Heibi.4251 Posted August 22, 2018 Share Posted August 22, 2018 Stealth Traps are virtually useless against a Deadeye. They are supposed to stop a target from going into stealth for 30 seconds. However, it seems a Deadeye is revealed and then goes right back into stealth, ignoring the effect the Stealth Trap is designed to do. What's the point of having a trap in WvW that is ignored by this broken stealth of the Deadeye? We had a Deadeye in a keep today and in past takes of keep that stayed in stealth almost permanently. And once they were revealed by the trap 1 second later they were gone for 15-30 seconds more. ANeT, please fix this and make the Deadeye's stealth not be able to overcome a game mechanic you created to counter stealthed targets in WvW. Link to comment Share on other sites More sharing options...
Shadowcat.2680 Posted August 23, 2018 Share Posted August 23, 2018 https://wiki.guildwars2.com/wiki/Shadow_Meld is the skill responsible for the deadeye removing the reveal. Link to comment Share on other sites More sharing options...
sephiroth.4217 Posted August 23, 2018 Share Posted August 23, 2018 > @"Shadowcat.2680" said: > https://wiki.guildwars2.com/wiki/Shadow_Meld is the skill responsible for the deadeye removing the reveal. He still has a point though, the only thing those traps effect are thieves and the extremely high up time on stealth, now those traps should be removed or shadow meld to act accordingly otherwise those traps might aswell be renamed to "spikes" and sold for junk to a vendor. Link to comment Share on other sites More sharing options...
DeWolfe.2174 Posted August 23, 2018 Share Posted August 23, 2018 Shadow Meld needs to be removed from the game, its a bad design. Link to comment Share on other sites More sharing options...
Solori.6025 Posted August 23, 2018 Share Posted August 23, 2018 Shadow traps need to pulse revealed.Boom fixed Link to comment Share on other sites More sharing options...
archmagus.7249 Posted August 23, 2018 Share Posted August 23, 2018 Revealed needs to be a "cannot be removed" effect. Shadow Meld still re enters stealth, but can't remove revealed. Link to comment Share on other sites More sharing options...
DeWolfe.2174 Posted August 23, 2018 Share Posted August 23, 2018 > @"Solori.6025" said: > Shadow traps need to pulse revealed.Boom fixed > Most utility skills that apply reveal are useless as they are on a longer cool down than Shadow Meld. Shadow Meld is simply a bad design and needs to be removed. If a thief get's revealed it should have to fight or use it's excessive mobility to disengage. Link to comment Share on other sites More sharing options...
Solori.6025 Posted August 23, 2018 Share Posted August 23, 2018 > @"DeWolfe.2174" said: > > @"Solori.6025" said: > > Shadow traps need to pulse revealed.Boom fixed > > > > Most utility skills that apply reveal are useless as they are on a longer cool down than Shadow Meld. Shadow Meld is simply a bad design and needs to be removed. If a thief get's revealed it should have to fight or use it's excessive mobility to disengage. ? Shadow meld gets 2 charges, and has a 45s cooldown, and like a few ( one?) other stealth skills has a cast time as well. Can you list any skills that have a longer cooldown that reveal? I havent found any so I am curious what skill you are talking about? Link to comment Share on other sites More sharing options...
veslarius.8425 Posted August 23, 2018 Share Posted August 23, 2018 The stealth on Deadeye definitely needs a nerf, even the pu-mancers of old didn't have this much stealth and they nerfed them by 50 percent. Link to comment Share on other sites More sharing options...
