is (and surprise surprise, it's the *same* thing brought up by Angry Citizen if you ever decide to take the wayback machine and read) adding gimmicks ontop of gimmicks. Yes, Angry Citizen brought it up and I remember because I suggested such gimmicks at the time Stalkers were first improved.
So my first advice on this particular part of dissecting your post: Separate 'gimmick' from 'ineffective' because you're not doing that.
Because, RIGHT NOW? Assassin's Strike is horribly unviable in the AoE spamfest League nonsense. Even IF you get it off, your /core/ unique ability is usable, practically, once per fight; before the fight starts. Using Placate into AS DURING a fight is still arguably not a viable use of time. |
You say Placate is crap, Negate? Then why not improve it? You'd rather just toss it aside?
Let's be honest here and stop kidding ourselves; City of Heroes is not a game designed for sneaky sneaky PRECISION BASED EXECUTION WEEEEEEEEE. It's far too, bluntly, stupid to do so. Even in games like World of Warcraft, Rogues are their Hidden status to get into a good position, and then open up and go toe-to-toe. And, really? Rogues are Scrappers, not Stalkers. Regardless, don't get so haughty. I'm not trying to 'hinder' you, so much as I'm shaking my head at your logic. Right now? Stalkers are a mess. They're not competitive at all, and the ONLY reason you'd pick a Stalker over a Scrapper or Brute (Or Blaster or Dominator) is simply because you couldn't find the other. You do not pick a Stalker because of their 'unique' nature, in the LEAST, because of how gimmicky garbage it is. |
And you don't pick a stalker for a team for being 'unique', you *play* a stalker for being 'unique'. The team doesn't give a crap if, as a DPS AT, you're shooting at range, hitting in melee, nuking entire spawns, etc. All the team cares about is if you keep up and do your role, DPS. Stalkers have always been capable of this and you won't convince me otherwise.
And me saying that does not mean I did not believe improvements could be made to make the choice of being a Stalker more worthwhile, but that comes as a personal choice, not a choice to be approved of by a team that doesn't consist solely of me, myself and I.
Again, because the emphasis cannot be held enough; City of Heroes is not a game that supports Solid Snake mentality of swiftly eliminating a single enemy, then going back and doing it all over again. It's a game designed to put you at odds that in other MMOs you'd get crushed, and walk out barely scratched. You're a Super Hero/Villain, not a street rat. |
Nowhere...*ANYWHERE*...do I ever advocate some kind of 'hit and run' type mentality of eliminating a target and then waiting to get the chance again. The only quality I really attribute to Stalkers as being 'theirs' is their control over their burst damage. And it can be said the new changes does give them more controlled burst damage. Problem is, it does so at the cost of their natural tactics. And if I have to spell it out for you, I'm implying that it'd be better to just jump in and scrap vs singling out a trouble target. The sooner you get down and scrap, the sooner you can pump out 1sec cast AS attacks. I feel this isn't quite the right direction to go. You seem not to care.
"More like Scrappers than ever before!", how is that a /bad/ thing? Because it takes away what makes Stalkers 'unique'? Giving Scrappers access to the Stealth Pool and Energy Aura did that waaaaay before this did, but I digress. |
It's rather pointless to continue discussion with you, Reppuu. You're predisposed to hate current Stalker, which is what I'm looking to discuss.
Reppu has laid it out rather clearly.
What Tactics does Leo Speak of that reward stalkers in the current gamespace? I just don't know. |
As of before, Hide > AS wasn't wholly attractive in many situations. The devs added Demoralize to make it somewhat moreso. It rewards the use of AS in conjunction with Hide and/or placate. This, in and of itself, does not change with Synapse's changes.
But the *relative* attractiveness of that combo *does* change. Just answer these questions:
-Currently, do you feel penalized for using AS from hide?
For me? No, not really. It's a situational attack. It does what it does and gives you a bit of an alpha-dampener on top.-With the proposed change, now how do you feel?
It's hard not to feel penalized. Bad enough it requires either hide unsuppressing or placate, but it remains slow and interruptible when hidden but fast and uninterruptible when not hidden? And it doesn't mesh with aura powers and it gets no benefit from Assassin's Focus and it's not like Demoralize completely stacks...Stepping away from Hide > AS, I'm still curious of the implications this has on Placate. Again, this is a tool situationally useful because of its clunkiness and questionable effect on DPS. Will Assassin's Focus, as described, banish this power into uselessness? Maybe just make it more situational than it is?
I'm honestly shocked how easily you people dismiss Stalker tactics. If Stalkers aren't going to ever bother using AS + demoralize or placate, what makes one different from a Scrapper or a Brute?
As for what I'd try to do with these Stalker changes?
Well, let me just end this post and start another, cause this one's long enough...
(Snip)Frankly? Stalkers work just fine right now, and their unique style is fun and captivating and has the interest of many players (Snip)
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Stalkers work just fine right now? Yeah, about that? No. They're playable in so much that they can get Buffed to Stupidity and perform like everyone el- wait no, that's also a lie. They're playable in so much that Gravity Control is playable... except at least as a Controller you get a broken Support Secondary, and as a Dominator you can take an awesome Assault set + Fire or Ice mastery and trolololol to the bank.
