Balance the stealth mechanic

Balance the stealth mechanic

in Suggestions

Posted by: Rezzet.3614

Rezzet.3614

simple

1.Stealthed players take double damage

2.stealthed players lose stealth upon attacking (at least when they hit a “Blocking” or “Invulnerable” or “Evade” player.

3.become unable to instantly restealth afterwards.

4. get focused as target once they lose stealth

5.20-30% movement speed Decrease while stealthed

Balance the stealth mechanic

in Suggestions

Posted by: Black Teagan.9215

Black Teagan.9215

simple

1.Stealthed players take double damage

2.stealthed players lose stealth upon attacking (at least when they hit a “Blocking” or “Invulnerable” or “Evade” player.

3.become unable to instantly restealth afterwards.

4. get focused as target once they lose stealth

5.20-30% movement speed Decrease while stealthed

OKAY and where is the balance now?

Caleb Ferendir
-Charr Thief-
It’s good to be bad!

Balance the stealth mechanic

in Suggestions

Posted by: Zacchary.6183

Zacchary.6183

6. Stealth instantly puts thief in defeated state.

EDIT: This trollbait wasn’t satsifying.

Balance the stealth mechanic

in Suggestions

Posted by: Player Character.9467

Player Character.9467

simple

1.Stealthed players take double damage

2.stealthed players lose stealth upon attacking (at least when they hit a “Blocking” or “Invulnerable” or “Evade” player.

3.become unable to instantly restealth afterwards.

4. get focused as target once they lose stealth

5.20-30% movement speed Decrease while stealthed

OKAY and where is the balance now?

Besides the taking increased damage, all of those except 4 are mechanics that exist in basically every other game that has stealthing in pvp and most of those also have methods of detecting stealthed characters too. 3 already exists, 4 makes perfect sense if you had them targeted before, they didn’t break line of sight, and you didn’t target anything else. 2 is something that shoulda been fixed about revealing yourself from stealth a long time ago, there’s no risk in spamming backstab on somebody until it lands as it has 0 cost and currently you remain stealthed until it ACTUALLY lands. The current mechanic makes it impossible for somebody to take advantage of blinding you, guessing when you’re going to strike, using an aegis or any other block (which are on much higher cooldowns than reveal). Currently as far as I can tell the only real defense against a backstab is endure pain as the hit actually lands but the damage is converted to 0.

Balance the stealth mechanic

in Suggestions

Posted by: Zacchary.6183

Zacchary.6183

simple

1.Stealthed players take double damage

2.stealthed players lose stealth upon attacking (at least when they hit a “Blocking” or “Invulnerable” or “Evade” player.

3.become unable to instantly restealth afterwards.

4. get focused as target once they lose stealth

5.20-30% movement speed Decrease while stealthed

OKAY and where is the balance now?

Besides the taking increased damage, all of those except 4 are mechanics that exist in basically every other game that has stealthing in pvp and most of those also have methods of detecting stealthed characters too. 3 already exists, 4 makes perfect sense if you had them targeted before, they didn’t break line of sight, and you didn’t target anything else. 2 is something that shoulda been fixed about revealing yourself from stealth a long time ago, there’s no risk in spamming backstab on somebody until it lands as it has 0 cost and currently you remain stealthed until it ACTUALLY lands. The current mechanic makes it impossible for somebody to take advantage of blinding you, guessing when you’re going to strike, using an aegis or any other block (which are on much higher cooldowns than reveal). Currently as far as I can tell the only real defense against a backstab is endure pain as the hit actually lands but the damage is converted to 0.

Its called moving.

Balance the stealth mechanic

in Suggestions

Posted by: Rezzet.3614

Rezzet.3614

simple

1.Stealthed players take double damage

2.stealthed players lose stealth upon attacking (at least when they hit a “Blocking” or “Invulnerable” or “Evade” player.

3.become unable to instantly restealth afterwards.

4. get focused as target once they lose stealth

5.20-30% movement speed Decrease while stealthed

OKAY and where is the balance now?

Besides the taking increased damage, all of those except 4 are mechanics that exist in basically every other game that has stealthing in pvp and most of those also have methods of detecting stealthed characters too. 3 already exists, 4 makes perfect sense if you had them targeted before, they didn’t break line of sight, and you didn’t target anything else. 2 is something that shoulda been fixed about revealing yourself from stealth a long time ago, there’s no risk in spamming backstab on somebody until it lands as it has 0 cost and currently you remain stealthed until it ACTUALLY lands. The current mechanic makes it impossible for somebody to take advantage of blinding you, guessing when you’re going to strike, using an aegis or any other block (which are on much higher cooldowns than reveal). Currently as far as I can tell the only real defense against a backstab is endure pain as the hit actually lands but the damage is converted to 0.

Its called moving.

^this is called not having a reasonable explanation nor excuse for a broken mechanic

Balance the stealth mechanic

in Suggestions

Posted by: Zacchary.6183

Zacchary.6183

simple

1.Stealthed players take double damage

2.stealthed players lose stealth upon attacking (at least when they hit a “Blocking” or “Invulnerable” or “Evade” player.

3.become unable to instantly restealth afterwards.

4. get focused as target once they lose stealth

5.20-30% movement speed Decrease while stealthed

OKAY and where is the balance now?

Besides the taking increased damage, all of those except 4 are mechanics that exist in basically every other game that has stealthing in pvp and most of those also have methods of detecting stealthed characters too. 3 already exists, 4 makes perfect sense if you had them targeted before, they didn’t break line of sight, and you didn’t target anything else. 2 is something that shoulda been fixed about revealing yourself from stealth a long time ago, there’s no risk in spamming backstab on somebody until it lands as it has 0 cost and currently you remain stealthed until it ACTUALLY lands. The current mechanic makes it impossible for somebody to take advantage of blinding you, guessing when you’re going to strike, using an aegis or any other block (which are on much higher cooldowns than reveal). Currently as far as I can tell the only real defense against a backstab is endure pain as the hit actually lands but the damage is converted to 0.

Its called moving.

^this is called not having a reasonable explanation nor excuse for a broken mechanic

^This is called refusing to improve yourself by relying on nerfs to get over obstacles.

Balance the stealth mechanic

in Suggestions

Posted by: Dual.8953

Dual.8953

simple

1.Stealthed players take double damage

2.stealthed players lose stealth upon attacking (at least when they hit a “Blocking” or “Invulnerable” or “Evade” player.

3.become unable to instantly restealth afterwards.

4. get focused as target once they lose stealth

5.20-30% movement speed Decrease while stealthed

OKAY and where is the balance now?

Besides the taking increased damage, all of those except 4 are mechanics that exist in basically every other game that has stealthing in pvp and most of those also have methods of detecting stealthed characters too. 3 already exists, 4 makes perfect sense if you had them targeted before, they didn’t break line of sight, and you didn’t target anything else. 2 is something that shoulda been fixed about revealing yourself from stealth a long time ago, there’s no risk in spamming backstab on somebody until it lands as it has 0 cost and currently you remain stealthed until it ACTUALLY lands. The current mechanic makes it impossible for somebody to take advantage of blinding you, guessing when you’re going to strike, using an aegis or any other block (which are on much higher cooldowns than reveal). Currently as far as I can tell the only real defense against a backstab is endure pain as the hit actually lands but the damage is converted to 0.

Its called moving.

^this is called not having a reasonable explanation nor excuse for a broken mechanic

^This is called refusing to improve yourself by relying on nerfs to get over obstacles.

Pretty much this. Those changes (1 and 5 in particular) would hamstring thieves to the point of uselessness across all modes. What good is a class that can only hit stationary targets due to slowness and has the constitution of tissue paper?

Registered Altaholic
Part-time Kittenposter

Balance the stealth mechanic

in Suggestions

Posted by: SaintSnow.6593

SaintSnow.6593

I don’t know if you have played the thief or looked at the tool tip when in stealth by a thief but your 2 & 3 suggestions are already in the game. To continue, your 4th suggestion happens usually automatically by players since due to the fact of #3, a thief is out in the open. Your 1st & 5th suggestions are completely out of the question as it would totally nullify the main utility the thief provides as no one would want it from them since it would cause too many liabilities. If you are distraught by dying to thieves or anyone in stealth for that matter (whether it be pvp or wvw), you should take it up on the thief forum as they will happily tell you how to counter it in combat.

Cheers.

