Ashimmu.4219 Posted December 5, 2019 Share Posted December 5, 2019 Idea is to make this effect less oppressive, than it currently is. By mechanic, entering Stealth can be compared with Rampage effect with Warrior. While stealthy, player cannot use skills (empty skillbar), but gain Swiftness and Protection on duration of effect. One can leave Stealth state same way as one leaving Rampage state (weapon swap shortcut). Leaving Stealth state put all skills in very short cooldown, say, 2sec (to prevent ambushed insta-kills). What do you say? Link to comment Share on other sites More sharing options...
Psycoprophet.8107 Posted December 5, 2019 Share Posted December 5, 2019 > @"Ashimmu.4219" said: > Idea is to make this effect less oppressive, than it currently is. > By mechanic, entering Stealth can be compared with Rampage effect with Warrior. > While stealthy, player cannot use skills (empty skillbar), but gain Swiftness and Protection on duration of effect. > One can leave Stealth state same way as one leaving Rampage state (weapon swap shortcut). > Leaving Stealth state put all skills in very short cooldown, say, 2sec (to prevent ambushed insta-kills). > > What do you say? Thst would delete thief as the rogue archetype is based around ambush burst hit and run style gameplay just as it is in literally every other mmo. If the thief was unable to get the jump on anybody through stealth than it would be a free bag in most engagements unless running the few builds not utilizing stealth severely killing thief build deversity. Thief would require a massive rework at this point. Link to comment Share on other sites More sharing options...
Azure The Heartless.3261 Posted December 5, 2019 Share Posted December 5, 2019 There sure are a lot of people asking for stealth to be reworked without understanding how thief depends on it to do pretty much anything. Link to comment Share on other sites More sharing options...
Asuran.5469 Posted December 5, 2019 Share Posted December 5, 2019 Solution would be to revert power creeps. Stealth as a mechanism has always been fine until damage got souped up too high. Link to comment Share on other sites More sharing options...
Tharan.9085 Posted December 6, 2019 Share Posted December 6, 2019 "very short cooldown, say, 2s" what kind of Game are you playing, bc its obviously not GW2 Link to comment Share on other sites More sharing options...
ButterPeanut.9746 Posted December 6, 2019 Share Posted December 6, 2019 I'm totally on board with the only attacks allowed via stealth is the thief's sneak attacks. Link to comment Share on other sites More sharing options...
Stand The Wall.6987 Posted December 6, 2019 Share Posted December 6, 2019 or any action in stealth reveals you. edit no that's dumb. Link to comment Share on other sites More sharing options...
Sir Vincent III.1286 Posted December 6, 2019 Share Posted December 6, 2019 > @"Ashimmu.4219" said: > Idea is to make this effect less oppressive, than it currently is. > By mechanic, entering Stealth can be compared with Rampage effect with Warrior. > While stealthy, player cannot use skills (empty skillbar), but gain Swiftness and Protection on duration of effect. > One can leave Stealth state same way as one leaving Rampage state (weapon swap shortcut). > Leaving Stealth state put all skills in very short cooldown, say, 2sec (to prevent ambushed insta-kills). > > What do you say? Nope. There was a better idea that I've previously read proposed by someone else -- stealth attacks are only available in the first 3-5 seconds of going into stealth. So if the Thief choose to stay in stealth longer than 5s, they will lose the opportunity to use their stealth attack (i.e. Backstab). Basically after 5s, the Thief will [Feign Neutrality](https://wiki.guildwars.com/wiki/Feigned_Neutrality), unable to use stealth attack, but will get 90% damage reduction while in stealth. Link to comment Share on other sites More sharing options...
megilandil.7506 Posted December 7, 2019 Share Posted December 7, 2019 The name gives the hints to proper fix stealth, its "stealth" no magic invis, and stealth means act with care to not be detected , and that means not superspeed or any abrupt move(aka jumps, ports, charges etc) while in stealth and maybe also a speed pealty to represent the carefull moving, and one more important no entering stealth in line of sight while incombat(well that can be but needing a not short cd skill to make a propper distraction to gain stealth, maybe an elite skill) Link to comment Share on other sites More sharing options...
