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Everybody *STOP* for a minute ... and think about what it means that the Powers Team is "booked solid for a year" ...
Yeah ... -
Masterminds and Illusion Controllers can probably find ways to make this useful. Everyone else ... not so much.
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Quote:Makes me wonder how much better Placate would be if its casting time were 0.73 seconds (ie. the same as Hide's animation), rather than the 1.5 seconds "This is not the Stalker you're looking for..." Hand Wave of HIT ME NAO!!!!With Placate damage goes up, but time goes up more, extending your "burst window". Your overall DPA (DPS) goes down and you take longer to deal the same amount of damage required to kill the target. That's not exactly helping your burst damage by taking more time to kill the same target.
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Quote:My expectation is that a Stalker is an AT which sacrifices multiple powers between their Primary AND their Secondary powersets in order to "get" (access to) a group of Signature Powers that are only available to Stalkers. One of those powers, we don't even get a choice on ... HIDE. My *expectation* is that those powers which only Stalkers have access to are the defining and Signature Powers of the Archetype. And as the defining and Signature Powers of the Archetype, the *synergies* of those powers are what the Archetype should be organized around ... which means that those powers should be "relevant" at all times (ie. not *just* when out of combat or alpha striking/ambushing) and that these powers ought to be "frequently usable" within the context of high speed combat which characterizes 99% of the game mechanics for City of Heroes.The reason there is a debate about what change should be is that people have different expectations of Stalker AT.
Your ideal Stalker may not be the same as others.
That means that, in my opinion, any buffing of the Stalker Archetype ought to involve strengthening the uniquely Signature Powers that Stalkers have access to First and Foremost ... namely Assassin Strike, Placate and Hide ... in ways which synergize these powers together more effectively than they have been to date.
The simple fact of the matter is that the Issue 22 (proposed) buffs to Stalker involve enhancing Assassin Strike ... ignoring the multi-year Known Issues with Placate ... and keeping Hide as irrelevant as possible. Out of three powers that could have been buffed, only ONE is having any changes made to it ... and those changes don't help the other two Signature Powers of Stalkers in any meaningful way.
This is why I personally consider the Assassin's Focus mechanic, as revealed at the Player Summit, to be a DISservice to the Stalker Archetype as a whole. Substantially the same *effect* can be achieved, by other means, which would increase the usefulness of Placate and Hide ... but that's not where the Powers Team went with their (proposed) changes.
If anything, the Assassin's Focus mechanic simply goes to show that Assassin Strike, as we've known it up until now, isn't doing the job it was designed for ... because the *synergies* needed to support it aren't there. I for one wish that the Powers Team would have chosen to go another route where they strengthened the power synergies between Assassin Strike, Placate and Hide ... rather than the course that they have chosen (and which has yet to hit the Test Server). -
The Cape Radio ... because you're not Super until you put on The Cape!
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Quote:I agree with you Jibikao. Putting an Interrupt into a Melee attack is simply BAD DESIGN.I honestly believe Placate + Interruptable Attack is simply unreliable. It doesn't matter it's 1s or 0.5s activation time. As long as you have interruption, it's a questionable attack.
Which means that all that REALLY needs to be done to Assassin Strike is to remove the Interrupt from the power ENTIRELY. No Interrupt when Hidden ... no Interrupt when Not Hidden. No Interrupt AT ALL. And suddenly, the power Assassin Strike is *much better* than it ever was before ... and any sort of "Titan Weapon-izing" of Assassin Strike to make it USABLE out of Hide simply becomes a Moot Point.
Which then begs the question ... why didn't the Powers Team reach for the most obvious and easiest solution to make Assassin Strike more useful as part of a mainline attack chain by simply eliminating the Interrupt Time from the Power(s)? It's not as if any of the Assassin Strike powers can be slotted for Interrupt Reduction anyway ... -
Quote:Two words ...Why do players have such an aversion to using hide to get criticals? I think it was Jibikao who mentioned up-thread about not having to go through the extra step of going into hide to get a critical, and several have made the point about auto-hit effects knocking you out of hide.
INSTANT GRATIFICATION
By making Stalkers more like Scrappers, the Devs are indulging the Players' desire for Instant Gratification in a way that is instantly recognizable and doesn't require any "thought" or real strategizing on the part of the Players. It happens, it's automatic, and it doesn't require any attention span/situational awareness to be able to make use of it. The CRIT NAO rather than Crit Later (even if "later" is the very next attack cued up in your attack chain!) is something that everyone can intuitively grasp.