Säïnt

Balance the stealth mechanic

in Suggestions

Posted by: Orpheal.8263

Orpheal.8263

Another crybaby QQ stealth thread …
this gets old this dead horse… seriously

Thiefs need no nerfs, they need some specific buffs in various points in regard of their overall gameplay that forces players currently to play thiefs only with like 1 to 3 builds maybe to play this class effectively enough to win with them something at all

Thiefs need a serious redesign that improves ther overall steal and venom gameplay and completely their versatility that totally LACKS by allowing thiefs to steal more oftenly than only once every like 30 seconds or so and turning silly obsolete utility skills like venoms into the thiefs main mechanic for F2 to allow them to use every now and then via that venom skills that will change the effects for their whole weapon skills corresponding to which kind of venom you are using for the moment to improve the versatility of the thief class massively, so that they don’t have to rely themself so extremely much on stealth permanently to survive!.

Thiefs underwater gameplay sucks totally, it needs improvement by changing half of the thiefs skilsl by making them also usable under water or by changing the effects of specific thief skills, so that their effects work similar.

Think on the Ele’s Tornado, that changes under water to Maelstrom. The same way should get changed thief skills, some of their skills should change under water instead of simply becoming not usable there.

The durations of stealths have to get increased significantly, so that you can really play out the thiefs role as an infiltrator finally being unseen laying alot of traps and trying to gather enemy information and stealing alot of things to use all this against the enemy being the kind of silent deathly “guerilla warrior” type of class on battle fields, that thiefs should be alot more like together with their great arsenal of various deathly venoms that should allow them to handle enemies in a lot of various ways and make them more versatile in their usage of their chosen weapons and builds, that there will be more than just only full berserk or full condition thief!!

The counter balance for increasign massively the steath durations and removing the ridiculous revealed debuff would be by implemented “Detection Skills/Traits” for specific fitting classes like Rangers, Guardians and Engineers as also Thiefs self, because as masters of stealth, they should know best how to find enemies that are of their same profession by changing stealth into something visually to them, that looks more like moving into some kind of “shadow realm” between that they can cloak in and cloak out and follow that way enemies.!

In example:
If an enemy thief stealths in front of you and you stealth then also too with your thief, then you can see again the enemy thief, because both of you are then in the same “shadow realm” kind of parallell reality.

This is then also helpful again for any allied player in a group, because a group member can see where your allied thief is moving around and guess what that means ?
Right, for your party members it becomes this way easier to predict where the hidden enemy is to use either AoE skills at the place where your hidden thief ally is or use detection skills as for example as a ranger by letting your pet sniff around the near where your thief ally moves around at the moment in stealth to follow the hidden enemy.

Something that would improve also group play and group communication between group players in GW2, if the game would get improved that way…

The thief mechanics aren’t using the full potential that lies in the class to become something really awesome and fun to play. Currently the class feels like only giving 50% of what the class could potentiall do all and how versatile that class could be.
Epsecially when you think what all for options and potential lies in this game, if GW2 would ever get improved by implementing something like Sub Classes with that players would be able to specialize their classes more.

Oh how much I’’d love to see the day coming where i’d be able to specialize my Thief either into a Rogue, an Infiltrator or into a Saboteur to improve the various kinds of different gameplay mechanics that the classes offers and choose something to specialize into to make my character become more unique and feel finally some kind of CHARACTER PROGRESSION in this game that improves my characters options of weapon skills, adds more traits and all such things, which is GW2 absolutely lacking in the game currently totally sadly …

One can dream ..one can dream …sigh

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

Balance the stealth mechanic

in Suggestions

Posted by: Olba.5376

Olba.5376

simple

1.Stealthed players take double damage

2.stealthed players lose stealth upon attacking (at least when they hit a “Blocking” or “Invulnerable” or “Evade” player.

3.become unable to instantly restealth afterwards.

4. get focused as target once they lose stealth

5.20-30% movement speed Decrease while stealthed

  1. Why? Thieves have medium armor and the lowest base health, plus extremely limited access to Protection. Without stealth, Thieves are forced to go the route of evade spamming.
  2. What kind of sense does that make? How about everyone lose health and/or get stunned/dazed/knocked down when they hit someone who’s blocking?
  3. There is already a 3 second Revealed that you cannot get around if you attack from stealth. If you do not attack in stealth, you can restealth immediately.
  4. Makes no sense. That would just mean that in a group setting, a Thief could be used as an aggro anchor by an organized team. Not to mention that it would make WvW even more of a mess than it already is.
  5. Makes no sense, considering that there’s a trait giving +50% movement speed while in stealth.

Balance the stealth mechanic

in Suggestions

Posted by: Black Teagan.9215

Black Teagan.9215

Another crybaby QQ stealth thread …
this gets old this dead horse… seriously

Thiefs need no nerfs, they need some specific buffs in various points in regard of their overall gameplay that forces players currently to play thiefs only with like 1 to 3 builds maybe to play this class effectively enough to win with them something at all

Thiefs need a serious redesign that improves ther overall steal and venom gameplay and completely their versatility that totally LACKS by allowing thiefs to steal more oftenly than only once every like 30 seconds or so and turning silly obsolete utility skills like venoms into the thiefs main mechanic for F2 to allow them to use every now and then via that venom skills that will change the effects for their whole weapon skills corresponding to which kind of venom you are using for the moment to improve the versatility of the thief class massively, so that they don’t have to rely themself so extremely much on stealth permanently to survive!.

Thiefs underwater gameplay sucks totally, it needs improvement by changing half of the thiefs skilsl by making them also usable under water or by changing the effects of specific thief skills, so that their effects work similar.

Think on the Ele’s Tornado, that changes under water to Maelstrom. The same way should get changed thief skills, some of their skills should change under water instead of simply becoming not usable there.

The durations of stealths have to get increased significantly, so that you can really play out the thiefs role as an infiltrator finally being unseen laying alot of traps and trying to gather enemy information and stealing alot of things to use all this against the enemy being the kind of silent deathly “guerilla warrior” type of class on battle fields, that thiefs should be alot more like together with their great arsenal of various deathly venoms that should allow them to handle enemies in a lot of various ways and make them more versatile in their usage of their chosen weapons and builds, that there will be more than just only full berserk or full condition thief!!

The counter balance for increasign massively the steath durations and removing the ridiculous revealed debuff would be by implemented “Detection Skills/Traits” for specific fitting classes like Rangers, Guardians and Engineers as also Thiefs self, because as masters of stealth, they should know best how to find enemies that are of their same profession by changing stealth into something visually to them, that looks more like moving into some kind of “shadow realm” between that they can cloak in and cloak out and follow that way enemies.!

In example:
If an enemy thief stealths in front of you and you stealth then also too with your thief, then you can see again the enemy thief, because both of you are then in the same “shadow realm” kind of parallell reality.

This is then also helpful again for any allied player in a group, because a group member can see where your allied thief is moving around and guess what that means ?
Right, for your party members it becomes this way easier to predict where the hidden enemy is to use either AoE skills at the place where your hidden thief ally is or use detection skills as for example as a ranger by letting your pet sniff around the near where your thief ally moves around at the moment in stealth to follow the hidden enemy.

Something that would improve also group play and group communication between group players in GW2, if the game would get improved that way…

The thief mechanics aren’t using the full potential that lies in the class to become something really awesome and fun to play. Currently the class feels like only giving 50% of what the class could potentiall do all and how versatile that class could be.
Epsecially when you think what all for options and potential lies in this game, if GW2 would ever get improved by implementing something like Sub Classes with that players would be able to specialize their classes more.

Oh how much I’’d love to see the day coming where i’d be able to specialize my Thief either into a Rogue, an Infiltrator or into a Saboteur to improve the various kinds of different gameplay mechanics that the classes offers and choose something to specialize into to make my character become more unique and feel finally some kind of CHARACTER PROGRESSION in this game that improves my characters options of weapon skills, adds more traits and all such things, which is GW2 absolutely lacking in the game currently totally sadly …

One can dream ..one can dream …sigh

THIS have my full support

Caleb Ferendir
-Charr Thief-
It’s good to be bad!

Balance the stealth mechanic

in Suggestions

Posted by: Player Character.9467

Player Character.9467

I don’t know if you have played the thief or looked at the tool tip when in stealth by a thief but your 2 & 3 suggestions are already in the game. To continue, your 4th suggestion happens usually automatically by players since due to the fact of #3, a thief is out in the open. Your 1st & 5th suggestions are completely out of the question as it would totally nullify the main utility the thief provides as no one would want it from them since it would cause too many liabilities. If you are distraught by dying to thieves or anyone in stealth for that matter (whether it be pvp or wvw), you should take it up on the thief forum as they will happily tell you how to counter it in combat.