I'm going to ignore the rest of your post, as you're just chastising me for not liking the current Stalker. Which, is true. The current Stalker is a garbage, wanna-be Scrapper with nothing unique about it. Nope, sorry. I don't think Hide, Placate, and Assassin's Strike are 'unique playstyle' at all. And yes, they are gimmicks. They're the gimmicks of the AT and they're worthless in execution. Glad we agreed on that.
There is /nothing/ unique or good about the current Stalker. A BIG OL' CRIT out of Hide? Yeah, that burst damage is quickly overwhelmed by any other DPSer due to their superior numbers.
PS: Bane Spiders and Night Widows do it better. Unique? Nope. Funny how those aren't garbage ATs, even though they utilize the same thing! Maybe because their core design didn't throw everything into relying on their Assassin's Strike mechanic, and it was instead utilized into already go- holy crap they're changing AS into the Bane/Night design!
GENIUS.
Okay...
Personally, I think Synapse got the idea rather reversed when it comes to Assassin's Strike's speed. That you have to wind up while you cannot be seen seems to be contrary to what a skilled assassin would do. If going by theme, AS should have its 1sec uninterruptible animation when you're hidden and be the regular animation while unhidden.
When the whole momentum mechanic was introduced, it was my thought that, if you are sitting in wait (hidden), you're prepared to ambush immediately. So in that regard:
-While in true hidden status, AS will not be interruptible (reverse it in PvP zones) and animate in 1 sec. This attack will do scale 7 damage and demoralize foes in range.
Not only would this make Placate > AS very useful, it also makes the ATIO not penalize you (ho ho, did you forget about that whole 'chance for hidden' proc?) in regular melee, but instead helps.
Assassin's Focus sounds like it'll really make Stalkers a ST DPS monster. But let's be real here. How good is a 1sec AS attack at base damage by itself? I truly doubt it'd be very balanced for AF to basically make AS 2x effective 100% of the time (because it'd be child's play to hit a foe 3 times while you wait for AS to recharge). But in conjunction with my above thoughts:
-Without Hide, Assassin's Strike will have a 10% chance for 2x dmg, animate in 3 seconds and be interruptible. Assassin's Focus will make it easier to use Assassin's Strike without Hide. One stack of AF makes AS uninterruptible, two stacks boosts its crit chance to 50% and three stacks reduces its animation to 1 second (the same as being hidden).
On paper, this seems less outrageous than what was proposed and still keeps the suggested idea of boosting the capabilities of a stalker in ST damage. The attack is supreme while hidden and situational when not, but with focus, you can make AS a more viable basic attack.
Not only that, it still puts the player in a position to need to make a choice in utilizing placate. This choice is also a part of what I'd consider Stalker tactics.
Okay...
Personally, I think Synapse got the idea rather reversed when it comes to Assassin's Strike's speed. That you have to wind up while you cannot be seen seems to be contrary to what a skilled assassin would do. If going by theme, AS should have its 1sec uninterruptible animation when you're hidden and be the regular animation while unhidden. When the whole momentum mechanic was introduced, it was my thought that, if you are sitting in wait (hidden), you're prepared to ambush immediately. So in that regard: -While in true hidden status, AS will not be interruptible (reverse it in PvP zones) and animate in 1 sec. This attack will do scale 7 damage and demoralize foes in range. Not only would this make Placate > AS very useful, it also makes the ATIO not penalize you (ho ho, did you forget about that whole 'chance for hidden' proc?) in regular melee, but instead helps. Assassin's Focus sounds like it'll really make Stalkers a ST DPS monster. But let's be real here. How good is a 1sec AS attack at base damage by itself? I truly doubt it'd be very balanced for AF to basically make AS 2x effective 100% of the time (because it'd be child's play to hit a foe 3 times while you wait for AS to recharge). But in conjunction with my above thoughts: -Without Hide, Assassin's Strike will have a 10% chance for 2x dmg, animate in 3 seconds and be interruptible. Assassin's Focus will make it easier to use Assassin's Strike without Hide. One stack of AF makes AS uninterruptible, two stacks boosts its crit chance to 50% and three stacks reduces its animation to 1 second (the same as being hidden). On paper, this seems less outrageous than what was proposed and still keeps the suggested idea of boosting the capabilities of a stalker in ST damage. The attack is supreme while hidden and situational when not, but with focus, you can make AS a more viable basic attack. Not only that, it still puts the player in a position to need to make a choice in utilizing placate. This choice is also a part of what I'd consider Stalker tactics. |
Where is this ANY different from the proposed changes? You're going to get 3 stacks either way, and then fire off your AS Burst. The only big change you're doing is making AS from hide more valuable, which I agree it needs to be. But... otherwise, you changed nothing else and just made it more 'complicated' with less 'payoff' aside from some sort of feeling of... satisfaction?
