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New Marked! debuff


Bezerker.2379

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Jokes on you I'm still running that condi evade spam "stealthless" teef build.

 

For real though... this is an odd change. What about other classes with stealth longer than 2 sec cap; engi, ranger, mes come to mind. This will probably ruin chaining veils (~5 seconds) as well in zerg fights near watchtowers. I'm fine with what others have stated - applying stealth but not hardcore excessively like thief (Deadeye Shadow Meld...). Prob change it to 4 secs?

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> @"reddie.5861" said:

> > @"Rysdude.3824" said:

> > Although I don't play any stealth professions in WvW, I certainly feel for them. You'll have people just throwing tricks everywhere.

>

> nice (moi a thief) finally all these wannabe thiefs/mesmers who relay perma on stealth gonna reroll again.

 

Its okay though after thinking about it a bit I'll have to take the advice and just switch back to my other game that I dropped for this one and then maybe come back one day when this crap is settled out if the game isn't completely dead by the time they realize how badly they messed up wvw roaming. Fighting blobs is just as bad as k training is before it just gets completely boring. Plus gotta give these players time to learn game mechanics such as one guy who quoted me thought stealth is an invuln and then thought you can just perma stealth only by dodging with dodge food which is also false. Which is why players use d/p or d/d with the rifle smoke field barrier or just the rifle via using initiative. Its not just pressing one button like people make it out to be plus permastealth has existed even before expansions. I'm just so glad they did this now and not after I finished my storage guild for wvw. The last thing though is necros were much more of a problem for three years but I never saw a trap and trick designed to just make them useless.

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> @"Klypto.1703" said:

> > @"reddie.5861" said:

> > > @"Rysdude.3824" said:

> > > Although I don't play any stealth professions in WvW, I certainly feel for them. You'll have people just throwing tricks everywhere.

> >

> > nice (moi a thief) finally all these wannabe thiefs/mesmers who relay perma on stealth gonna reroll again.

>

> Its okay though after thinking about it a bit I'll have to take the advice and just switch back to my other game that I dropped for this one and then maybe come back one day when this kitten is settled out if the game isn't completely dead by the time they realize how badly they messed up wvw roaming. Fighting blobs is just as bad as k training is before it just gets completely boring. Plus gotta give these players time to learn game mechanics such as one guy who quoted me thought stealth is an invuln and then thought you can just perma stealth only by dodging with dodge food which is also false. Which is why players use d/p or d/d with the rifle smoke field barrier or just the rifle via using initiative. Its not just pressing one button like people make it out to be plus permastealth has existed even before expansions. I'm just so glad they did this now and not after I finished my storage guild for wvw. The last thing though is necros were much more of a problem for three years but I never saw a trap and trick designed to just make them useless.

 

i dont understand why you (or people like you) cant play anymore without stealth? i mean i get marked also on my thief i move on i stealth later and gl finding me, or gl waiting for my ambush on you.

this reveal changes nothing do you really hang around towers/sentry with your thief?

if u hang around sentry flip it, it takes 2/3 hits to drop sentry and it works for you no stealthy ass deadeye or w/e can sneak up on you while u can sneak up on em.

towers is a different thing but most towers u can avoid pretty good while roaming.

honestly i dont see this change as anything bad, now ill admit that i barely ever stealth on my thief to run around.

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> @"reddie.5861" said:

> > @"Klypto.1703" said:

> > > @"reddie.5861" said:

> > > > @"Rysdude.3824" said:

> > > > Although I don't play any stealth professions in WvW, I certainly feel for them. You'll have people just throwing tricks everywhere.

> > >

> > > nice (moi a thief) finally all these wannabe thiefs/mesmers who relay perma on stealth gonna reroll again.

> >

> > Its okay though after thinking about it a bit I'll have to take the advice and just switch back to my other game that I dropped for this one and then maybe come back one day when this kitten is settled out if the game isn't completely dead by the time they realize how badly they messed up wvw roaming. Fighting blobs is just as bad as k training is before it just gets completely boring. Plus gotta give these players time to learn game mechanics such as one guy who quoted me thought stealth is an invuln and then thought you can just perma stealth only by dodging with dodge food which is also false. Which is why players use d/p or d/d with the rifle smoke field barrier or just the rifle via using initiative. Its not just pressing one button like people make it out to be plus permastealth has existed even before expansions. I'm just so glad they did this now and not after I finished my storage guild for wvw. The last thing though is necros were much more of a problem for three years but I never saw a trap and trick designed to just make them useless.

