Jibikao

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  1. So who will lead the Heroes and be the poster boy?

    I know they already got rid of Lord Recluse on the front page banner!
  2. Quote:
    Originally Posted by Redlynne View Post
    It's a gimmick to make Stalkers "not be Stalkers" and turn them into Scrappers. And like you said, it's to ensure that Hide is even less relevant to the 99% of game content that is Combat than it has been up until now.
    The Focus mechanism does not prevent you from "hiding". Stalker still starts the fight with hidden and then scrap out just like most of the Assassin classes in online games. I know Witch Elf in War Hammer is like this. They can only stealth once to start the fight and once they reveal themselves, they can't get back into hidden again easily. I believe Bulgar in Lord of the Ring is the same way too. In fact, I think Rogue in Rift is the same way. I can stealth to start the fight (with walking penalty too!!) but after that, I just need to scrap it out like any other melee class.

    The only difference is that CoX is a lot more faster pace. You can have one Brute jumping one from group to another and you may not have 8s to get back to hidden. Assassins in other games may have more "tricks" but that's another discussion. We do have Ninjitsu with caltrops and confuse.


    To preserve "Stalker" style, they can make Placate better. Making Assassin Strike better doesn't take away Stalker's style. It just seems unattractive to use Placate + Assassin Strike that's all. I do agree they should make Placate better.
  3. Quote:
    Originally Posted by Smiling_Joe View Post
    Out of curiosity, anybody know why Arbiter Hawk decided to go with a critical outside of hide for Assassin's Focus instead of just having Assassin's Focus put stalkers back in hide?
    I think putting you back in "hidden" is just one extra step to get critical damage, and also sometimes I don't want to be "hidden" again because that means I may lose aggro. This is one of the reasons why when I play with a squishy friend, I need to watch out when I use Placate because I do not want to lose aggro.

    The new Focus mechanism allows Stalker to scrap out just like every other Melee AT and also gets to use critical Assassin Strike efficiently without waiting for 8s, or using Placate or worrying about getting interrupted. And also, the goal is to turn Stalker into a Melee ST machine, not an AoE machine. If Focus gets you back into hidden automatically, then aoe-sets like Spines will get way more out of Focus effect.

    There are a lot of "auto damage" and "burning patches on the ground" in itrials. And the pace and the sheer chaotic nature on a 24 or 16-player team just makes setting up AS very inefficient. Even when I am in a defensive god-mode, I still don't like to risk it.

    It is not uncommon that Stalkers get to use Assassin strike once and then unable to use it again after the fight is over.
  4. Quote:
    Originally Posted by Angry_Citizen View Post
    You may be content being the fellow who assassinates entire crowds, but I think this runs wholly antithetical to the concept of the stalker. The issues of the stalker AT run more than skin-deep, so skin-deep changes won't fix them. I'm going to continue harping on about this until everyone sees that modifiers and crits aren't going to do junk to an AT whose existence is superfluous.

    You know the reverse is also true if they turn Stalker into buff/debuff stacking ATs. So it's either you make Stalker a Melee DPS specialist or you turn them into another Corr/Defender with awesome buffs/debuffs or controls through Demoralize.

    Whichever direction they buff, it's going to push Stalker closer to other ATs.

    One thing I have to say is that I wish they could have just let Stalker have Stealth and nobody else can have it. This way Stalker will always be unique "enough". Now that everyone has access to stealth, they can easily "skip" this Stalker AT.

    Other games "protect" their "assassin class" by restricting "stealth" abilities.
  5. Quote:
    Originally Posted by Atomic Gadgeteer View Post

    Has Life Drain been buffed for Corruptors?
    Yes. Life Drain is a lot better now. I love it.
  6. Quote:
    Originally Posted by Angry_Citizen View Post
    Oh I do want to add more damage to stalkers, but what's the point? Single target is useless in this game. It's not about comparing our performance to scrappers, because scrappers have it rough too. It mystifies me why anyone would want stalkers to become clones of scrappers. Oh yay, scrappers are 'better tanks' - fat lot of good that does when scrappers rarely tank. Oh yay, stalkers are 'better ST DPSers' - who cares?
    I guess not everyone wants to play a Corr/Defender/Controller? There is still a point in using a melee toon.