Cheers.

2 is not in game, hitting an evade, aegis, invuln, or just missing due to blind does nothing to break stealth. You can spam backstab on a guardian to break their aegis.

Balance the stealth mechanic

in Suggestions

Posted by: Player Character.9467

Player Character.9467

simple

1.Stealthed players take double damage

2.stealthed players lose stealth upon attacking (at least when they hit a “Blocking” or “Invulnerable” or “Evade” player.

3.become unable to instantly restealth afterwards.

4. get focused as target once they lose stealth

5.20-30% movement speed Decrease while stealthed

OKAY and where is the balance now?

Besides the taking increased damage, all of those except 4 are mechanics that exist in basically every other game that has stealthing in pvp and most of those also have methods of detecting stealthed characters too. 3 already exists, 4 makes perfect sense if you had them targeted before, they didn’t break line of sight, and you didn’t target anything else. 2 is something that shoulda been fixed about revealing yourself from stealth a long time ago, there’s no risk in spamming backstab on somebody until it lands as it has 0 cost and currently you remain stealthed until it ACTUALLY lands. The current mechanic makes it impossible for somebody to take advantage of blinding you, guessing when you’re going to strike, using an aegis or any other block (which are on much higher cooldowns than reveal). Currently as far as I can tell the only real defense against a backstab is endure pain as the hit actually lands but the damage is converted to 0.

Its called moving.

So I should spin in a circle and pray you backstab my face so you do less damage? Thieves currently outrun anybody while stealthed.

Balance the stealth mechanic

in Suggestions

Posted by: Zacchary.6183

Zacchary.6183

simple

1.Stealthed players take double damage

2.stealthed players lose stealth upon attacking (at least when they hit a “Blocking” or “Invulnerable” or “Evade” player.

3.become unable to instantly restealth afterwards.

4. get focused as target once they lose stealth

5.20-30% movement speed Decrease while stealthed

OKAY and where is the balance now?

Besides the taking increased damage, all of those except 4 are mechanics that exist in basically every other game that has stealthing in pvp and most of those also have methods of detecting stealthed characters too. 3 already exists, 4 makes perfect sense if you had them targeted before, they didn’t break line of sight, and you didn’t target anything else. 2 is something that shoulda been fixed about revealing yourself from stealth a long time ago, there’s no risk in spamming backstab on somebody until it lands as it has 0 cost and currently you remain stealthed until it ACTUALLY lands. The current mechanic makes it impossible for somebody to take advantage of blinding you, guessing when you’re going to strike, using an aegis or any other block (which are on much higher cooldowns than reveal). Currently as far as I can tell the only real defense against a backstab is endure pain as the hit actually lands but the damage is converted to 0.

Its called moving.

So I should spin in a circle and pray you backstab my face so you do less damage? Thieves currently outrun anybody while stealthed.

If you are that bad of a player, sure, go ahead. While you are getting pwned, here is some reading material for you.

Balance the stealth mechanic

in Suggestions

Posted by: Player Character.9467

Player Character.9467

simple

1.Stealthed players take double damage

2.stealthed players lose stealth upon attacking (at least when they hit a “Blocking” or “Invulnerable” or “Evade” player.

3.become unable to instantly restealth afterwards.

4. get focused as target once they lose stealth

5.20-30% movement speed Decrease while stealthed

OKAY and where is the balance now?

Besides the taking increased damage, all of those except 4 are mechanics that exist in basically every other game that has stealthing in pvp and most of those also have methods of detecting stealthed characters too. 3 already exists, 4 makes perfect sense if you had them targeted before, they didn’t break line of sight, and you didn’t target anything else. 2 is something that shoulda been fixed about revealing yourself from stealth a long time ago, there’s no risk in spamming backstab on somebody until it lands as it has 0 cost and currently you remain stealthed until it ACTUALLY lands. The current mechanic makes it impossible for somebody to take advantage of blinding you, guessing when you’re going to strike, using an aegis or any other block (which are on much higher cooldowns than reveal). Currently as far as I can tell the only real defense against a backstab is endure pain as the hit actually lands but the damage is converted to 0.

Its called moving.

So I should spin in a circle and pray you backstab my face so you do less damage? Thieves currently outrun anybody while stealthed.

If you are that bad of a player, sure, go ahead. While you are getting pwned, here is some reading material for you.

Yup, I’m so bad I can’t hack to have faster movement speed than the fastest class. Stealthing in gw2 is simply the dumbest mechanic design in a functional game in history. The only dumber thing they could do with it is make it also an invuln. If you don’t think it needs to be completely revamped into something with a real skill cap then you must be another d/p scrub too stuck in your permastealthing ways to embrace real game play. You’re pigeonholing your own class in pvp with a mechanic that translates as completely useless in pve.

But please, throw another stupid post on the forums instead of engaging in conversation.

(edited by Player Character.9467)

Balance the stealth mechanic

in Suggestions

Posted by: Zacchary.6183

Zacchary.6183

simple

1.Stealthed players take double damage

2.stealthed players lose stealth upon attacking (at least when they hit a “Blocking” or “Invulnerable” or “Evade” player.

3.become unable to instantly restealth afterwards.

4. get focused as target once they lose stealth

5.20-30% movement speed Decrease while stealthed

OKAY and where is the balance now?

Besides the taking increased damage, all of those except 4 are mechanics that exist in basically every other game that has stealthing in pvp and most of those also have methods of detecting stealthed characters too. 3 already exists, 4 makes perfect sense if you had them targeted before, they didn’t break line of sight, and you didn’t target anything else. 2 is something that shoulda been fixed about revealing yourself from stealth a long time ago, there’s no risk in spamming backstab on somebody until it lands as it has 0 cost and currently you remain stealthed until it ACTUALLY lands. The current mechanic makes it impossible for somebody to take advantage of blinding you, guessing when you’re going to strike, using an aegis or any other block (which are on much higher cooldowns than reveal). Currently as far as I can tell the only real defense against a backstab is endure pain as the hit actually lands but the damage is converted to 0.

Its called moving.

So I should spin in a circle and pray you backstab my face so you do less damage? Thieves currently outrun anybody while stealthed.

If you are that bad of a player, sure, go ahead. While you are getting pwned, here is some reading material for you.

Yup, I’m so bad I can’t hack to have faster movement speed than the fastest class. Stealthing in gw2 is simply the dumbest mechanic design in a functional game in history. The only dumber thing they could do with it is make it also an invuln. If you don’t think it needs to be completely revamped into something with a real skill cap then you must be another d/p scrub.

Read that article and you’ll see exactly what’s wrong with stealth.

Balance the stealth mechanic

in Suggestions

Posted by: Dustfinger.9510

Dustfinger.9510

Let’s give GW2 thieves one button perma stealth and make them just like WoW rogues. And let’s see if that ends the “stealth is OP” threads.

Balance the stealth mechanic

in Suggestions

Posted by: Player Character.9467

Player Character.9467

Let’s give GW2 thieves one button perma stealth and make them just like WoW rogues. And let’s see if that ends the “stealth is OP” threads.

WoW stealth is visible and requires you to make use of positioning to avoid detection mechanics.

Balance the stealth mechanic

in Suggestions

Posted by: Dustfinger.9510

Dustfinger.9510

WoW stealth is visible and requires you to make use of positioning to avoid detection mechanics.

Not sure what your point is. That “requirement” is extremely miniscule. To the point where it can easily be ignored by the rogue player and he will still be able to succeed in play. So all your really saying is that they can’t sit immediatly in front of you and avoid detection.

edit: And with that miniscule requirement, there are still plenty of “stealth is OP” threads.

(edited by Dustfinger.9510)

Balance the stealth mechanic

in Suggestions

Posted by: Zacchary.6183

Zacchary.6183

WoW stealth is visible and requires you to make use of positioning to avoid detection mechanics.

Not sure what your point is. That “requirement” is extremely miniscule. To the point where it can easily be ignored by the rogue player and he will still be able to succeed in play. So all your really saying is that they can’t sit immediatly in front of you and avoid detection.

edit: And with that miniscule requirement, there are still plenty of “stealth is OP” threads.

From scrubby players who refuse to better themselves.

As you can tell from the last few updates on thieves, Anet probably is getting tired of nerfing the same thing over and over again which is why all we’ve been getting lately are tooltip polishings and MAYBE 1-2 buffs. Perhaps anet is starting to see the problem stems from the complaining players and not the profession itself? You guys ever thought of that?