>

> i dont understand why you (or people like you) cant play anymore without stealth? i mean i get marked also on my thief i move on i stealth later and gl finding me, or gl waiting for my ambush on you.

> this reveal changes nothing do you really hang around towers/sentry with your thief?

> if u hang around sentry flip it, it takes 2/3 hits to drop sentry and it works for you no stealthy kitten deadeye or w/e can sneak up on you while u can sneak up on em.

> towers is a different thing but most towers u can avoid pretty good while roaming.

> honestly i dont see this change as anything bad, now ill admit that i barely ever stealth on my thief to run around.

 

We definitely CAN play without stealth, but let's look at things from PoF release perspective.

 

PoF is released. Deadeye is released. It's considered "bad" and has a lot of issues (notably being the malice stacking.) Some players played boring sniper builds, but just as many played variations with sword/d and unforgiving burst builds. There was variety.

 

Come rework, all of that is abandoned. Hey guys, we'd like you to play a stealth build only. No thanks Arenanet, I'll play d/p or s/d still. Month later, hey, Dagger mainhand and sword dagger are too strong, so lets nerf them. Now will you guys play deadeye? Ok sure. Oh, deadeye has some quality of life improvements making it even better. Great. Everyone and their mother now runs a stealth build because its all that's left.

 

Oh, it's unsurprisingly unfun to fight against but people find ways to make it interesting. Mind you, I'm forced into this spec now, and have an entire trait line dedicated to "every second in stealth, x happens". People obviously flock to this and it's just a nightmare to play against. Deadeyes everywhere. Permastealth is nuts. Ok cool. Insert a "fix". Not an active counter. A passive one. For 30s after killing a sentry (I can literally 2 shot them), I have an entire trait line shut down and useless. I lose my mobility (speed increase), my condi cleanse and my initiative regen .

 

Mind you, that in combat, it can take more around 2s just to gain enough distance to close in on the person to backstab.

 

I'm all for a counter, but this is meant to combat perma stealth. Trigger the reveal at like 6 or 8s. Every stealth ability we have gives around 3 or 4 at least.

 

Don't get me wrong, deadeye is still fine, but we have been pigeon holed and pushed into this build, we knew it would be broken as heck, and now we're being penalized for playing it. Go back to the old kneel where rather than dodge giving stealth 2 charges of kneel gave stealth and we'd be fine. Or simply raise the reveal timer to 6 or 8s to prevent the perma stealthing while allowing me to have my traits work. Heck, the condi cleanse one if I recall is a 3s internal cooldown... Meaning I can get 1 tick of it.

 

 

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> @"reddie.5861" said:

> > @"Klypto.1703" said:

> > > @"reddie.5861" said:

> > > > @"Rysdude.3824" said:

> > > > Although I don't play any stealth professions in WvW, I certainly feel for them. You'll have people just throwing tricks everywhere.

> > >

> > > nice (moi a thief) finally all these wannabe thiefs/mesmers who relay perma on stealth gonna reroll again.

> >

> > Its okay though after thinking about it a bit I'll have to take the advice and just switch back to my other game that I dropped for this one and then maybe come back one day when this kitten is settled out if the game isn't completely dead by the time they realize how badly they messed up wvw roaming. Fighting blobs is just as bad as k training is before it just gets completely boring. Plus gotta give these players time to learn game mechanics such as one guy who quoted me thought stealth is an invuln and then thought you can just perma stealth only by dodging with dodge food which is also false. Which is why players use d/p or d/d with the rifle smoke field barrier or just the rifle via using initiative. Its not just pressing one button like people make it out to be plus permastealth has existed even before expansions. I'm just so glad they did this now and not after I finished my storage guild for wvw. The last thing though is necros were much more of a problem for three years but I never saw a trap and trick designed to just make them useless.

>

> i dont understand why you (or people like you) cant play anymore without stealth? i mean i get marked also on my thief i move on i stealth later and gl finding me, or gl waiting for my ambush on you.