You changed nothing. Good job!
Okay...
Personally, I think Synapse got the idea rather reversed when it comes to Assassin's Strike's speed. That you have to wind up while you cannot be seen seems to be contrary to what a skilled assassin would do. If going by theme, AS should have its 1sec uninterruptible animation when you're hidden and be the regular animation while unhidden. When the whole momentum mechanic was introduced, it was my thought that, if you are sitting in wait (hidden), you're prepared to ambush immediately. So in that regard: -While in true hidden status, AS will not be interruptible (reverse it in PvP zones) and animate in 1 sec. This attack will do scale 7 damage and demoralize foes in range. Not only would this make Placate > AS very useful, it also makes the ATIO not penalize you (ho ho, did you forget about that whole 'chance for hidden' proc?) in regular melee, but instead helps. Assassin's Focus sounds like it'll really make Stalkers a ST DPS monster. But let's be real here. How good is a 1sec AS attack at base damage by itself? I truly doubt it'd be very balanced for AF to basically make AS 2x effective 100% of the time (because it'd be child's play to hit a foe 3 times while you wait for AS to recharge). But in conjunction with my above thoughts: -Without Hide, Assassin's Strike will have a 10% chance for 2x dmg, animate in 3 seconds and be interruptible. Assassin's Focus will make it easier to use Assassin's Strike without Hide. One stack of AF makes AS uninterruptible, two stacks boosts its crit chance to 50% and three stacks reduces its animation to 1 second (the same as being hidden). On paper, this seems less outrageous than what was proposed and still keeps the suggested idea of boosting the capabilities of a stalker in ST damage. The attack is supreme while hidden and situational when not, but with focus, you can make AS a more viable basic attack. Not only that, it still puts the player in a position to need to make a choice in utilizing placate. This choice is also a part of what I'd consider Stalker tactics. |
Your vision for stalker tactics is not rewarded by City of Heroes combat system, you have to admit that.
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!
That sounds great for my incarnate softcapped KM/EA/Pyre stalker, but what about the regen and resistance stalkers? AS would still be useless outside of hide for them.
Your vision for stalker tactics is not rewarded by City of Heroes combat system, you have to admit that. |
And I don't admit stalker tactics aren't rewarded. Because they are. Use Placate > AS now and you're rewarded with Demoralize. Use Placate > AoE and you've got higher crits in an AoE. Basically, I want there to be a purpose to using placate no worse than what we have now. Same with using AS from hide.
And I don't admit stalker tactics aren't rewarded. Because they are. Use Placate > AS now and you're rewarded with Demoralize. Use Placate > AoE and you've got higher crits in an AoE. Basically, I want there to be a purpose to using placate no worse than what we have now. Same with using AS from hide.
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While I like the changes stated, if you're looking to make Placate more useful outside of it giving you added survival (one less target attacking) to a point, what if it gave Stalkers x3 damage on a Crit?
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Not only would this make Placate > AS very useful, it also makes the ATIO not penalize you (ho ho, did you forget about that whole 'chance for hidden' proc?) in regular melee, but instead helps.
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My preference would still be to get changes to Placate to make it a better power to use in conjunction with any attack and not just AS, but short of that, at least your suggestion makes it a worthwhile power.
I like your suggestion for this reason if no other. Placate is already of limited usefulness. The changes as listed by Arbiter Hawk have the potential to marginalize its usefulness even further. Your suggestion at least makes it a somewhat appealing power to use mid-fight.
My preference would still be to get changes to Placate to make it a better power to use in conjunction with any attack and not just AS, but short of that, at least your suggestion makes it a worthwhile power. |
What it may do is maginalize it more for the tricked out IO build. But it still has it's helpfulness in survival, and when you want a 100% crit (even if it lowers DPS).
But one of the ways they may be able to help with that is speeding up the animation of Placate.
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I dont know if I agree that the changes marginalize Placate at all.
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Placate+AS: 69.7 DPSA Unhidden AS: 74.7 DPSA |
Currently Placate+AS is the highest DPSA combo available to most primaries. So there's a valid reason to use Placate mid-fight if you can pull off the interruptible AS. Looking at the numbers for Broadsword, one of the sets that would benefit the least from these changes, I got better DPSA numbers for an unhidden AS than for the Placate+AS combo. Specifically:
So you're better off not using Placate with the proposed changes, which is not true currently. |
If it did, I may not have felt Stalkers lacking in DPS.
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Currently Placate+AS is the highest DPSA combo available to most primaries. So there's a valid reason to use Placate mid-fight if you can pull off the interruptible AS. Looking at the numbers for Broadsword, one of the sets that would benefit the least from these changes, I got better DPSA numbers for an unhidden AS than for the Placate+AS combo. Specifically:
So you're better off not using Placate with the proposed changes, which is not true currently. |
It might not be a new animation at all - it's not that tricky to speed the current ones up.
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Reppu has laid it out rather clearly.
What Tactics does Leo Speak of that reward stalkers in the current gamespace?
I just don't know.
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!