    This is one of the very few games that allows buff/debuff stack so much to the point that melee/range specialist may not be required.

    I don't think everyone in this game is min/maxer. If so, we probably would only see support ATs but the truth is I see plenty Brute/Scrapper/Blaster out there. Some people still like the old-fashion hack&smash and the good old "mage" type of class (Blaster).

    On a large team, Stalker's ST specialty may not be appreciated but Stalker also has access to aoe too. A simple BU + Patron AoE still does pretty decent damage. Or if you want an extreme example, you can try Electricity or Spines set.

    I constantly get into an argument with a teammate about the very "existence" of Stalker. He thinks the best way to buff this AT is to simply get rid of it and create a Melee/Support hybrid. He is the type of player that no matter what they do for Stalker, he just doesn't care for it. Well, I feel the same way about Tankers too. I don't care how sturdy they are but I just don't like the concept of a Tanker.

    We know the dev won't simply get rid of this AT so this "who cares" mentality will not help.
  7. Quote:
    Originally Posted by BrandX View Post
    Truthfully, when it comes to Demoralize, I've just come to not even worry about it on my Stalkers.

    Really, I just wasn't seeing the effect all that often, to the point I was wondering, was it even there!

    Well, since they label Stalker as 10/10 Melee Rating, I am pretty sure they are not going for Damage/Control or Damage/Support route to separate Stalker from Scrapper/Brute even more.
  8. Quote:
    Originally Posted by Angry_Citizen View Post
    Sure, but not by much, and not without further destroying the thematic differences between stalkers and scrappers.
    Perhaps, they should make Stalker more "controllerish" so it's further away from Scrapper? Demoralize is a good start.

    The only problem I see is that most people don't pick Stalker because it has awesome controls. They make Stalkers because "assassins" in many games have been labeled as "glass-cannon, damage dealer". Well, they get the "glass cannon" part right but is Stalker the King of melee damage? Nope! And that's where the big problem is.


    If you don't want to add more damage to Stalker, what else do you guys propose? I guess we can start by causing Demoralize even out of hide AS? One thing for sure is I want an uninterruptable AS.
  9. 15.85Damage for Dominators, 9.18Damage for Controllers (18.36 if Impact benefits from Containment, which I doubt).

    Blah..that doesn't sound a lot. Only 9.18 extra damage for Controller at lvl 50?? We'll find out once the change is in beta.
  10. I've played my Incarnate Stalkers quite a bit and I can tell you why the dev eventually decided to make Assassin Strike uninterruptable outside of Hide.

    Interruption in a situation where there is auto damage, burning patches, higher accuracy mobs and simply faster pace is just not reliable and efficient enough, even with 0.5s interruption.

    I think the dev has finally decided that the typical "Stalk and Assassinate" gameplay is just not enough. The change didn't take it away completely. You can still hide and set up AS but what's more is you can scrap out better than other 3 Melee ATs, which is what it's SUPPOSED to be.

    This game's pace has dramatically increased especially in +50 content.

    There are several things I don't really like in your ideas:
    1. Critical Rate granting Assassin Focus. This just means that sometimes you get more and sometimes you don't and Team Critical radius isn't exactly large and if you are soloing, your critical chance is a lot less. Stalker shouldn't rely on a "team" to do good damage. Stalker should do better damage even on his own and that's what Assassin is like. (I've said it before that I've always thought Scrapper should have Team Critical for better team-play, and Stalker should have Enemy Rank Critical for better soloing and target-specific elimination. I think they reversed it!)

    2. There's been quite a few discussions on Snipe. I want the snipe to be good but Snipe is just a patron attack. I really don't think a Stalker's inherent should only benefit 3 patron sets. What about the other 5? They should, however, lower Snipe's casting time to 4s like other snipes. 7.1s is ridiculous.
    -------------------


    Some people feel the new change makes Stalker too "Scrapper" like. Well, the same can be said about how similar Brute and Scrapper are. Both of them basically run in and smash. Hell, even Tanker is similar too!

    The new change does not take away Stalker's "Stalker and Prey" style. It's just that after you reveal yourself, your DPS is much improved through Focus and new Uninterruptable Assassin Strike. What is so bad about this? For a melee AT with the fewest Hit Points, shouldn't Stalker do better ST DPS and Burst damage? Don't forget even with the new change, Stalker won't out-perform AoE damage since Stalker doesn't have /Fiery and /Shield.