> this reveal changes nothing do you really hang around towers/sentry with your thief?

> if u hang around sentry flip it, it takes 2/3 hits to drop sentry and it works for you no stealthy kitten deadeye or w/e can sneak up on you while u can sneak up on em.

> towers is a different thing but most towers u can avoid pretty good while roaming.

> honestly i dont see this change as anything bad, now ill admit that i barely ever stealth on my thief to run around.

 

Why would I go along and play with a one sided issue that is no way to counter it. With the way it was before there were tons of ways to reveal a thief but this is way too excessive. So no I am not going to be a sitting duck for 50+ of your friends no thank you.

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> @"oOStaticOo.9467" said:

> > @"kop.8724" said:

> > To ANET:

> > How can you create this "marked" thing, this is ruining the thief gameplay...

> >

> > I am going to play BFV very soon. Allways nerfing stealth, at the end it is too much.... And I am tired!

>

> Can I have your stuff?

 

Its all stealthed so it will just end up getting marked.

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So much salt here while people are having no problem in wvw and overall gameplay quality has increased as you can escape perma stealth deadeye now. No matter how much thief players cry, this was needed and anet did the right thing introducing this. Stealth needed counter and it got the right one. Now maybe its time thief players will start thinking instead of stacking stealth against players who are using 120% of their brain to avoid burst from stealth and escape a deadeye.

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> @"XECOR.2814" said:

> So much salt here while people are having no problem in wvw and overall gameplay quality has increased as you can escape perma stealth deadeye now. No matter how much thief players cry, this was needed and anet did the right thing introducing this. Stealth needed counter and it got the right one. Now maybe its time thief players will start thinking instead of stacking stealth against players who are using 120% of their brain to avoid burst from stealth and escape a deadeye.

 

Stealth needed a counter, hands down, but I can't even go near sentries if there are groups there.

 

Last night I was hunting someone in desert BL. (Collecting bounties). He just started standing near a sentry. If I got too close, I wound up getting marked and destealthed before I even got close enough to fire a shot. (Mark range > rifle range?)

 

You are right. We needed a counter. And though I wish it was more of an active method than mark (It's really dumb not being able to restealth up for 28s after killing a sentry because of the debuff even though I two shot the sentry... which is actually harder to do now because of reveal spam), I am ok with this being "the way". It does provide an interesting counter and make sentries actually decent and worth having. I DO take issue with the 2s duration though. If it's meant to stop perma stealth, 6 or 8 seconds makes sense. I have an entire trait line dedicated to "every x seconds, do something in stealth". I have no ability that gives me less than 3s stealth. It's just too short.

 

 

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They should at least reconsider the radius of watchtower now that marked has been buffed to be anti-stealth zones. Watchtower can even exceed the tower's gliding territory (alpine's southwest tower for example extends its watchtower north into the ruins somewhat) because the tactic covers such large tracts of land.

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Detected!: This new issue just cancel my shadow refuge when i was attempting to stomp a guy in outnumbered fight in WVW, of course i died. This not only cancel weapon skills chains, that in my case cost a lot of iniciative, also cancel utilities, and healing mechanics, from pasive traits. So what is your thinking Anet, just erase stealth from the game, intead go creating new stuff like this.

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> @"getalifeturd.8139" said:

> @"Cristalyan.5728" said:

>

> > I don't know the name of our Forum colleague who had a kind of "prophecy": He said that he expects something to counter the elite counter-counter to reveal. We have it now. But after this he said the thief will receive a Mega counter to the Super counter to counter reveal. And so on ....

>

> **FOUND IT**

>

> > @"coro.3176" said:

> > * Anet: Y'know, perma-stealth is frustrating to play against. Let's give players a way to counter it with reveal

> > * Also Anet: Oh, deadeye dies if they're revealed. Let's give them a way to cancel reveal

> > * Soon: Oh, perma-stealth deadeye is still frustrating to play against. Let's give players a way to super-reveal deadeyes so they can't cancel it.

> > * Later: Oh, deadeye dies if they're super-revealed. Let's give them a way to cancel super-reveal.

> > * Soon: ... super-mega-ulitimate-reveal

> >

> > Typical arms race.