Or to put it another way ... "A Crit in the hand, is safer than the one that *might* land on your next attack."
Everyone wants to go for the "sure thing" as well as the "easy thing" ... and people figure that leveraging Hide (and its mechanics) is neither of those things because it would be more complicated (and require actually Paying Attention to what's happening, as opposed to just button mashing brainlessly).
The funny thing is ... I'm pretty darn sure it ought to be perfectly possible to rig up a power in the game which detoggles Hide, *instantly recharges it*, and then in the very *next* Arcanatime Moment toggles Hide back on with a minimal animation time (ie. not the 0.73 second animation usually used when toggling on the power normally). We know that being able to toggleoff/toggleon is possible, because we use it in keybinds all the time. We know that being able to instantly recharge a power is possible, because Kinetic Combat does it for Build Up when Concentrated Strike scores a Critical Hit. And we know that alternate animations can be used for powers, because that's the key technology that makes Momentum for Titan Weapons possible.
And why would doing something like that be useful? Because being able to do something like an auto toggleoff/toggleon of Hide in near zero time would make it perfectly possible to have ALL Stalker (single target primary attack) Critical Hits "re-engage Hide" DURING combat as the signature means a Stalker uses to deliver Double Damage to targets. It wouldn't be "instant" double damage like a Scrapper does with their Critical Hits ... but it would make the Hide power a combat relevant power since Stalkers would "naturally" flicker in and out of Hide DURING combat.
And that would be very interesting game mechanically, since Hide isn't *just* about How Not To Be Seen. There are additional buffs (and I'm thinking about the Defenses) to be gained by being Hidden, which ... as Smiling Joe has already pointed out ... includes things like being able to maneuver to escape a bad situation much more reliably.
Furthermore, it ought to even be perfectly possible to code this behavior of Instant Hide On (single target primary attack) Critical Hit (when not already Hidden) during combat to include an 8 ft PBAoE Placate effect as a "freebie" bonus, allowing the Instant Hide to be much more effective against Foes within Melee Range. The only downside to this of course would be that Stalkers would make singularly ineffective Aggro Magnets (filed under the heading of, "Well, DUH!").
Note carefully how everything I'm saying here does not require "Scraptastic" gimmicks to achieve Stalker-ish performance, and instead better leverages already existing Signature Stalker Abilities to achieve the same results by a completely different method. It increases the value of a power that EVERY STALKER IS FORCED TO TAKE ... that otherwise has next to No Value once combat is begun ... and it leads to additional tactical possibilities which otherwise might not be available when using other game mechanical solutions. And because of the "1-2 combo" involved in dealing double damage *this way* being more "complicated" than just simply inflicting double damage *instantly* like Scrappers do ... it creates a system where Player Skill and Situational Awareness can be rewarded in ways that Scrapper Critical Hits cannot be, making the Stalker AT "more unique" and diversifying it away from its melee powerset cousins.
But because it doesn't involve Instant Gratification ... people don't want it.
Seems pretty simple to understand to me, Joe. -
Reese.
I wouldn't set bombs to kill him in a warehouse while I strolled out the front door.
I'd detach his head from his torso and tuck it under one arm while setting the bombs to blow up his headless body ... and stroll out the front door while doing a Vir Cotto hand wave at his lifeless eyes as I walked outside.
I wouldn't beat him up at the top of a skyscraper and let his body fade away.
I'd beat him up, pick up his unconscious body, and HURL HIM BODILY OFF THE TOP OF THE SKYSCRAPPER AND WATCH HIM SPLATTER ON THE STREET BELOW! Then I'd screenshot the image and sell it to Transmuter.
When Reese shows up to give me a send off in the Portal Room on my way to Paragon City to become a Primal ... I wouldn't buy the line of crap that he's somehow "reformed" himself into being a nice person standing up for the little guy in Praetoria. I'd punch his lights out, kick him bodily off the barge, and make sure he was floating face down in the water for 10 minutes (while everyone else present cheers his demise, again...) before moving on to talk to the next NPC sending me off. -
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The one change I would make would be to the AI for Pets.
I'd make them Anti-Suicidal ... rather than Pro-Suicidal.
(also known as Anti-Stupid, rather than Pro-Stupid) -
Quote:"Heroes discover water in swimming pool to be as deep as the open waters of Independence Port, Talos Island, Founders Falls and the Atlantic Ocean around Peregrine Island. CREY Industries reportedly researching the possibility of water with greater depths than 3 feet in other dimensions through new collaborative partnership with Portal Corp. Dr. Aeon reported to be intrigued by the scientific possibilities of alternate worlds with water deep enough to dive into."