    I like your idea of suppressing PToD with an old fashion Assassin Strike (hit from hidden). They need to improve Placate somehow to make it worth it. The current Placate has a lot of down sides. One thing they should do is to grant +10% Tohit buff just like Bane's Placate. This will make Placate a useful tool to take down targets that have very high defense.


    I think the dev' idea is a simple way to make Stalker better. I don't know how it affects pvp though. Maybe they do this specifically so it doesn't affect PvP much? If they somehow reduce Build Up recharge (so Stalker has access to burst damage faster) or increase Stalker's base damage scale, those changes will have more impact in pvp. (I really don't care about pvp in this game but the dev do)


    Some of you also think the change shouldn't focus on Assassin Strike that much. Well, think again! This Assassin Strike is in EVERY PRIMARY and it replaces many precious pbaoe attack. The current Assassin Strike is super unreliable and inefficient. This is the power they should make it better. I really do try to enjoy the current AS but it is just a lot of hassle to use it. Assassin Strike only seems "godly" at lvl 6 when nobody else has access to such high damage attack.

    Edited: Perhaps the new change will make all four Melee ATs too similar?
  11. Quote:
    Originally Posted by Redlynne View Post
    Actually ... if you wanted to make Stalkers a "terror" to AVs and EBs ... you'd code Assassin Strike from Hide to Suppress PToD via a Grant Power effect. The suppression would only last for like 6 seconds (ie. shorter than the wait for Hide to unSuppress) ... but still ... that's a LOT OF RESISTANCES being dropped, even for a teeny tiny short window of opportunity, and you'd be able to keep doing it repeatedly by using *GASP!* *SHOCK!* *HORROR!* Hit and Run tactics to the benefit of your Team/League.

    Three guesses what that would do to "demand" for Stalkers on TFs/SFs/iTrials (and the first two don't count).
    Oh interesting... Assassin Strike can get rid of PToD for a few seconds. Haven't thought of this before. That means an AV can get held longer too.
  12. Quote:
    Originally Posted by Trickshooter View Post

    The idea is that Trick Arrows would become more effective than other sets with debuffs, by strategically using several powers in varying orders. It would also fit the game description of the set better, in that it very well could alter the battlefield when you used it strategically.
    If we are ever going to have a "combo" mechanism in a support set, Trick Arrow will be the best choice. Too bad TA came out too early and I don't think they'll spend that kind of time on an old set.

    But I agree with your ideas. Using multiple Arrows to produce greater effects.

    Speaking about old sets, am I the only one wishing they should make some of the old sets more unique rather than creating new ones all the time? The only down side is that it is hard to charge cash points for an "old" set. I won't mind paying for some over-hauls like the one suggested above but I don't think people would pay for it.

    So the only logical thing is to keep releasing new sets while some old sets just keep lagging behind.
  13. Quote:
    Originally Posted by Muon_Neutrino View Post
    .3 scale is indeed a different total amount of damage between controller and dom, since doms have an 0.95 ranged damage modifier and controllers have 0.55. Lift is 1.32 scale and propel is 1.96, so a flat 0.3 scale bonus is ~23% on lift and ~15% on propel - in other words, rather small.

    As I noted in the controller thread on these changes, lift needed at least a 20% bonus, and propel at least a 50% bonus, to become reasonably 'good' attacks relative to other ST attacks available to doms. Lift would now have a DPA of ~72, which is comparable to heavy mallet and charged brawl, but still far inferior to such monsters as seismic smash, bitter ice blast, and blaze. It'd still be superior to some of the worse attacks in each set, though, so it'd actually be worth using. Propel still sucks.
    I think Lift on its own is already a very decent range attack that has 100% chance knock up. I have no complaint on Lift right now.

    Propel... ugh. I can see some sets like /Earth and /Thorn may take it for more range attacks but like you've said, it is still not good enough.

    One thing that comes to mind is that Gravity hold has -kb, so you are not really getting the knock back benefit from Propel. The trade off for using Propel on a held target is even worse when you don't even get that knock back. A normal gameplay would be you Hold One and then attack another. Having Impact tied to Gravity Distortion negates Propel's knock back.