Balance the stealth mechanic

in Suggestions

Posted by: Dustfinger.9510

Dustfinger.9510

Perhaps anet is starting to see the problem stems from the complaining players and not the profession itself? You guys ever thought of that?

^^^^^^^^^^^^^^^^

Balance the stealth mechanic

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

Sorry OP, you CLEARLY have never actually played as a Thief. Stealth is weak-sauce as it is right now, and could only use improvements over anything.

As stealth is right now, its short duration, only provides benefits when heavily traited, and already has a cooldown associated with it wearing off. It also breaks on hits, does not mitigate damage, and does not give anything more than access to a stealth #1 skill (which is weaker than most standard weapon skills anyways). It’s only real use is getting away from the enemy.

My recommendation is to provide at least one mid-length stealth skill (20 second duration), and thats it. Everything else about stealth should stay as it is unless devs decide it needs to be better at something.

In all honesty though, you need to invest a lot of time into a stealth character to understand its not as OP as you think. You’re just bad at countering it.

Balance the stealth mechanic

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Posted by: Player Character.9467

Player Character.9467

which is why all we’ve been getting lately are tooltip polishings

That’s all anybody has been getting lately, that and bug fixing. Anet has already told us that balance patches will be large and the next one won’t be until after the invite tourny.

Balance the stealth mechanic

in Suggestions

Posted by: JETWING.2759

JETWING.2759

Stealth mechanic still good.
But…
I think when someone hits an invisible foe, he descover the target’s location.

Sugestion:
1 – Make the damage ballon apear everytime that a player hits an invisible foe with a melee attack.
2 – Burning and Chill cancels and prevents stealth (unable to retain or enter in stealth while burning or frozen).
3 – Disable cancels and prevents to induce himself or others to stealth.

For obvious reasons

(edited by JETWING.2759)

Balance the stealth mechanic

in Suggestions

Posted by: Rezzet.3614

Rezzet.3614

simple

1.Stealthed players take double damage

2.stealthed players lose stealth upon attacking (at least when they hit a “Blocking” or “Invulnerable” or “Evade” player.

3.become unable to instantly restealth afterwards.

4. get focused as target once they lose stealth

5.20-30% movement speed Decrease while stealthed

  1. Why? Thieves have medium armor and the lowest base health, plus extremely limited access to Protection. Without stealth, Thieves are forced to go the route of evade spamming.
  2. What kind of sense does that make? How about everyone lose health and/or get stunned/dazed/knocked down when they hit someone who’s blocking?
  3. There is already a 3 second Revealed that you cannot get around if you attack from stealth. If you do not attack in stealth, you can restealth immediately.
  4. Makes no sense. That would just mean that in a group setting, a Thief could be used as an aggro anchor by an organized team. Not to mention that it would make WvW even more of a mess than it already is.
  5. Makes no sense, considering that there’s a trait giving +50% movement speed while in stealth.

1.engineers have medium armor as well and they dont have infinite stealth nor initiative system

2.how does it make sense for someone to bash a shield with a dagger or sword or hammer and still remain undetected by the target?

3.precisely the problem the debuff should apply even if the playerdoes not hit a target wich would balance out the d/p perma stealth thiefs nowadays

4.i agree this was a terrible suggestion for group fights

5.precisely wich would make the trait make thiefs move at normal speed during stealth if traited basically this simply adds risk to skill spammers .(disagree with this one to some extent since this is thief’s swiftness basically )

Balance the stealth mechanic

in Suggestions

Posted by: Rezzet.3614

Rezzet.3614

based on this how to be skilled thief= sequence 5,2,1,1,1,1,1 or F1,5,2,1,1,1,1,1

it is just too effective cooldownless AoE blind+stealth/damage/gap closer/opener in 2 keys wanna run from said thief? Nope number 3 skill is cooldownless shadowstep gg

Balance the stealth mechanic

in Suggestions

Posted by: Zacchary.6183

Zacchary.6183

based on this how to be skilled thief= sequence 5,2,1,1,1,1,1 or F1,5,2,1,1,1,1,1

it is just too effective cooldownless AoE blind+stealth/damage/gap closer/opener in 2 keys wanna run from said thief? Nope number 3 skill is cooldownless shadowstep gg

Do you think you can replicate that vid?

Balance the stealth mechanic

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

OP can’t seem to do much, they can’t even counter stealth mechanic.

Being detected upon hit would only make sense if they buffed stealth in other ways (such as longer durations). Otherwise you’re suggesting that stealth never work again in general. What’s the point in even having close combat as a Thief if every greatsword wielding thug with a single finger on their hand can just press any one of their massive AoE skills and discover the thief immediately? Oh he stealthed? Here let me swing my sword around once because of its huge arch and I’ll find him in .25 seconds!

Sorry OP, your inability to counter stealth doesn’t mean its OP, it means you’re dumb.

Balance the stealth mechanic

in Suggestions

Posted by: Dual.8953

Dual.8953

based on this how to be skilled thief= sequence 5,2,1,1,1,1,1 or F1,5,2,1,1,1,1,1

it is just too effective cooldownless AoE blind+stealth/damage/gap closer/opener in 2 keys wanna run from said thief? Nope number 3 skill is cooldownless shadowstep gg

It’s no different from going 2,3,5,4 on my engie or 3,5,5,4,2 on my guardian into infinitum. The difference is on the thief set, 3 and 4 are a low damage gap closer and a low damage short daze, and you can’t just weapon swap to spam into infinitum like the other classes can.

Registered Altaholic
Part-time Kittenposter

Balance the stealth mechanic

in Suggestions

Posted by: Topher.1684

Topher.1684

simple

1.Stealthed players take double damage

2.stealthed players lose stealth upon attacking (at least when they hit a “Blocking” or “Invulnerable” or “Evade” player.

3.become unable to instantly restealth afterwards.

4. get focused as target once they lose stealth

5.20-30% movement speed Decrease while stealthed

  1. Why? Thieves have medium armor and the lowest base health, plus extremely limited access to Protection. Without stealth, Thieves are forced to go the route of evade spamming.
  2. What kind of sense does that make? How about everyone lose health and/or get stunned/dazed/knocked down when they hit someone who’s blocking?
  3. There is already a 3 second Revealed that you cannot get around if you attack from stealth. If you do not attack in stealth, you can restealth immediately.
  4. Makes no sense. That would just mean that in a group setting, a Thief could be used as an aggro anchor by an organized team. Not to mention that it would make WvW even more of a mess than it already is.
  5. Makes no sense, considering that there’s a trait giving +50% movement speed while in stealth.

1.engineers have medium armor as well and they dont have infinite stealth nor initiative system

2.how does it make sense for someone to bash a shield with a dagger or sword or hammer and still remain undetected by the target?

3.precisely the problem the debuff should apply even if the playerdoes not hit a target wich would balance out the d/p perma stealth thiefs nowadays

4.i agree this was a terrible suggestion for group fights

5.precisely wich would make the trait make thiefs move at normal speed during stealth if traited basically this simply adds risk to skill spammers .(disagree with this one to some extent since this is thief’s swiftness basically )

1) Engineers also have more hp and sources of protection. (I think comparing what one class has to another is pointless anyway, otherwise we would just end up with 1 class with different looking armours) Double damage on stealth would pretty much mean a death sentence to going into stealth most of the time (would kill all /d builds that use CnD). Would also make many of our stealth skills useless (SR? Last Refuge?…oh god Last Refuge…)

2) While I don’t think thief should remain undetected when he gets blocked/evaded from stealth, your argument doesn’t work. Turn off the lights and have a friend throw something at you. Can you tell where he is if you block/duck out of the way?

3) The Debuff is there as a penalty to using stealth skills (so the thief can’t spam them). A better balance to the d/p stealth spam would be to put a limit on leap finishers, or prevent leap finishes that grant stealth from stacking. Putting the reveal on after coming out of stealth would also hurt mesmers.

4) I don’t know why this keeps coming up. This (again) would really hurt mesmers.

