There has been a lot of discussion around this proposed feature. I had not expected it to be quite as polarizing as it was. After some really good discussion, and suggestions that people have made in the thread as well as pointing out potential flaws in game imbalance if the skill were allowed to be used in Player-vs.-Player or World-vs.-World scenarios, I’ve decided to re-write and present the idea in a different way. Thank you to Daenji for the suggestion.
There are several classes, Thief and Mesmer come to mind, that have stealth and invisibility-based skills and who could both benefit in a PvE environment from a longer duration stealth skill; similarly I’m sure there are other classes for which this would fit as well (some people have suggested the Ranger). The majority of these skills are combat-centric lasting 3-5 seconds. In addition to these skills I would really like to see a longer duration Stealth ability, for use in Player-vs.-Environment gameplay only. If it could be balanced properly, it would be nice to see it in World-vs.-World as well, but that is not the focus of this suggestion.
Usage of the skill immediately stealths a character, abiding by all of the same restrictions of current stealth mechanics, e.g. attacking instantly breaks stealth. Most non-combative actions would not affect state of stealth (i.e. gathering, reviving, etc.), including the usage of [some] tactical skills (e.g. traps). This skill would be unusable during combat. This skill would not be available during PvP matches. The duration of this skill would be controlled by a character’s endurance, moving while stealthed would deplete endurance and when endurance reaches 0 the stealth would be broken.
I imagine it being used in the following way(s): exploration, uninterrupted gathering, the ability to steal (no-damage) outside of combat in PvE, and the ability to start combat off with a backstab in PvE.
Bullet Point List of a Longer Duration Stealth Skill:
- Cannot be activated when in combat, can only be used outside of combat. Follows the same rules as the ability for a player to change their healing, utility, and elite skills. Also adheres to existing stealth ability rules and what will cause stealth to be broken.
- Unavailable for usage in WvW or PvP; similar to how certain skills are made unavailable for underwater content.
- Stealth skill does not begin recharging until after stealth is broken.
- A reasonable cool down, so that Thieves cannot execute the stealth skill back-to-back-to-back (30 seconds? 45 seconds? 60 seconds? More?).
- Stealthed characters would have two different states to their stealth, fully hidden and obfuscated. Obfuscated thieves would be visible in the same way that stealthed mobs and NPCs are where they refract light but they can still be seen. The difference between these two states is determined by proximity to hostile enemies. An obfuscated character is visible to perceptive players and has a harder time maintaining their stealth. In addition, a character who is actively moving around is easier to spot than one standing still in a good hiding spot.
- If a character is not near any hostile enemies (e.g. 1200 units or further away from any hostile enemy) the character remains invisible.
- Within N units the character becomes obfuscated and their endurance slowly drains as they try to maintain their hidden state.
- Not a combat skill, though might have some application in tactical positioning for an initial strike.
- A character’s armor rating would be reduced while in stealth, making it less attractive in combat, even in first-strike usage.
- Stealth would be broken when: the stealthed character takes damage, enters combat (e.g. attacks a target), dodges, and, possibly, begins reviving a target (pending a review as to whether this currently breaks existing stealth or not).
- Stealth would be tied to endurance; moving while in stealth uses a little bit of endurance with different amounts being used depending on whether you are walking (less endurance used) or running (normal endurance amount used). Standing still would slowly regenerate endurance. When your endurance reaches 0 your stealth ends.
NB: There are other ideas that complement the above in various posts throughout this thread, not all are listed here and many have merit.
(edited by ZhangoSqu.5219)