Celsith.2753 Posted August 23, 2018 Share Posted August 23, 2018 > @"sephiroth.4217" said: > > @"Shadowcat.2680" said: > > https://wiki.guildwars2.com/wiki/Shadow_Meld is the skill responsible for the deadeye removing the reveal. > > He still has a point though, the only thing those traps effect are thieves and the extremely high up time on stealth, now those traps should be removed or shadow meld to act accordingly otherwise those traps might aswell be renamed to "spikes" and sold for junk to a vendor. > You think thieves are the only class with access to stealth in the game? Traps are extremely useful for catching MESMERS in keeps, which are for the most part more of a concern. Shadow meld can be used twice with a 5s cool down in between. Then it has a rather long recharge rate. You can carry supply for 2 traps. Link to comment Share on other sites More sharing options...
cobbah.3102 Posted August 23, 2018 Share Posted August 23, 2018 Better yet just delete Deadeye less trouble than trying to balance. Link to comment Share on other sites More sharing options...
sephiroth.4217 Posted August 23, 2018 Share Posted August 23, 2018 > @"Celsith.2753" said: > > @"sephiroth.4217" said: > > > @"Shadowcat.2680" said: > > > https://wiki.guildwars2.com/wiki/Shadow_Meld is the skill responsible for the deadeye removing the reveal. > > > > He still has a point though, the only thing those traps effect are thieves and the extremely high up time on stealth, now those traps should be removed or shadow meld to act accordingly otherwise those traps might aswell be renamed to "spikes" and sold for junk to a vendor. > > > > You think thieves are the only class with access to stealth in the game? > Traps are extremely useful for catching MESMERS in keeps, which are for the most part more of a concern. > > Shadow meld can be used twice with a 5s cool down in between. Then it has a rather long recharge rate. You can carry supply for 2 traps. > I said extremely high uptime on stealth but ill say it again in case you skimmed over those key words there. Link to comment Share on other sites More sharing options...
LaGranse.8652 Posted August 23, 2018 Share Posted August 23, 2018 Maybe make the revealed applied by stealt disruptor traps unique as in it cannot be removed? It is not your usual skill but requires an item, 10 supplies and 4 seconds to place. Link to comment Share on other sites More sharing options...
Dawdler.8521 Posted August 23, 2018 Share Posted August 23, 2018 Fix deadeye stealth **or** get rid of stealth traps? The latter is an acceptable solution. Its dd stealth that's worse anyway. Link to comment Share on other sites More sharing options...
Widmo.3186 Posted August 23, 2018 Share Posted August 23, 2018 > @"Celsith.2753" said: > Shadow meld can be used twice with a 5s cool down in between. Then it has a rather long recharge rate. You can carry supply for 2 traps. > Yes,try putting second trap,meanwhile get hit by train called DJ.Lets be honest,stealth trap doesn’t work against deadeye in any way,at best he’ll be just scared away and wait until his Elite recharges. Maybe Stealth Traps effect should be specific,and apply debuff that couldn’t be cleansed by Shadow meld.This way traps wouldn’t be useless and DE elite would be still working same way (also less coding work for ANet) Link to comment Share on other sites More sharing options...
shortcake.8659 Posted August 23, 2018 Share Posted August 23, 2018 Deadeye is broken levels of reetardation atm. Shadow Meld is godawful design and needs to be either changed very sharply or removed completely. Other sources of stealth need to be more limited too. I have virtually perma-stealth on deadeye right now without much in the way of drawbacks. Link to comment Share on other sites More sharing options...
DemonSeed.3528 Posted August 23, 2018 Share Posted August 23, 2018 You don't have to engage the deadeye for starters. If your class allows for it, put a trap near it or on top of stealth trap. If this guy is going to troll inside your keep, he will most likely do the same from the outside to contest it. As annoying as it is, don't play into something they have specifically built for, it will save you lots of pain. Link to comment Share on other sites More sharing options...