If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest. -
Quote:I'm highly amused by this ... since it essentially means that I "called it" when talking to Dr Aeon at the Player Summit after the Signature Story Arcs panel when everyone was breaking up to head out into the halls. I told Dr Aeon that *I* as a Player, of both Heroes and Villains, wanted to be the one responsible for CHOOSING the Death of Statesman ... and that his death would not only put Lord Recluse and Emperor Cole "on notice" but also (and I quote myself) "create a power vacuum which the Players would then need to fill" (unquote).In true comic book fashion, Statesmans backstory is deeply entrenched in the lore of the games various villains and heroes, and his absence will create a power vacuum for players to fill.
I'm feeling rather pleased with myself now ... since Zwillinger used precisely that phrasing for his announcement. -
Quote:Making Placate "better" and more reliable ought to be Job #1 for making Stalkers more Stalker-ish. Easiest thing in the world to do is to reduce the recharge time on Placate for all primary powersets so it can be used more often. Second easiest thing to do would be to key some way to instantly recharge Placate off some circumstance of using a different power (or combination of powers) ... like how Concentrated Strike in Kinetic Melee instantly recharges Build Up with a Critical Hit.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.
The most interesting thing that could be done would be to turn Placate into a Target AoE so as to make the power more useful/reliable in "dogpile" situations.
A design goal ... no. An unfortunate and almost inescapable side effect ... most definitely.
So here's an interesting thought ... and it's probably something I should post in my [Counter-proposal] thread ...
What if Critical Hits with primary powerset single target attacks (other than Assassin Strike) gave you a self-buff that was essentially a "marker" which lasted for ... oh ... say ... 8 seconds (I'm just picking a number out of the air here). If during those 8 seconds *after* you scored a Critical Hit with a Single Target Primary Attack Power, you use Assassin Strike ... and not only instantly gain Hidden Status after Assassin Strike lands ... but your Placate power is instantly recharged.
Note that this means that technically if you've got this "marker" buff on yourself, using Assassin Strike from Hide wouldn't break Hide (although at the programming level, it might, due to event timing).
Furthermore, all of the Build Up powers could be coded to automatically give you this self-buff "marker" power in addition to all the other effects. -
The Player is given a moral choice at the end of the story arc. The two choices are ...
KILL STATESMAN
REALLY KILL STATESMAN -
Quote: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.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?
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I don't see why not. Even Rikti-fied, Honoree was better looking that Statesman.
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Quote:Of the changes proposed here ... only 1 of them do I approve of, after long consideration and weighing of the alternatives.We're testing three improvements to stalkers in i22:
-Assassin's Strike: using Assassin's Strike outside of hide will be an uninterruptible attack with no windup time, dealing Superior damage. This will allow Stalkers to do very competitive dps.
-All Stalker attacks that are not Assassin's Strike will build stacks of a buff called Assassin's Focus. Assassin's Focus increases your chance to critically strike with the out-of-hide Assassin's Strike.
-Stalker Buffed Max HP will be increased by about 400. This should allow them to fully benefit from powers like dull pain, hoarfrost, etc.
That one option I approve of is the increase to Stalker Max HP (and I do so unreservedly).
I do not, however, approve of "Titan Weaponizing" the Assassin Strike powers to use dual animations for in/out of Hidden status. Likewise, I do not approve of the proposed Assassin Focus mechanic, on the grounds that it is a "gimmicky" approach to solving the fundamental problems underlying the Stalker AT. It is far too much of an "all eggs in one basket" (ie. Assassin Strike only) approach.
In my opinion, the "aim point" of the animation changes to Assassin Strike and the "combo-ish" stacking of Assassin's Focus are (unfortunately) misplaced. I do however think that trying to normalize the animation times of the various Assassin Strike animations in all the primary powersets is a worthwhile goal, so that there aren't primary powersets that are "advantaged" by having a faster (or slower?) Assassin Strike power.
What Assassin Strike really needs is a means to reduce its Interrupt Time. This could either be accomplished by allowing the Assassin Strike powers in all of the primary powersets to slot Interrupt Reduction (and make use of it) ... or by converting the Assassin's Focus buff effect into being a stackable +100% Interrupt Reduction Buff to Self so as to reduce Interrupt Time not only on Assassin Strike, but also on the Snipe powers available through Mace, Mu and Soul Mastery.