>

> > @"coro.3176" said:

> > > @"Sviel.7493" said:

> > > Rather than adding a new usurping mechanic, why not just give stealth traps a reveal that is unique from player reveals?

> > >

> > > Which is...technically a new usurping mechanic, but w/e q_q

> >

> > Yes! We can call it super-reveal. And then deadeye can get a new elite skill that counters super-reveal and applies super-stealth. Then we can get a new trap that removes super-stealth and applies super-mega-reveal. And then deadeye can get a new trait that counters super-mega-reveal and applies ULTIMATE STEALTH, which removes them from sight and prevents them from interacting with other players until anet figures out how to make stealth counterplay work.

> >

> > :)

>

>

>

 

Oh god, they really did do it..

 

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> @"Bezerker.2379" said:

> > @"XECOR.2814" said:

> > So much salt here while people are having no problem in wvw and overall gameplay quality has increased as you can escape perma stealth deadeye now. No matter how much thief players cry, this was needed and anet did the right thing introducing this. Stealth needed counter and it got the right one. Now maybe its time thief players will start thinking instead of stacking stealth against players who are using 120% of their brain to avoid burst from stealth and escape a deadeye.

>

> **Stealth needed a counter, hands down, but I can't even go near sentries if there are groups there.**

>

> Last night I was hunting someone in desert BL. (Collecting bounties). He just started standing near a sentry. If I got too close, I wound up getting marked and destealthed before I even got close enough to fire a shot. (Mark range > rifle range?)

>

> You are right. We needed a counter. And though I wish it was more of an active method than mark (It's really dumb not being able to restealth up for 28s after killing a sentry because of the debuff even though I two shot the sentry... which is actually harder to do now because of reveal spam), I am ok with this being "the way". It does provide an interesting counter and make sentries actually decent and worth having. I DO take issue with the 2s duration though. If it's meant to stop perma stealth, 6 or 8 seconds makes sense. I have an entire trait line dedicated to "every x seconds, do something in stealth". I have no ability that gives me less than 3s stealth. It's just too short.

>

>

 

first world Problems. other classes also cant go near sentries **when there are Groups** because they also would die because These classes never had invis. in that case you have to find another target if the Group is too great for you. what do you think? that killing 1 Person inside of a Group should be easy? what you have to handle now is the game experience for all others since 6 years. and there are still non thiefes in game, so i think its possible to do that.

 

and the new marked on for example with 3 seconds would due to that you can again perma Stealthing. using 1 Stealth ability and exactly when it runs out you press the next. if you time it properly you are Maybe visible for 0,1 sec. your opponents would still be not able to cast skills that Need a target and would still not be able to fight thiefes that are not stacking but chaining their invis for perma invis.

 

the Animation of target painter trap is the same like siege disabler. and since People are able to use bubbles against that you should also be able to see the Animation if someone throughs it to you and dodge it by using your infinity numbers of teleports. this target painter has 40 sec cd. so if you teleport fast enough to not get the hit from it you can easily fight.

 

 

 

 

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> @"Bern.9613" said:

> Now that revealed for 30 secs has been introduced, can we have a trap and a trcik that stops all regens for 30 secs as well?

 

How about a trap that stops all range attacks for 30 sec as well?

or a trap that stops all AoE fields?

or just make a trap truce for 30 sec so nobody does anything.....

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> @"Hitman.5829" said:

> > @"Bern.9613" said:

> > Now that revealed for 30 secs has been introduced, can we have a trap and a trcik that stops all regens for 30 secs as well?

>

> How about a trap that stops all range attacks for 30 sec as well?

> or a trap that stops all AoE fields?

> or just make a trap truce for 30 sec so nobody does anything.....

You know its not 30s right? Its 5. And coincidently, there are **tons** of skills that block, evade, invouln, reflect, immune to condi etc for that long time. And yes, even reduce the effectivness of regen. Its called poison.

 

I find that kind of argument quite hilarious thieves seem to argue "well what if you had this" with things that we have "suffered" since launch.

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> @"Dawdler.8521" said:

> > @"Hitman.5829" said:

> > > @"Bern.9613" said:

> > > Now that revealed for 30 secs has been introduced, can we have a trap and a trcik that stops all regens for 30 secs as well?

