A Fix to Stealth

A Fix to Stealth

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Posted by: asperbianca.3196

asperbianca.3196

Before I go on to explain my ‘fix’ let me make it clear that this covers all stealth in the game, it is not focused specifically on thieves. Let me also make it known that I play a thief, so I am well aware of its mechanics.

I am not calling for a nerf. However, I am suggesting that stealth be adjusted to reflect more realistic scenarios; basically, if damage is done to the target, stealth is deactivated.

Stealth should not be able to hide smoke and/or flames from burning damage
Stealth should not be able to hide blood (damage)
Stealth should be used as an escape mechanism, but deactivated once hit again

In real life scenarios, if your cover(stealth) is blown, then people know where you are. That simple principle should apply to the stealth mechanic in the game as well. There is nothing more annoying than looking at your damage log, seeing that you’re hitting something, but don’t know where it is. The inability to be able to find your target, after contact has already been made, leads to shooting blindly into the area around you and ultimately turns you into a sitting duck.

Slightly, and I mean slightly, increase the cool down on stealth, and change it to where stealth is deactivated upon taking damage, and the issue with ‘perma-stealth’ thieves will be no more. Just make the cool down long enough for the client to cull the fall back model for more than half a second…

A Fix to Stealth

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Posted by: NinjaEd.3946

NinjaEd.3946

Stealth should not be able to hide smoke and/or flames from burning damage
Stealth should not be able to hide blood (damage)
Stealth should be used as an escape mechanism, but deactivated once hit again

In real life scenarios, if your cover(stealth) is blown, then people know where you are. That simple principle should apply to the stealth mechanic in the game as well. There is nothing more annoying than looking at your damage log, seeing that you’re hitting something, but don’t know where it is. The inability to be able to find your target, after contact has already been made, leads to shooting blindly into the area around you and ultimately turns you into a sitting duck.

Slightly, and I mean slightly, increase the cool down on stealth, and change it to where stealth is deactivated upon taking damage, and the issue with ‘perma-stealth’ thieves will be no more. Just make the cool down long enough for the client to cull the fall back model for more than half a second…

This isn’t real life OP. More importantly, if someone was on fire I think being hidden would be the LEAST of their concerns (if you wana relate this to RL). Stealth should behave how it does now, there are numerous ways to track a thief or mesmer who is stealthed, just gate get creative(for example, traps or ranger warhorn 4 skill, mesmer GS lightning crap w/e it is called keeps channeling onto them as does ele lightning from Scepter main hand. Many ways)

I don’t agree that stealth needs a longer cd, unless your refering to the time between stealth which I agree then. Popping in and out of stealth is very lame and lackluster in 1v1 fights. I retired my stealth thief in spvp because it was too common and just annoying, not to mention I couldn’t really get the stalker feel of going stealth.

I think the time between stealthing and the duration of stealth should be adjusted, so it becomes more of an opportunity strike and not some nuisance. If stealth skills lasted 1-2 seconds longer base (not including minor trait for 15 in shadow arts) and the time between stealth was 7 seconds it could be just what people need to stop hating us thieves. Really wish the Hidden Killer trait was reworked though, like 10% crit chance every second you remain in stealth (caps at 100%) and upon exiting stealth retain that effect for 2 more seconds. Could make for amazing openers and staying in stealth would be more common than popping in and out.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

A Fix to Stealth

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Posted by: SwickHobo.5096

SwickHobo.5096

I don’t know if this is the best way to go about it, but stealth does need a hard counter, even if its just a small thing here and there like adding “This attack breaks stealth” on a few skills of EACH class. I’m not completely opposed to damage breaking stealth but this might make stealth on the side of to bad rather then too good. However i think even a small change like damage being shown if you hit a stealthed target could go a long ways. Sure you can lay your traps, or marks or w/e other ground aoe’s you have (if any at all) but more times then not your wasting your CD’s on nothing but air.

A Fix to Stealth

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Posted by: DeWolfe.2174

DeWolfe.2174

The only fix for stealth is to remove stealth completely. Worst idea in the game in my opinion.

[AwM] of Jade Quarry.

A Fix to Stealth

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Posted by: Chickenshoes.6250

Chickenshoes.6250

It is a nerf you are calling for and a ridiculous one.

I hate stealth in this game too, but this is a bad way to fix it.

Most stealths are just a few seconds, all the ones on my engineer are 3 seconds. They are made SPECIFICALLY to break targetting for a little bit and that’s it. Making bleeds and whatnot counter it is ridiculous. This is a stupid idea.

A Fix to Stealth

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Posted by: Cryphar.4312

Cryphar.4312

I just made this thread:

https://forum-en.gw2archive.eu/forum/game/suggestions/Lets-Talk-WvWvW/first#post1437657

In there, there is a proposed fix for thiefs stealth, I’ll quote it:

…Then I think that stealth on a thief is broken, and not because its perma stealth but because complete invisibility is broken, I think that a thief that is stealth should show the same animation that it shows to him self, a shimmer that is hard to see, like a camouflage …

A Fix to Stealth

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Posted by: Dasorine.1964

Dasorine.1964

stealth always causes complaints in every game, people do not like being attacked out of no where, regardless of how squishy the person jumping out is.

The difference between this game and other games is how short stealth lasts, even on a thief most stealth lasts only 4 seconds with a 3 second cooldown period if they attack from it.

While it can be annoying that you can’t see most of your attacks landing, they still do.

It really isn’t that hard to predict where a thief using repeated stealths will go, and its unlikely that they’ll ever go higher than around the 50% of the time stealthed, if they go higher than that then there not attacking so its pretty much a non issue.