3 second "normalized" Assassin Strike animation time (all powersets), with 2 second Interrupt duration- 0 charges of Assassin's Focus: 2 sec Interrupt
- 1 charge of Assassin's Focus: 1 sec Interrupt
- 2 charges of Assassin's Focus: 0.67 sec Interrupt
- 3 charges of Assassin's Focus: 0.5 sec Interrupt
7.33 to 8 sec Snipe power animation times (Mace, Mu, Soul Mastery), with 6 second Interrupt duration- 0 charges of Assassin's Focus: 6 sec Interrupt
- 1 charge of Assassin's Focus: 3 sec Interrupt
- 2 charges of Assassin's Focus: 2 sec Interrupt
- 3 charges of Assassin's Focus: 1.5 sec Interrupt
The "rules" for building up Assassin's Focus can even follow the Street Justice model of making every single target attack except for Assassin Strike in the Stalker primary powersets grant charges to Assassin's Focus when those powers Critically Hit, up to a max stack of 3 charges. The duration on the charges of Assassin's Focus could be set to be something longer duration than what Street Justice uses for its Combo system, so there isn't quite as much "use it or lose it" pressure. I'm thinking something on the order of 30 seconds duration on the Assassin's Focus charges, so that you could "bank" them from spawn group to spawn group, and have enough time to maneuver into an optimal position before opening up on the next group of hostiles.
Note that making the granting of charges of Assassin's Focus dependent upon Critical Hits ... whether In or Out of Hidden status ... will mean that in Team situations, Assassin's Focus will typically be earned faster due to the higher chance to Critically Hit when near Teammates. It also means that the "guaranteed Critical Hit from Hide" would automatically grant a charge of Assassin's Focus to single target primary powerset attacks other than Assassin Strike when they are used, which could create some interesting Edge Case scenarios for alternative sequencing of Assassin Strike in an attack chain would be optimal ... such as when dealing with Auto-hit Damage Attacks that are essentially run by Toggle Powers, where a No Focus Interrupt makes Assassin Strike a less than optimal opening attack choice (yes, I'm looking at you, TPN Trial...).
Assassin's Focus would be used/consumed/expired by Assassin Strike or by the Mace, Mu, Soul Mastery Snipe attacks to reduce their Interrupt Times. An additional "capstone" benefit could be added such that with three stacks of Assassin's Focus, when using Assassin Strike, your Placate power would be instantly Recharged ... much like how Critical Hits using Concentrated Strike in the Kinetic Melee powerset are (supposed to) instantly Recharge the Build Up power. It is my firm belief that giving Players an additional avenue to being able to use the Stalker's Signature Power of Placate more often, as a "reward" for using a triple Assassin's Focus plus Assassin Strike combination (in addition to the Interrupt Time reduction making the entire combo "useful" during mainline combat, with or without Hide) ... would make the more "frequent" use of Assassin Strike an *appealing* option for more players, because doing so would then directly feed into an opportunity for an immediate follow on combo of Placate plus Tier 9 "finisher" attack for those situations where Assassin Strike on its own is "insufficient" to one-shot defeat a Boss (or higher ranking) Foe.
Assassin's Focus could also be used to make Assassin Strike attacks "meaningful" against Elite Boss and Archvillain/Hero class Foes by applying a Grant Power effect which would cause the Suppression of the Purple Triangles of Doom per charge of Assassin's Focus used in the Assassin Strike. This could be something as simple as 2 seconds of Suppression to PToD per charge of Assassin's Focus (so "stackable" up to 6 seconds with 3 charges), with a "delay window" of double that duration before the Grant Power Suppress can be reapplied to the $Target. So if using a single charge, that means 2 seconds of Suppression with an additional 2 seconds delay afterwards before the effect can be re-applied (usually by another Stalker on the Team/League). If using a triple charge, that means 6 seconds of Suppression with an additional 6 seconds of delay afterwards before the effect can be reapplied. Since this effect operates via Grant Power effect, which involves the $Target casting the effect on themselves, by adding a Effect Does Not Stack From Same Caster into the Granted Power it should be easily possible to prevent this power effect from "overstacking" in ways which cause the permanent disruption of PToD on EB/AV Foes.