Leonidrex.5649 Posted December 7, 2019 Share Posted December 7, 2019 > @"megilandil.7506" said: > The name gives the hints to proper fix stealth, its "stealth" no magic invis, and stealth means act with care to not be detected , and that means not superspeed or any abrupt move(aka jumps, ports, charges etc) while in stealth and maybe also a speed pealty to represent the carefull moving, and one more important no entering stealth in line of sight while incombat(well that can be but needing a not short cd skill to make a propper distraction to gain stealth, maybe an elite skill) yes, also make warriors wind up themself after running in heavy plate. ele burn themself in fire and many other things :D Link to comment Share on other sites More sharing options...
Bazsi.2734 Posted December 8, 2019 Share Posted December 8, 2019 > @"Ashimmu.4219" said: > Idea is to make this effect less oppressive, than it currently is. > By mechanic, entering Stealth can be compared with Rampage effect with Warrior. > While stealthy, player cannot use skills (empty skillbar), but gain Swiftness and Protection on duration of effect. > One can leave Stealth state same way as one leaving Rampage state (weapon swap shortcut). > Leaving Stealth state put all skills in very short cooldown, say, 2sec (to prevent ambushed insta-kills). Thieves though. > > What do you say? NO. Learn how the game works before you suggest changes to it. Link to comment Share on other sites More sharing options...
Ysmir.4986 Posted December 8, 2019 Share Posted December 8, 2019 I’ll petition for stealth putting all your skills on 20s cd, make you immobile, and last no more than 3 seconds, with no possibility of stacking. Then the game will be balanced for sure. Link to comment Share on other sites More sharing options...
Ashimmu.4219 Posted December 8, 2019 Author Share Posted December 8, 2019 There are some good alternative suggestions - could work, thanks! And of course, some current mechanics must be changed to make certain classes playable (Thief), but this is different issue. Link to comment Share on other sites More sharing options...
Shao.7236 Posted December 8, 2019 Share Posted December 8, 2019 Stealth skills should have a cap of 5 seconds and need to be re-chained strategically upon loss with proper timing, only AoE's should be able to add above 5 seconds to stack due to their visual nature and give away. Most skills that are powerful or have power synergy with stealth should have a half second reveal window while being used before the damage, leaving players to react, if the attack misses, stealth should be available right away. Other ideas being that anytime stealth is granted to someone already in stealth, their position where the skill was cast is given with a visual. Link to comment Share on other sites More sharing options...
Psycoprophet.8107 Posted December 8, 2019 Share Posted December 8, 2019 > @"Shao.7236" said: > Stealth skills should have a cap of 5 seconds and need to be re-chained strategically upon loss with proper timing, only AoE's should be able to add above 5 seconds to stack due to their visual nature and give away. > > Most skills that are powerful or have power synergy with stealth should have a half second reveal window while being used before the damage, leaving players to react, if the attack misses, stealth should be available right away. > > Other ideas being that anytime stealth is granted to someone already in stealth, their position where the skill was cast is given with a visual. So make it useless basically? Ok lol Link to comment Share on other sites More sharing options...
Shao.7236 Posted December 9, 2019 Share Posted December 9, 2019 > @"Psycoprophet.8107" said: > > @"Shao.7236" said: > > Stealth skills should have a cap of 5 seconds and need to be re-chained strategically upon loss with proper timing, only AoE's should be able to add above 5 seconds to stack due to their visual nature and give away. > > > > Most skills that are powerful or have power synergy with stealth should have a half second reveal window while being used before the damage, leaving players to react, if the attack misses, stealth should be available right away. > > > > Other ideas being that anytime stealth is granted to someone already in stealth, their position where the skill was cast is given with a visual. > > So make it useless basically? Ok lol Everything but what you like is useless I know. I've done last second stealth attacks when I ran out of stealth and rarely has anyone dodged it but it sure as hell more healthy than what it is now. Link to comment Share on other sites More sharing options...
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