    Can you still get Impact damage if the boss has Gravity hold on him but he is not held yet?
  14. Jibikao

    Ice Armor?

    Ice Armor can be good. It has interesting aoe slow plus damage debuff and it is a mix of defense and some resistance. Stalker is better off on a defensive set. The lvl 38 power looks very interesting too.

    Now, as for primary, Kinetic Melee and Ice Armor can produce a lot of -damage but there is one draw back, Chilling Embrace. CE is so good that you want to run it all the time if you can but it can also interrupt your Placate + Concentrated Strike for build up refresh. I've been playing my SJ and you can get off an attack before you get interrupted but CE's debuff tics a lot more frequent than Dark Armor's offensive toggles. I think Kin/Ice is a natural good combo.

    SJ/Ice is not bad either because SJ's pbaoe is kind of small and it is nice to have CE to keep the mobs together.

    I also think Ninja and Broadsword / Ice can be really good because you have Parry to improve your defense even higher.

    Patron set depends on your primary. If you are MA/EM, you definitely want a patron/epic with good aoe.
  15. 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.
  16. Quote:
    Originally Posted by Kioshi View Post
    I rerolled him into BR/Traps (that's why I didn't get BR to 50 yet) because I was annoyed bu the redraw, redraw doesn't bother me much but Poison was too much because the debuffs aren't AoE like, say, Rad and they recharge very fast. Also because since my toon never had a reason to go melee range, I thought 'damn when I take this tier 9 15 feet aura I'll have to change my playstyle completely'. With traps at least I can setup and then go back to range and blast.
    Weapon redraw is the exact reason why I went with Blaster. I thought about Beam/Time but I really don't like redraw much. The down side on a Blaster is that the damage is much higher and that it doesn't Spread often enough.

    I didn't beta test Beam Rifle but one thing I would really push for is to decrease Disintegration casting time down to 1s and they can lower the damage too. The reason behind it is that if the Spread doesn't happen, you can at least quickly cast another Dis and get it going. Many times I would do Dis (about 2s) and then the minion is dead by the time Lancer hits.
  17. As a fan of Stalker, I am used to mostly Single Target damage and I can tell you Beam Rifle Blaster does a lot of ST damage at range. Besides the first 10s, Beam Rifle Blaster can easily out-damage most Stalker in ST department IMO.

    The AoE potential is kinda weak and I hate the weapon redraw when I use secondary. I chose Beam/Fire but I really don't like /Fire much. I would have preferred /Energy because I believe Power Boost can enhance -regen effect? That will make Beam even more attractive.

    Other than that, the lvl 32 nuke is great.

    The set is slow though. If you are used to blasting with Fire, you may not like Beam.

    Beam Rifle is definitely a great set to take down AVs.
  18. Quote:
    Originally Posted by ShadowClaw View Post

    I'm looking down the line and I see Farsight and Power Boost will up that number even more. But even if I get my defense back to unhittable numbers, I got tools to slow/lockdown the enemies in Time that FF lacked.

    I wonder if the Devs are aware of this? If they are, do they plan on fixing it soon?
    Power Boost + Farsight will definitely make /FF a lot less attractive for sure. It is no secret that the dev's goal is to turn "Time" into another top tier set like /Rad and /Kin. Well, they reached that goal certainly. /Time is a very good set.

    I would have preferred to hear the dev say "Our goal is to make each set competitive against each other!".

    I really enjoy my Ninja/FF but it has more to do with the fact that Ninja runs really fast and they don't particularly stay well within /Trap's FFG. Resistance sets suck on Ninja 'cause they have no resistance to stack with the shields. The only logical thing is to keep pushing their defense higher and higher and hopefully they don't die in one hit. I made Ninja/FF before Time was released.

    I am sure a well slotted /Time is better than Ninja/FF. I am just so glad that they made single shield 30 radius. I abandoned this toon two years ago when I was sooooooooooo tired of re-bubbling and at that time I had to upgrade one at a time too! Talk about frustrations.
  19. Quote:
    Originally Posted by Peppercat View Post
    It's a misconception that pets can AoE the civilians outside during the telepaths phase, when actually the civs are damage immune unless they get turned, and even then pets won't aggro on them.