Being able to "take down" the PToD on EB/AV class Foes at will, at the Player's discretion ... even for short periods of time ... would be a remarkably powerful ability, which actually "fits in" with the Archetype's theme remarkably well. It would also be something which "no other Archetype can do" ... which would give Stalkers an unparalleled niche role in "dealing with" what can easily be considered the "hardest targets" in the entire game. It also creates a situation where Players can be rewarded for being cooperative and coordinating their attacks with others to maximum effect, due to the interaction of the underlying game mechanics in group situations.
Since the power to "take down" an EB/AV class Foe's PToD *is* such a powerful potential ability ... I would recommend that the Grant Power effect only take place on a Critical Hit when using Assassin Strike with 1-3 charges of Assassin's Focus. Note making this effect contingent upon Critical Hits means that this Debuff has a chance to be applied when using Assassin Strike when NOT Hidden, with a higher chance for it to happen dependent on how many Teammates are "close by" to increase the Stalker's native chance for Critical Hits ... *or* ... can be applied automatically when using Assassin Strike when in Hidden status! I haven't exactly "run the numbers" for an analysis (since I just came up with this idea while writing this post), but it's entirely possible that it may prove "profitable" to a Stalker (and their Team/League) to engage in mainline combat long enough to accrue a stack of Assassin's Focus, fall back out of combat (if possible), gain Hide, and then re-enter combat with a Focused Assassin Strike which in aggregate, over time yields a better "throughput performance" for damage dealt to $Target by engaging in Hit And Fade combat tactics than simply Stand And Slog combat could produce ... even when accounting for the lost DPS of waiting for Hide to Unsuppress to make an "on demand" dropping of PToD reliably happen against an EB/AV.
And speaking of Placate ... can we get an Animation Time Reduction on this power so it takes only 1 second to cast instead of 1.5 seconds? At the very least, reduce the cast time down to 1.17 seconds (to match Build Up) so that there's less of a DPS Penalty associated with using Placate due to time spent not attacking.
If you want Stalkers to do "more damage" than they have (been), and if you want to make Assassin Strike useful in more ways than just for alpha strikes from Hide ... then as Devs you really need to stop trying to find ways to "gimmick" Stalkers to improvement via the game mechanical changes announced at the Player Summit, and instead concentrate on trying to find ways to allow Stalkers to use their signature (dare I say, ought to be Inherent?) powers more often in ways that the Players can CONTROL, so as to create situations where Player Skill are rewarded due to situational awareness and a willingness to adapt to fluid situations ... rather than finding new ways to throw the Random Number Generator into the mix. We don't need "new" game mechanical gimmicks to allow Stalkers to Critically Hit more often ... we need synergistic game mechanics which allow us to use the tools we've already got with greater frequency and under more conditions than we're presently allowed to get away with. If you want to give us a way to "do more Critical Hits" ... find a way to let us use Hide and/or Placate more in order *DO* those Critical Hits "on demand" in response to dynamic situations of gameplay. The "Assassination" effects are already baked into the primary powersets for Stalkers ... just let us USE THEM MORE and you'll see an improvement in not only Stalker damage throughput in datamining, but also an increased appreciation for the tactical complexities of an Archetype that isn't just "Hit Things Till They Faceplant" in ways that are little different from the Scrapper or Brute Archetypes.
Your move, Powers Team Devs. -
Don't worry ... he still has to do Incarnate Content ...
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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. -
Quote: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.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.
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.
Three guesses what that would do to "demand" for Stalkers on TFs/SFs/iTrials (and the first two don't count). -
Quote:Oh no ... you're not blaming that one on me! No way! I will *not* accept any responsibility of any kind for your builds getting better! Nyuh-uh! Nope!This whole time I have spent in this section has actually helped me improve my Khelds final build plan.
(sorry, just couldn't resist the obvious silly for this one!) -
I'm going to have to decline on that possibility Trickshooter, because it's basically a gimmicky answer to the problem that we have. It's overly complicated (to my mind), which makes for a strike against it.
It would be far more effective to bifurcate all of the Debuffs in Trick Arrows such that they come in 50/50 portions which Do ... and Don't ... stack with themselves. That means that on the first application of the Debuff, you get full effect ... but if you manage to stack the power with itself (ie. duration is longer than recharge), then you only increase the Debuff by an additional +50% strength for the duration of the overlap ... because half of the effect can be stacked from the same caster, and half of the effect CANNOT be stacked from the same caster. Such a very simple construction would advantage recharge builds (just as they always do for every powerset it seems), but it would moderate and mitigate unrestricted stacking of Debuff effects in a way which would be relatively "unique" to Trick Arrows.
S imple
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... not being done ...