5) A movement % decrease in stealth would require a hefty buff to stealth duration. It works like this in other games because stealth is not a limited time buff. You toggle it and then move around to get into position. Probably the worst idea of the bunch. A possible solution would be to have the 50% trait apply only for a few seconds (gets refreshed when stealth is REAPPLIED? so stacking stealth would still only result in like 3-5 sec of movement speed)

Oh another note, Can a mod please get rid of this topic (or lock it please)

Balance the stealth mechanic

in Suggestions

Posted by: Rezzet.3614

Rezzet.3614

based on this how to be skilled thief= sequence 5,2,1,1,1,1,1 or F1,5,2,1,1,1,1,1

it is just too effective cooldownless AoE blind+stealth/damage/gap closer/opener in 2 keys wanna run from said thief? Nope number 3 skill is cooldownless shadowstep gg

Do you think you can replicate that vid?

i canno replicate videos as my video card is old as hell however i can indeed fight as effective as in that vid and i ve only played thiefs for a total of 12 hours

Balance the stealth mechanic

in Suggestions

Posted by: EchenSketch.9142

EchenSketch.9142

Having played every class in Gw2, stealth is a non-issue. L2P

Falkriiii – Elementalist

Balance the stealth mechanic

in Suggestions

Posted by: Rezzet.3614

Rezzet.3614

simple

1.Stealthed players take double damage

2.stealthed players lose stealth upon attacking (at least when they hit a “Blocking” or “Invulnerable” or “Evade” player.

3.become unable to instantly restealth afterwards.

4. get focused as target once they lose stealth

5.20-30% movement speed Decrease while stealthed

  1. Why? Thieves have medium armor and the lowest base health, plus extremely limited access to Protection. Without stealth, Thieves are forced to go the route of evade spamming.
  2. What kind of sense does that make? How about everyone lose health and/or get stunned/dazed/knocked down when they hit someone who’s blocking?
  3. There is already a 3 second Revealed that you cannot get around if you attack from stealth. If you do not attack in stealth, you can restealth immediately.
  4. Makes no sense. That would just mean that in a group setting, a Thief could be used as an aggro anchor by an organized team. Not to mention that it would make WvW even more of a mess than it already is.
  5. Makes no sense, considering that there’s a trait giving +50% movement speed while in stealth.

1.engineers have medium armor as well and they dont have infinite stealth nor initiative system

2.how does it make sense for someone to bash a shield with a dagger or sword or hammer and still remain undetected by the target?

3.precisely the problem the debuff should apply even if the playerdoes not hit a target wich would balance out the d/p perma stealth thiefs nowadays

4.i agree this was a terrible suggestion for group fights

5.precisely wich would make the trait make thiefs move at normal speed during stealth if traited basically this simply adds risk to skill spammers .(disagree with this one to some extent since this is thief’s swiftness basically )

1) Engineers also have more hp and sources of protection. (I think comparing what one class has to another is pointless anyway, otherwise we would just end up with 1 class with different looking armours) Double damage on stealth would pretty much mean a death sentence to going into stealth most of the time (would kill all /d builds that use CnD). Would also make many of our stealth skills useless (SR? Last Refuge?…oh god Last Refuge…)

2) While I don’t think thief should remain undetected when he gets blocked/evaded from stealth, your argument doesn’t work. Turn off the lights and have a friend throw something at you. Can you tell where he is if you block/duck out of the way?

3) The Debuff is there as a penalty to using stealth skills (so the thief can’t spam them). A better balance to the d/p stealth spam would be to put a limit on leap finishers, or prevent leap finishes that grant stealth from stacking. Putting the reveal on after coming out of stealth would also hurt mesmers.

4) I don’t know why this keeps coming up. This (again) would really hurt mesmers.

5) A movement % decrease in stealth would require a hefty buff to stealth duration. It works like this in other games because stealth is not a limited time buff. You toggle it and then move around to get into position. Probably the worst idea of the bunch. A possible solution would be to have the 50% trait apply only for a few seconds (gets refreshed when stealth is REAPPLIED? so stacking stealth would still only result in like 3-5 sec of movement speed)

Oh another note, Can a mod please get rid of this topic (or lock it please)

^boo hoo someone pointed out facts about thieves and i dont want my class fighting evenly with others

1. each of those hp or protection sources is a major trait that dint go to damage or kits or whatever , thiefs also happen to have the ability to steal boons

2.how the heck do you see logic in this argument, turn off the lights step aside and tell your friend to throw somethign where you were guess what nothing happens cuz neither one sees each other , if i blocked something thrown at me it would at least reveal his current or previous location

3.the debuff needs a revamp so that it works even if the thief does NOT damage a target thus preventing perma stealth

4.as i previously said it was a stupid suggestion, so this one should be scratched
5.50% movement speed is too much when you can spam stealth almost indefinetly and have a 25% movement speed signet

Balance the stealth mechanic

in Suggestions

Posted by: Rezzet.3614

Rezzet.3614

Having played every class in Gw2, stealth is a non-issue. L2P

^the answer everyone was awaiting for

CONGRATULATIONS YOU ARE THIS THREAD’s COMMON L2P RESPONDER !!!

one thing is playing every class and another is actually leveling it to max level and stocking it in max gear and Excelling it i do not think you ve played even 3 classes beyond level 20

Balance the stealth mechanic

in Suggestions

Posted by: Rezzet.3614

Rezzet.3614

OP can’t seem to do much, they can’t even counter stealth mechanic.

Being detected upon hit would only make sense if they buffed stealth in other ways (such as longer durations). Otherwise you’re suggesting that stealth never work again in general. What’s the point in even having close combat as a Thief if every greatsword wielding thug with a single finger on their hand can just press any one of their massive AoE skills and discover the thief immediately? Oh he stealthed? Here let me swing my sword around once because of its huge arch and I’ll find him in .25 seconds!

Sorry OP, your inability to counter stealth doesn’t mean its OP, it means you’re dumb.

When have i EVER said i could not counter stealth nor that it is uncounterable Read before pulling answers out of your behind and insulting others ,dumber dumb person .

Balance the stealth mechanic

in Suggestions

Posted by: Rezzet.3614

Rezzet.3614

GG guys i see what you are doing insulting the OP so the thread gets closed Brilliant .

Balance the stealth mechanic

in Suggestions

Posted by: Rezzet.3614

Rezzet.3614

alrite im starting to consider doing this :

Playing as a thief and those saying it is perfectly fine will pvp me 1 vs 1 as anything except mesmer and thief.

Balance the stealth mechanic

in Suggestions

Posted by: Zacchary.6183

Zacchary.6183

based on this how to be skilled thief= sequence 5,2,1,1,1,1,1 or F1,5,2,1,1,1,1,1

it is just too effective cooldownless AoE blind+stealth/damage/gap closer/opener in 2 keys wanna run from said thief? Nope number 3 skill is cooldownless shadowstep gg

Do you think you can replicate that vid?

i canno replicate videos as my video card is old as hell however i can indeed fight as effective as in that vid and i ve only played thiefs for a total of 12 hours

I’ve played thief for almost 1k hours and I can call bullkitten on that. Vid or it didn’t happen.

alrite im starting to consider doing this :

Playing as a thief and those saying it is perfectly fine will pvp me 1 vs 1 as anything except mesmer and thief.

If you were any good you’de be able to take down another thief.

(edited by Zacchary.6183)

Balance the stealth mechanic

in Suggestions

Posted by: selan.8354

selan.8354

if u would apply all the changes at the same time as op suggested that would be too much.

the problem here again is the thief trait line though. stealth give way too many buffs and gives the class a big advantage over others. they also cannot be targeted in stealth and with lots of weapons needing a target, that function is broken.

if im on my mesmer and using scepter/focus and staff my auto attacks wont hit tief in stealth ever,chaosstorm does, but long cd, my best counter is block. phantasms cannot be cast without target. mh sword is pretty much the only weapon that does work without target. if i manage to cast phantasm though before thief restealthes then yeah i might get to hit him.

if they are gonna change stealth for thieves, they would have to fix their entire traitline first. i could see anet though giving most of the classes a major make over though

Lv 80 glamour Mesmer Triforce Mesmerpower PU mes,Lv 80 power necro
[AVTR]
Isle of Kickaspenwood

Balance the stealth mechanic

in Suggestions

Posted by: Dual.8953

Dual.8953

snip

  1. Why? Thieves have medium armor and the lowest base health, plus extremely limited access to Protection. Without stealth, Thieves are forced to go the route of evade spamming.
  2. What kind of sense does that make? How about everyone lose health and/or get stunned/dazed/knocked down when they hit someone who’s blocking?
  3. There is already a 3 second Revealed that you cannot get around if you attack from stealth. If you do not attack in stealth, you can restealth immediately.
  4. Makes no sense. That would just mean that in a group setting, a Thief could be used as an aggro anchor by an organized team. Not to mention that it would make WvW even more of a mess than it already is.
  5. Makes no sense, considering that there’s a trait giving +50% movement speed while in stealth.