    In actuallity pets are quite handy as the instant a telepath spawns they'll go for it if they're on defensive.
    Oh got it!

    Like I said, I was told not use aoe and pets so I wasn't sure.
  20. Hawk answered.

    Singy will not have Impact bonus because that will also affect NPC Singys as well. However, he said he is going to look at Singy's casting time.

    The Impact bonus damage is currently at .3 scale. How much is that anyway in real number? .3 scale for Controller and Dominator are different?
  21. Quote:
    Originally Posted by Errant View Post
    Oddly enough, the Devs may have heard some of our cries. While I've not run it yet, I've seen guides for the TPN Incarnate trial, where you need to do ST damage only, in order to not kill neutral civilians in the area. A nifty wrinkle...
    Except that there's auto damage whenever you get close to Telepaths. You can't avoid it and the auto damage is so frequent that there is no way you can set up an Assassin Strike. I was assigned to camp outside to kill those Telepaths. :P I even tried to stay far away to get back in hidden and then try to hit Build Up and queue up Eagle Claw but as soon as I am within Telepath's range, I get auto hit.

    So basically your Stalker is an inferior Scrapper in that situation. It is even hard to use Placate. The auto damage is really that frequent, not to mention the civilians are throwing bombs at ya (with burning patches too). Stalker really doesn't have an edge there. In fact, once Malestrom appears, more tanking is needed. I got a teleport kick from Maletrom and died in one hit. Lovely. lol (I am only +1 though)
  22. Quote:
    Originally Posted by Kioshi View Post
    and then the new difficulty settings, plus mostly all the content added after the ITF favoured AoE carnage.
    I have similar thoughts when I beta test /poison. My very first lvl 50 villain is a Merc/Poison. I hate him but I wanted to have a lvl 50. People told me /Poison was good for soloing so I took it since I mostly soloed at that time. We couldn't change settings the way we can now and we didn't have "newbie tohit bonus before lvl 20" thing either. Merc/Poison was an ok soloer 'cause I would make the setting higher and I could still hit often because Merc has -defense and /poison is good for taking one single target. Before the newbie Tohit buff thing, I wouldn't set settings higher than +0 because I would miss often but on a Merc or toon with -defense, I would try +1 or even +2 at low level.

    Well, what seems like an advantage is mostly inferior now because while /poison is good at taking out one hard target (I still don't think it's all that great), a Tar Patch or Freezing Rain can debuff the whole group with setting like +0x4 or higher and get faster exp that way.

    This is the same thing with stalker. When I play stalker, I tend to make difficulty higher +3 but when I play SoA or MM, I set it +1x4 or higher.

    This game definitely favors AoE and there's really nothing they can do about it an AT that excels in ST. I still don't think ST damage is useless though.

    (I enjoy Beam Rifle on Blaster a lot. My Beamer does more ST damage than any of my Stalker! I think Beam is not going to be popular because of weapon draw. It makes using secondary annoying IMO. I didn't beta testing Beam Rifle but one thing I would have really pushed for is decreasing Disintegration activation time from 1.9s to 1.0 and lower the DoT damage. Why? Because in situations where it doesn't Spread as much (Blaster for example), it will be much nicer if I can apply Dis faster on another target.)
  23. Quote:
    Originally Posted by Siolfir View Post
    The same reason the Pylon thread exists... bragging rights. At least sustained single target damage has a use in some encounters, as opposed to single target burst damage.

    The scope of inter-AT balance comes into play as well, since right now Stalkers are 3rd among melee ATs for sustained damage and last for hit points - but that's a metric that's highly dependent on powerset choice and intra-AT balance makes a larger difference.

    Do I think that suddenly people are going to say, "hey, we need a Stalker for this"? No. But that ship sailed long before Stalkers even existed with how the AT structure and pool powers were created.
    Yeah, the goal of this Stalker change is to make those stalker users more satisfied with Stalkers so they don't feel like they are inferior to Brute/Scrapper all the time with less damage and less HP and in some situations, a lot less aoe-potential.

    You are right that this buff will not make people (who don't care about or already have negative opinion on Stalkers) change their opinions much because I honestly did not notice more people making Stalkers after the Team Critical buff. In fact, I would say very few people even know about the team buff unless they play Stalkers often.