> >

> > How about a trap that stops all range attacks for 30 sec as well?

> > or a trap that stops all AoE fields?

> > or just make a trap truce for 30 sec so nobody does anything.....

> You know its not 30s right? Its 5. And coincidently, there are **tons** of skills that block, evade, invouln, reflect, immune to condi etc for that long time. And yes, even reduce the effectivness of regen. Its called poison.

>

> I find that kind of argument quite hilarious thieves seem to argue "well what if you had this" with things that we have "suffered" since launch.

 

Sentry debuff is 30 sec.

The surveillance balloons, it's infinite when we are in the area, disappears instantly when we leave.

With the debuff, your invisibility can't be more than 2 sec, and you have 5 sec after that to get another 2 sec.

 

It is not possible to fight in DE with this debuff.

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> @"Rayth.2816" said:

> > @"Dawdler.8521" said:

> > > @"Hitman.5829" said:

> > > > @"Bern.9613" said:

> > > > Now that revealed for 30 secs has been introduced, can we have a trap and a trcik that stops all regens for 30 secs as well?

> > >

> > > How about a trap that stops all range attacks for 30 sec as well?

> > > or a trap that stops all AoE fields?

> > > or just make a trap truce for 30 sec so nobody does anything.....

> > You know its not 30s right? Its 5. And coincidently, there are **tons** of skills that block, evade, invouln, reflect, immune to condi etc for that long time. And yes, even reduce the effectivness of regen. Its called poison.

> >

> > I find that kind of argument quite hilarious thieves seem to argue "well what if you had this" with things that we have "suffered" since launch.

>

> Sentry debuff is 30 sec.

> The surveillance balloons, it's infinite when we are in the area, disappears instantly when we leave.

> With the debuff, your invisibility can't be more than 2 sec, and you have 5 sec after that to get another 2 sec.

>

> It is not possible to fight in DE with this debuff.

... So? It takes a DE less than 5s to be 10,000 units away and clear of the area. If you are forced to fight under the balloon and loose because you cant permastealth, you're either in the wrong place or you brought the wrong class to assault a tower.

 

Welcome to the world of every other class.

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> @"Dawdler.8521" said:

> > @"Rayth.2816" said:

> > > @"Dawdler.8521" said:

> > > > @"Hitman.5829" said:

> > > > > @"Bern.9613" said:

> > > > > Now that revealed for 30 secs has been introduced, can we have a trap and a trcik that stops all regens for 30 secs as well?

> > > >

> > > > How about a trap that stops all range attacks for 30 sec as well?

> > > > or a trap that stops all AoE fields?

> > > > or just make a trap truce for 30 sec so nobody does anything.....

> > > You know its not 30s right? Its 5. And coincidently, there are **tons** of skills that block, evade, invouln, reflect, immune to condi etc for that long time. And yes, even reduce the effectivness of regen. Its called poison.

> > >

> > > I find that kind of argument quite hilarious thieves seem to argue "well what if you had this" with things that we have "suffered" since launch.

> >

> > Sentry debuff is 30 sec.

> > The surveillance balloons, it's infinite when we are in the area, disappears instantly when we leave.

> > With the debuff, your invisibility can't be more than 2 sec, and you have 5 sec after that to get another 2 sec.

> >

> > It is not possible to fight in DE with this debuff.

> ... So? It takes a DE less than 5s to be 10,000 units away and clear of the area. If you are forced to fight under the balloon and loose because you cant permastealth, you're either in the wrong place or you brought the wrong class to assault a tower.

>

> Welcome to the world of every other class.

 

Tbh, probably not as a de since rifle is greedy on iniaitve and most de don't take shortbow. But shadow step and 2x deaths retreat should be enough to escape most encounters, (mostly)

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> @"Zero.3871" said:

> > @"Bezerker.2379" said:

> > > @"XECOR.2814" said:

> > > So much salt here while people are having no problem in wvw and overall gameplay quality has increased as you can escape perma stealth deadeye now. No matter how much thief players cry, this was needed and anet did the right thing introducing this. Stealth needed counter and it got the right one. Now maybe its time thief players will start thinking instead of stacking stealth against players who are using 120% of their brain to avoid burst from stealth and escape a deadeye.