1.engineers have medium armor as well and they dont have infinite stealth nor initiative system

2.how does it make sense for someone to bash a shield with a dagger or sword or hammer and still remain undetected by the target?

3.precisely the problem the debuff should apply even if the playerdoes not hit a target wich would balance out the d/p perma stealth thiefs nowadays

4.i agree this was a terrible suggestion for group fights

5.precisely wich would make the trait make thiefs move at normal speed during stealth if traited basically this simply adds risk to skill spammers .(disagree with this one to some extent since this is thief’s swiftness basically )

1) Engineers also have more hp and sources of protection. (I think comparing what one class has to another is pointless anyway, otherwise we would just end up with 1 class with different looking armours) Double damage on stealth would pretty much mean a death sentence to going into stealth most of the time (would kill all /d builds that use CnD). Would also make many of our stealth skills useless (SR? Last Refuge?…oh god Last Refuge…)

2) While I don’t think thief should remain undetected when he gets blocked/evaded from stealth, your argument doesn’t work. Turn off the lights and have a friend throw something at you. Can you tell where he is if you block/duck out of the way?

3) The Debuff is there as a penalty to using stealth skills (so the thief can’t spam them). A better balance to the d/p stealth spam would be to put a limit on leap finishers, or prevent leap finishes that grant stealth from stacking. Putting the reveal on after coming out of stealth would also hurt mesmers.

4) I don’t know why this keeps coming up. This (again) would really hurt mesmers.

5) A movement % decrease in stealth would require a hefty buff to stealth duration. It works like this in other games because stealth is not a limited time buff. You toggle it and then move around to get into position. Probably the worst idea of the bunch. A possible solution would be to have the 50% trait apply only for a few seconds (gets refreshed when stealth is REAPPLIED? so stacking stealth would still only result in like 3-5 sec of movement speed)

Oh another note, Can a mod please get rid of this topic (or lock it please)

^boo hoo someone pointed out facts about thieves and i dont want my class fighting evenly with others

1. each of those hp or protection sources is a major trait that dint go to damage or kits or whatever , thiefs also happen to have the ability to steal boons

2.how the heck do you see logic in this argument, turn off the lights step aside and tell your friend to throw somethign where you were guess what nothing happens cuz neither one sees each other , if i blocked something thrown at me it would at least reveal his current or previous location

3.the debuff needs a revamp so that it works even if the thief does NOT damage a target thus preventing perma stealth

4.as i previously said it was a stupid suggestion, so this one should be scratched
5.50% movement speed is too much when you can spam stealth almost indefinetly and have a 25% movement speed signet

My problem with 5 is a movement speed reduction, especially one of such magnitude would make stealth skills, especially ones with positional requirements, completely useless.
Backstab and Tactical Strike are hardly threatening thier hard counter is “walking away”
It also like 1 would severely cripple thief’s chances to be taken on a dungeon run “now stealth us so we can get past these trash mobs. WTH?! USELESS THIEF!! NOW WE HAVE TO FIGHT ALL OF THEM!!kitten!” (The thief was then kicked and replaced by a ranger)

Registered Altaholic
Part-time Kittenposter

Balance the stealth mechanic

in Suggestions

Posted by: Venirto.4208

Venirto.4208

Soon: “CnD should kill the thief instantly. Shadow refuge needs to reduce thief’s level back to 1, and HiS should result in permanent account termination.”

Sorry but the best balance is simply “L2P”. I have over 1k hours spent on my thief and I a have no problems fighting other thieves when I play WvW or sPvP on my alts (warrior, ele and necro) because I know exactly what I would I do if I was that thief.

(edited by Venirto.4208)

Balance the stealth mechanic

in Suggestions

Posted by: Player Character.9467

Player Character.9467

snip

  1. Why? Thieves have medium armor and the lowest base health, plus extremely limited access to Protection. Without stealth, Thieves are forced to go the route of evade spamming.
  2. What kind of sense does that make? How about everyone lose health and/or get stunned/dazed/knocked down when they hit someone who’s blocking?
  3. There is already a 3 second Revealed that you cannot get around if you attack from stealth. If you do not attack in stealth, you can restealth immediately.
  4. Makes no sense. That would just mean that in a group setting, a Thief could be used as an aggro anchor by an organized team. Not to mention that it would make WvW even more of a mess than it already is.
  5. Makes no sense, considering that there’s a trait giving +50% movement speed while in stealth.

1.engineers have medium armor as well and they dont have infinite stealth nor initiative system

2.how does it make sense for someone to bash a shield with a dagger or sword or hammer and still remain undetected by the target?

3.precisely the problem the debuff should apply even if the playerdoes not hit a target wich would balance out the d/p perma stealth thiefs nowadays

4.i agree this was a terrible suggestion for group fights

5.precisely wich would make the trait make thiefs move at normal speed during stealth if traited basically this simply adds risk to skill spammers .(disagree with this one to some extent since this is thief’s swiftness basically )

1) Engineers also have more hp and sources of protection. (I think comparing what one class has to another is pointless anyway, otherwise we would just end up with 1 class with different looking armours) Double damage on stealth would pretty much mean a death sentence to going into stealth most of the time (would kill all /d builds that use CnD). Would also make many of our stealth skills useless (SR? Last Refuge?…oh god Last Refuge…)

2) While I don’t think thief should remain undetected when he gets blocked/evaded from stealth, your argument doesn’t work. Turn off the lights and have a friend throw something at you. Can you tell where he is if you block/duck out of the way?

3) The Debuff is there as a penalty to using stealth skills (so the thief can’t spam them). A better balance to the d/p stealth spam would be to put a limit on leap finishers, or prevent leap finishes that grant stealth from stacking. Putting the reveal on after coming out of stealth would also hurt mesmers.

4) I don’t know why this keeps coming up. This (again) would really hurt mesmers.

5) A movement % decrease in stealth would require a hefty buff to stealth duration. It works like this in other games because stealth is not a limited time buff. You toggle it and then move around to get into position. Probably the worst idea of the bunch. A possible solution would be to have the 50% trait apply only for a few seconds (gets refreshed when stealth is REAPPLIED? so stacking stealth would still only result in like 3-5 sec of movement speed)

Oh another note, Can a mod please get rid of this topic (or lock it please)

^boo hoo someone pointed out facts about thieves and i dont want my class fighting evenly with others

1. each of those hp or protection sources is a major trait that dint go to damage or kits or whatever , thiefs also happen to have the ability to steal boons

2.how the heck do you see logic in this argument, turn off the lights step aside and tell your friend to throw somethign where you were guess what nothing happens cuz neither one sees each other , if i blocked something thrown at me it would at least reveal his current or previous location

3.the debuff needs a revamp so that it works even if the thief does NOT damage a target thus preventing perma stealth

4.as i previously said it was a stupid suggestion, so this one should be scratched
5.50% movement speed is too much when you can spam stealth almost indefinetly and have a 25% movement speed signet

My problem with 5 is a movement speed reduction, especially one of such magnitude would make stealth skills, especially ones with positional requirements, completely useless.
Backstab and Tactical Strike are hardly threatening thier hard counter is “walking away”
It also like 1 would severely cripple thief’s chances to be taken on a dungeon run “now stealth us so we can get past these trash mobs. WTH?! USELESS THIEF!! NOW WE HAVE TO FIGHT ALL OF THEM!!kitten!” (The thief was then kicked and replaced by a ranger)

Except the thief moves at 150% combat speed when traited and the OP wants that lowered to the levels of being under swiftness instead.

Balance the stealth mechanic

in Suggestions

Posted by: Rezzet.3614

Rezzet.3614

snip

  1. Why? Thieves have medium armor and the lowest base health, plus extremely limited access to Protection. Without stealth, Thieves are forced to go the route of evade spamming.
  2. What kind of sense does that make? How about everyone lose health and/or get stunned/dazed/knocked down when they hit someone who’s blocking?
  3. There is already a 3 second Revealed that you cannot get around if you attack from stealth. If you do not attack in stealth, you can restealth immediately.
  4. Makes no sense. That would just mean that in a group setting, a Thief could be used as an aggro anchor by an organized team. Not to mention that it would make WvW even more of a mess than it already is.
  5. Makes no sense, considering that there’s a trait giving +50% movement speed while in stealth.

1.engineers have medium armor as well and they dont have infinite stealth nor initiative system

2.how does it make sense for someone to bash a shield with a dagger or sword or hammer and still remain undetected by the target?