    Stalker will always be a little "niche" AT.

    With this new buff, Stalker should be out-perform Brute/Scrapper in Melee ST DPS and Burst Damage in most set combinations and if it doesn't, then this buff fails.
  24. Quote:
    Originally Posted by Siolfir View Post
    Well, it could be amusing if it applies the -maxhp debuff and then applies the damage, because it would effectively boost its own damage by the amount of the debuff (ie, a 10% -maxhp would effectively increase the damage by 10%). If it's a short-duration debuff it wouldn't be that great, though - see all the threads on Degenerative vs Reactive Interface for why.

    It's still another gimmick, though. I agree that there really isn't a great place for Stalkers in the game, but right now they aren't even tops at what their specialty is supposed to be among the melee classes. I don't forsee the drastic changes that would be needed to fix the issue until CoH2, but IMO the game could use a few less ATs with the abilities of some rolled up via skill trees and mutually exclusive powers a la VEATs.
    There's real talk about CoH2?

    I think some people want some kind of -resistance debuff with "hidden" Assassin Strike but that's before the new -Maxhp debuff comes out. Now that we have that mechanism, I feel that instead of creating another resistance debuff like Bruising, it may be cool to give Stalker -Maxhp. Yeah, I did read that Interface thread. My own conclusion is that -Maxhp has its use when other people are using Reactive (which is like 75% of the players). I don't agree Toxic damage needs to be less because there's tons of resistance against toxic in the game.

    You are right that Maxhp isn't that good if it's applied after AS hits.

    Or maybe the dev can put -Maxhp in Assassin Focus?

    After reading your math on the new AS, do you think Stalker will be the top Melee ST DPS (better than Scrapper Claw with stacking follow-up)? I think we can all agree that interruptable, long activation Assassin Strike doesn't fit this game well. It only works alright when you solo.
  25. This is one of the few famous games that allow multiple buffs/debuffs stack. I agree that they should stack but maybe they should have more limitations/restrictions so the ATs that don't have good buffs/debuffs (like Stalkers who are not particularly good at tanking) don't feel like they are not adding much to the team.

    Bosses can still be a threat. You just need to turn up the slider. Bosses only seem like weak-sauce once you have tons of set bonuses. A regular +3 or +4 boss can still kill certain squishy in one hit, which includes Stalker. It is not uncommon that a +3 Freakshow tanker boss kills a defense-based Stalker in one hit.


    At least we can all agree that Assassin Strike needs help. This attack replaces many precious pbaoe attacks in the sets but its usefulness greatly reduces after you have strong attacks, faster recharge and now in many incarnate trials there are auto damage that will get you out of hidden frequently (IE: TNP!!!).

    Stalker is known for his burst damage. The buffs will allow Stalker to have access to that burst damage more often than before. Since they refuse to increase Build Up's effectiveness (either by making it 100% or shortening its recharge), Assassin Focus mechanics will allow Stalker to have a good burst damage once every 15s or less. This makes Stalker both the King of ST DPS and the King of Melee Burst Damage. Unlike some of you, I think ST damage still has its place in this game because if you are on a large team with abundance of aoe, you don't need to throw another aoe to overkill.

    This game is constantly changing so the way they need to buff Stalkers need to change too. I don't remember if there's incarnate trials when Castle was still here but I honestly feel Assassin Strike serves almost no purpose in level-50 content itrials. In fact, I find it hard to use in BAF (those burning patches), TNP (constantly auto damage around Telepaths), Lamba (where the boss super jumps with many mobs around him), Apex (blue flame surrounds the AV), Keyes (the final AV flies and constants moves away with high damage nuke).



    One thing they should add is giving -Maxhp debuff in Assassin Strike using from hidden so it makes using Placate + AS more attractive. Not that I'll use that often but at least it's more attractive if it has good -Maxhp debuff. Tanker has Brusing and Stalker has -Maxhp debuff.


    You are right that it is the same that makes this whole Stalker AT less important. From the get go, they should have only allowed Stalker to have access to Stealth.

    Should they make Bosses harder? Maybe. It will have a global effect that has a negative impact on new players who are not familiar with this game.