MUDse.7623 Posted August 23, 2018 Share Posted August 23, 2018 by the way those traps are designed, i highly doubt they were ever designed to hunt single opponents. they came to a game were many fights ended with a single veil push. thats why those traps need 4s to be placed and cant be dodged, as well as trigger the effect in a much larger radius than the trap itself. but i dont recall ever seeing them being used against zergs/groups. so getting rid of stealthtraps as such might be a really good idea. they could still replace it with a stealth disabler , wich works more like a siege disabler: projectile AoE, dodgeable, cooldown etc. maybe with less supply cost than a siege disabler and a reveal duration of a normal reveal skill -> 6 seconds. 20s reveal is pretty much overkill against a deadeye if they cant cleanse it in a situation were you mostly run into such a trap, because thats rarely a 1 vs 1, often a 10+ vs 1. a stealth disabler would be easier spammable by such a large group to make their shadowmeld useless again and it would be better usable in 1 vs 1 , 2 vs 1 etc. aside from that i still dont think that especially in case of deadeye, reveal is the correct counter. many deadeyes play with SA wich means 2 of their traitlines heavily depend on stealth, not on being invisible but all the traits and skills that come with the effect. reveal disables all those too and doesnt just grant you the option to see them. this means that applying reveal to them basically turns them into a target dummy, wich is probably why they can remove revealed. if you like it or not the only realistic way you can expect anet to give you more counters to invisibility is removng or replacing all reveals in the game with a counter that only counters invisibility, as an effect on them like a weaker revealed or as an effect on the caster itself to see stealthed opponets wich would be alot more reliable. either way i dont think that they with current reveals will remove shadowmelds reveal cleanse or give access to more reveals, because it is just a too strong counter to deadeyes build around stealth. shadowmeld was the easy solution without having to change all the reveal skills, just giving the one that can build the most depending on them an option to remove it. Link to comment Share on other sites More sharing options...
Voltekka.2375 Posted August 23, 2018 Share Posted August 23, 2018 Just leave when you see a memeeye. I do, at least. Run or die, the fight is really boring and stupid cause of broken stealth mechanics, and there is little you can do to turn the fight in your favor. Plus, if it DOES turn in your favor, memeeye just stealthes, leaves, recharges everything, and back to square one. Link to comment Share on other sites More sharing options...
Shadowcat.2680 Posted August 23, 2018 Share Posted August 23, 2018 Keep in mind too that reveal doesn't stack. As in, if you reveal a deadeye with a stealth trap followed by a reveal from a player skill, you'll actually be helping the deadeye because the newer application of reveal will replace the one from the trap despite having a shorter duration. Link to comment Share on other sites More sharing options...
Fat Disgrace.4275 Posted August 23, 2018 Share Posted August 23, 2018 Not really used the traps but I heard that they trigger the moment you start the casting of it (assuming an enemy is standing on it too) Link to comment Share on other sites More sharing options...
MUDse.7623 Posted August 23, 2018 Share Posted August 23, 2018 > @"Fat Disgrace.4275" said: > Not really used the traps but I heard that they trigger the moment you start the casting of it (assuming an enemy is standing on it too) wrong. they trigger when you finish casting and the opponent is on it. they however fix the positon when you cast it. so you can start casting, teleport and it will be were you started. more usefull for supplytraps infront of a door blinking into a portal tho. Link to comment Share on other sites More sharing options...
sephiroth.4217 Posted August 23, 2018 Share Posted August 23, 2018 what if stealth traps when activated created an area similar to the dh trap that pulsed reveal....? would that work? Link to comment Share on other sites More sharing options...
MUDse.7623 Posted August 23, 2018 Share Posted August 23, 2018 > @"sephiroth.4217" said: > what if stealth traps when activated created an area similar to the dh trap that pulsed reveal....? > > would that work? with similar reveal duration of the DH trap, sure :3 Link to comment Share on other sites More sharing options...
sephiroth.4217 Posted August 23, 2018 Share Posted August 23, 2018 > @"MUDse.7623" said: > > @"sephiroth.4217" said: > > what if stealth traps when activated created an area similar to the dh trap that pulsed reveal....? > > > > would that work? > > with similar reveal duration of the DH trap, sure :3 I was thinking 1s reveals on pulse but the area being maybe 1000 range by 1000 range sort of deal, basically an effective area that will still allow counter play by porting or leaping out of the area if you were the stealth class and an open area to engage in if you were the one to drop the trap. Link to comment Share on other sites More sharing options...
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