3.precisely the problem the debuff should apply even if the playerdoes not hit a target wich would balance out the d/p perma stealth thiefs nowadays

4.i agree this was a terrible suggestion for group fights

5.precisely wich would make the trait make thiefs move at normal speed during stealth if traited basically this simply adds risk to skill spammers .(disagree with this one to some extent since this is thief’s swiftness basically )

1) Engineers also have more hp and sources of protection. (I think comparing what one class has to another is pointless anyway, otherwise we would just end up with 1 class with different looking armours) Double damage on stealth would pretty much mean a death sentence to going into stealth most of the time (would kill all /d builds that use CnD). Would also make many of our stealth skills useless (SR? Last Refuge?…oh god Last Refuge…)

2) While I don’t think thief should remain undetected when he gets blocked/evaded from stealth, your argument doesn’t work. Turn off the lights and have a friend throw something at you. Can you tell where he is if you block/duck out of the way?

3) The Debuff is there as a penalty to using stealth skills (so the thief can’t spam them). A better balance to the d/p stealth spam would be to put a limit on leap finishers, or prevent leap finishes that grant stealth from stacking. Putting the reveal on after coming out of stealth would also hurt mesmers.

4) I don’t know why this keeps coming up. This (again) would really hurt mesmers.

5) A movement % decrease in stealth would require a hefty buff to stealth duration. It works like this in other games because stealth is not a limited time buff. You toggle it and then move around to get into position. Probably the worst idea of the bunch. A possible solution would be to have the 50% trait apply only for a few seconds (gets refreshed when stealth is REAPPLIED? so stacking stealth would still only result in like 3-5 sec of movement speed)

Oh another note, Can a mod please get rid of this topic (or lock it please)

^boo hoo someone pointed out facts about thieves and i dont want my class fighting evenly with others

1. each of those hp or protection sources is a major trait that dint go to damage or kits or whatever , thiefs also happen to have the ability to steal boons

2.how the heck do you see logic in this argument, turn off the lights step aside and tell your friend to throw somethign where you were guess what nothing happens cuz neither one sees each other , if i blocked something thrown at me it would at least reveal his current or previous location

3.the debuff needs a revamp so that it works even if the thief does NOT damage a target thus preventing perma stealth

4.as i previously said it was a stupid suggestion, so this one should be scratched
5.50% movement speed is too much when you can spam stealth almost indefinetly and have a 25% movement speed signet

My problem with 5 is a movement speed reduction, especially one of such magnitude would make stealth skills, especially ones with positional requirements, completely useless.
Backstab and Tactical Strike are hardly threatening thier hard counter is “walking away”
It also like 1 would severely cripple thief’s chances to be taken on a dungeon run “now stealth us so we can get past these trash mobs. WTH?! USELESS THIEF!! NOW WE HAVE TO FIGHT ALL OF THEM!!kitten!” (The thief was then kicked and replaced by a ranger)

Except the thief moves at 150% combat speed when traited and the OP wants that lowered to the levels of being under swiftness instead.

lowered to the Same level of swiftness actually not under it

Balance the stealth mechanic

in Suggestions

Posted by: Rezzet.3614

Rezzet.3614

based on this how to be skilled thief= sequence 5,2,1,1,1,1,1 or F1,5,2,1,1,1,1,1

it is just too effective cooldownless AoE blind+stealth/damage/gap closer/opener in 2 keys wanna run from said thief? Nope number 3 skill is cooldownless shadowstep gg

Do you think you can replicate that vid?

i canno replicate videos as my video card is old as hell however i can indeed fight as effective as in that vid and i ve only played thiefs for a total of 12 hours

I’ve played thief for almost 1k hours and I can call bullkitten on that. Vid or it didn’t happen.

alrite im starting to consider doing this :

Playing as a thief and those saying it is perfectly fine will pvp me 1 vs 1 as anything except mesmer and thief.

If you were any good you’de be able to take down another thief.

i havent said i cant down thiefs ever in th is thread

the reason i said i dont want my opponents to play thief or mesmer is because they swear over and over they have no problem beating thiefs as any other class and that it is a L2P issue .

Balance the stealth mechanic

in Suggestions

Posted by: Dual.8953

Dual.8953

snip

snip

1.engineers have medium armor as well and they dont have infinite stealth nor initiative system

2.how does it make sense for someone to bash a shield with a dagger or sword or hammer and still remain undetected by the target?

3.precisely the problem the debuff should apply even if the playerdoes not hit a target wich would balance out the d/p perma stealth thiefs nowadays

4.i agree this was a terrible suggestion for group fights

5.precisely wich would make the trait make thiefs move at normal speed during stealth if traited basically this simply adds risk to skill spammers .(disagree with this one to some extent since this is thief’s swiftness basically )

1) Engineers also have more hp and sources of protection. (I think comparing what one class has to another is pointless anyway, otherwise we would just end up with 1 class with different looking armours) Double damage on stealth would pretty much mean a death sentence to going into stealth most of the time (would kill all /d builds that use CnD). Would also make many of our stealth skills useless (SR? Last Refuge?…oh god Last Refuge…)

2) While I don’t think thief should remain undetected when he gets blocked/evaded from stealth, your argument doesn’t work. Turn off the lights and have a friend throw something at you. Can you tell where he is if you block/duck out of the way?

3) The Debuff is there as a penalty to using stealth skills (so the thief can’t spam them). A better balance to the d/p stealth spam would be to put a limit on leap finishers, or prevent leap finishes that grant stealth from stacking. Putting the reveal on after coming out of stealth would also hurt mesmers.

4) I don’t know why this keeps coming up. This (again) would really hurt mesmers.

5) A movement % decrease in stealth would require a hefty buff to stealth duration. It works like this in other games because stealth is not a limited time buff. You toggle it and then move around to get into position. Probably the worst idea of the bunch. A possible solution would be to have the 50% trait apply only for a few seconds (gets refreshed when stealth is REAPPLIED? so stacking stealth would still only result in like 3-5 sec of movement speed)

Oh another note, Can a mod please get rid of this topic (or lock it please)

^boo hoo someone pointed out facts about thieves and i dont want my class fighting evenly with others

1. each of those hp or protection sources is a major trait that dint go to damage or kits or whatever , thiefs also happen to have the ability to steal boons

2.how the heck do you see logic in this argument, turn off the lights step aside and tell your friend to throw somethign where you were guess what nothing happens cuz neither one sees each other , if i blocked something thrown at me it would at least reveal his current or previous location

3.the debuff needs a revamp so that it works even if the thief does NOT damage a target thus preventing perma stealth

4.as i previously said it was a stupid suggestion, so this one should be scratched
5.50% movement speed is too much when you can spam stealth almost indefinetly and have a 25% movement speed signet

My problem with 5 is a movement speed reduction, especially one of such magnitude would make stealth skills, especially ones with positional requirements, completely useless.
Backstab and Tactical Strike are hardly threatening thier hard counter is “walking away”
It also like 1 would severely cripple thief’s chances to be taken on a dungeon run “now stealth us so we can get past these trash mobs. WTH?! USELESS THIEF!! NOW WE HAVE TO FIGHT ALL OF THEM!!kitten!” (The thief was then kicked and replaced by a ranger)

Except the thief moves at 150% combat speed when traited and the OP wants that lowered to the levels of being under swiftness instead.

Except he didn’t mention that trait anywhere in the post. One has to assume he means for all stealth to move at near cripple speed.

Registered Altaholic
Part-time Kittenposter

Balance the stealth mechanic

in Suggestions

Posted by: Player Character.9467

Player Character.9467

snip

snip

1.engineers have medium armor as well and they dont have infinite stealth nor initiative system

2.how does it make sense for someone to bash a shield with a dagger or sword or hammer and still remain undetected by the target?

3.precisely the problem the debuff should apply even if the playerdoes not hit a target wich would balance out the d/p perma stealth thiefs nowadays

4.i agree this was a terrible suggestion for group fights

5.precisely wich would make the trait make thiefs move at normal speed during stealth if traited basically this simply adds risk to skill spammers .(disagree with this one to some extent since this is thief’s swiftness basically )

1) Engineers also have more hp and sources of protection. (I think comparing what one class has to another is pointless anyway, otherwise we would just end up with 1 class with different looking armours) Double damage on stealth would pretty much mean a death sentence to going into stealth most of the time (would kill all /d builds that use CnD). Would also make many of our stealth skills useless (SR? Last Refuge?…oh god Last Refuge…)

2) While I don’t think thief should remain undetected when he gets blocked/evaded from stealth, your argument doesn’t work. Turn off the lights and have a friend throw something at you. Can you tell where he is if you block/duck out of the way?