> >

> > **Stealth needed a counter, hands down, but I can't even go near sentries if there are groups there.**

> >

> > Last night I was hunting someone in desert BL. (Collecting bounties). He just started standing near a sentry. If I got too close, I wound up getting marked and destealthed before I even got close enough to fire a shot. (Mark range > rifle range?)

> >

> > You are right. We needed a counter. And though I wish it was more of an active method than mark (It's really dumb not being able to restealth up for 28s after killing a sentry because of the debuff even though I two shot the sentry... which is actually harder to do now because of reveal spam), I am ok with this being "the way". It does provide an interesting counter and make sentries actually decent and worth having. I DO take issue with the 2s duration though. If it's meant to stop perma stealth, 6 or 8 seconds makes sense. I have an entire trait line dedicated to "every x seconds, do something in stealth". I have no ability that gives me less than 3s stealth. It's just too short.

> >

> >

>

> first world Problems. other classes also cant go near sentries **when there are Groups** because they also would die because These classes never had invis. in that case you have to find another target if the Group is too great for you. what do you think? that killing 1 Person inside of a Group should be easy? what you have to handle now is the game experience for all others since 6 years. and there are still non thiefes in game, so i think its possible to do that.

>

> and the new marked on for example with 3 seconds would due to that you can again perma Stealthing. using 1 Stealth ability and exactly when it runs out you press the next. if you time it properly you are Maybe visible for 0,1 sec. your opponents would still be not able to cast skills that Need a target and would still not be able to fight thiefes that are not stacking but chaining their invis for perma invis.

>

> the Animation of target painter trap is the same like siege disabler. and since People are able to use bubbles against that you should also be able to see the Animation if someone throughs it to you and dodge it by using your infinity numbers of teleports. this target painter has 40 sec cd. so if you teleport fast enough to not get the hit from it you can easily fight.

>

>

>

>

 

? First world problems. Other classes can indeed go near sentries when there are groups around. On my warrior, I ignore the mark, go into the group of 2 or 3, and just go ham. Sustain + full counters, balanced endure pains, and kiting gives me everything I need. I don't lose any ability by being marked, other than being detected.

 

On my thief, I don't have that sustain. I mean, I do, it's an entire trait line called "Shadow Arts". Oh. Wait. I can't use that. :)

 

Again, it's workable, but it's pretty extreme in comparison to some other classes counters. It needs some tuning. 6 or 8 seconds does exactly what it planned to do (Stop permastealthing inside keeps) and that's that.

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> @"Dawdler.8521" said:

> > @"Rayth.2816" said:

> > > @"Dawdler.8521" said:

> > > > @"Hitman.5829" said:

> > > > > @"Bern.9613" said:

> > > > > Now that revealed for 30 secs has been introduced, can we have a trap and a trcik that stops all regens for 30 secs as well?

> > > >

> > > > How about a trap that stops all range attacks for 30 sec as well?

> > > > or a trap that stops all AoE fields?

> > > > or just make a trap truce for 30 sec so nobody does anything.....

> > > You know its not 30s right? Its 5. And coincidently, there are **tons** of skills that block, evade, invouln, reflect, immune to condi etc for that long time. And yes, even reduce the effectivness of regen. Its called poison.

> > >

> > > I find that kind of argument quite hilarious thieves seem to argue "well what if you had this" with things that we have "suffered" since launch.

> >

> > Sentry debuff is 30 sec.

> > The surveillance balloons, it's infinite when we are in the area, disappears instantly when we leave.

> > With the debuff, your invisibility can't be more than 2 sec, and you have 5 sec after that to get another 2 sec.

> >

> > It is not possible to fight in DE with this debuff.

> ... So? It takes a DE less than 5s to be 10,000 units away and clear of the area. If you are forced to fight under the balloon and loose because you cant permastealth, you're either in the wrong place or you brought the wrong class to assault a tower.

>

> Welcome to the world of every other class.

 

"Bring the player, not the class".

 

Also, a DE cannot be magically 10k units away that easily. Especially if some things are on CD or he's used initiative. (Mind you our grandmaster trait is we gain initiative while stealthed every few sec. Oh wait... no we don't.) :)

 

 

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