3) The Debuff is there as a penalty to using stealth skills (so the thief can’t spam them). A better balance to the d/p stealth spam would be to put a limit on leap finishers, or prevent leap finishes that grant stealth from stacking. Putting the reveal on after coming out of stealth would also hurt mesmers.

4) I don’t know why this keeps coming up. This (again) would really hurt mesmers.

5) A movement % decrease in stealth would require a hefty buff to stealth duration. It works like this in other games because stealth is not a limited time buff. You toggle it and then move around to get into position. Probably the worst idea of the bunch. A possible solution would be to have the 50% trait apply only for a few seconds (gets refreshed when stealth is REAPPLIED? so stacking stealth would still only result in like 3-5 sec of movement speed)

Oh another note, Can a mod please get rid of this topic (or lock it please)

^boo hoo someone pointed out facts about thieves and i dont want my class fighting evenly with others

1. each of those hp or protection sources is a major trait that dint go to damage or kits or whatever , thiefs also happen to have the ability to steal boons

2.how the heck do you see logic in this argument, turn off the lights step aside and tell your friend to throw somethign where you were guess what nothing happens cuz neither one sees each other , if i blocked something thrown at me it would at least reveal his current or previous location

3.the debuff needs a revamp so that it works even if the thief does NOT damage a target thus preventing perma stealth

4.as i previously said it was a stupid suggestion, so this one should be scratched
5.50% movement speed is too much when you can spam stealth almost indefinetly and have a 25% movement speed signet

My problem with 5 is a movement speed reduction, especially one of such magnitude would make stealth skills, especially ones with positional requirements, completely useless.
Backstab and Tactical Strike are hardly threatening thier hard counter is “walking away”
It also like 1 would severely cripple thief’s chances to be taken on a dungeon run “now stealth us so we can get past these trash mobs. WTH?! USELESS THIEF!! NOW WE HAVE TO FIGHT ALL OF THEM!!kitten!” (The thief was then kicked and replaced by a ranger)

Except the thief moves at 150% combat speed when traited and the OP wants that lowered to the levels of being under swiftness instead.

Except he didn’t mention that trait anywhere in the post. One has to assume he means for all stealth to move at near cripple speed.

Cripple is 50% not 80%.

Balance the stealth mechanic

in Suggestions

Posted by: Rezzet.3614

Rezzet.3614

snip

snip

1.engineers have medium armor as well and they dont have infinite stealth nor initiative system

2.how does it make sense for someone to bash a shield with a dagger or sword or hammer and still remain undetected by the target?

3.precisely the problem the debuff should apply even if the playerdoes not hit a target wich would balance out the d/p perma stealth thiefs nowadays

4.i agree this was a terrible suggestion for group fights

5.precisely wich would make the trait make thiefs move at normal speed during stealth if traited basically this simply adds risk to skill spammers .(disagree with this one to some extent since this is thief’s swiftness basically )

1) Engineers also have more hp and sources of protection. (I think comparing what one class has to another is pointless anyway, otherwise we would just end up with 1 class with different looking armours) Double damage on stealth would pretty much mean a death sentence to going into stealth most of the time (would kill all /d builds that use CnD). Would also make many of our stealth skills useless (SR? Last Refuge?…oh god Last Refuge…)

2) While I don’t think thief should remain undetected when he gets blocked/evaded from stealth, your argument doesn’t work. Turn off the lights and have a friend throw something at you. Can you tell where he is if you block/duck out of the way?

3) The Debuff is there as a penalty to using stealth skills (so the thief can’t spam them). A better balance to the d/p stealth spam would be to put a limit on leap finishers, or prevent leap finishes that grant stealth from stacking. Putting the reveal on after coming out of stealth would also hurt mesmers.

4) I don’t know why this keeps coming up. This (again) would really hurt mesmers.

5) A movement % decrease in stealth would require a hefty buff to stealth duration. It works like this in other games because stealth is not a limited time buff. You toggle it and then move around to get into position. Probably the worst idea of the bunch. A possible solution would be to have the 50% trait apply only for a few seconds (gets refreshed when stealth is REAPPLIED? so stacking stealth would still only result in like 3-5 sec of movement speed)

Oh another note, Can a mod please get rid of this topic (or lock it please)

^boo hoo someone pointed out facts about thieves and i dont want my class fighting evenly with others

1. each of those hp or protection sources is a major trait that dint go to damage or kits or whatever , thiefs also happen to have the ability to steal boons

2.how the heck do you see logic in this argument, turn off the lights step aside and tell your friend to throw somethign where you were guess what nothing happens cuz neither one sees each other , if i blocked something thrown at me it would at least reveal his current or previous location

3.the debuff needs a revamp so that it works even if the thief does NOT damage a target thus preventing perma stealth

4.as i previously said it was a stupid suggestion, so this one should be scratched
5.50% movement speed is too much when you can spam stealth almost indefinetly and have a 25% movement speed signet

My problem with 5 is a movement speed reduction, especially one of such magnitude would make stealth skills, especially ones with positional requirements, completely useless.
Backstab and Tactical Strike are hardly threatening thier hard counter is “walking away”
It also like 1 would severely cripple thief’s chances to be taken on a dungeon run “now stealth us so we can get past these trash mobs. WTH?! USELESS THIEF!! NOW WE HAVE TO FIGHT ALL OF THEM!!kitten!” (The thief was then kicked and replaced by a ranger)

Except the thief moves at 150% combat speed when traited and the OP wants that lowered to the levels of being under swiftness instead.

Except he didn’t mention that trait anywhere in the post. One has to assume he means for all stealth to move at near cripple speed.

thats actually a great idea lul.. not in all seriousness i meant for the trait to give same speed as swiftness.

Mucho Picante

Balance the stealth mechanic

in Suggestions

Posted by: CreativeAnarchy.6324

CreativeAnarchy.6324

Stealth is fine.

This dead horse that we have been beating is starting to smell rotten.

I speak for my self and no one else. Only fools believe they speak for a majority.

Balance the stealth mechanic

in Suggestions

Posted by: Dual.8953

Dual.8953

snip

snip

1.engineers have medium armor as well and they dont have infinite stealth nor initiative system

2.how does it make sense for someone to bash a shield with a dagger or sword or hammer and still remain undetected by the target?

3.precisely the problem the debuff should apply even if the playerdoes not hit a target wich would balance out the d/p perma stealth thiefs nowadays

4.i agree this was a terrible suggestion for group fights

5.precisely wich would make the trait make thiefs move at normal speed during stealth if traited basically this simply adds risk to skill spammers .(disagree with this one to some extent since this is thief’s swiftness basically )

1) Engineers also have more hp and sources of protection. (I think comparing what one class has to another is pointless anyway, otherwise we would just end up with 1 class with different looking armours) Double damage on stealth would pretty much mean a death sentence to going into stealth most of the time (would kill all /d builds that use CnD). Would also make many of our stealth skills useless (SR? Last Refuge?…oh god Last Refuge…)

2) While I don’t think thief should remain undetected when he gets blocked/evaded from stealth, your argument doesn’t work. Turn off the lights and have a friend throw something at you. Can you tell where he is if you block/duck out of the way?

3) The Debuff is there as a penalty to using stealth skills (so the thief can’t spam them). A better balance to the d/p stealth spam would be to put a limit on leap finishers, or prevent leap finishes that grant stealth from stacking. Putting the reveal on after coming out of stealth would also hurt mesmers.

4) I don’t know why this keeps coming up. This (again) would really hurt mesmers.

5) A movement % decrease in stealth would require a hefty buff to stealth duration. It works like this in other games because stealth is not a limited time buff. You toggle it and then move around to get into position. Probably the worst idea of the bunch. A possible solution would be to have the 50% trait apply only for a few seconds (gets refreshed when stealth is REAPPLIED? so stacking stealth would still only result in like 3-5 sec of movement speed)

Oh another note, Can a mod please get rid of this topic (or lock it please)

^boo hoo someone pointed out facts about thieves and i dont want my class fighting evenly with others

1. each of those hp or protection sources is a major trait that dint go to damage or kits or whatever , thiefs also happen to have the ability to steal boons

2.how the heck do you see logic in this argument, turn off the lights step aside and tell your friend to throw somethign where you were guess what nothing happens cuz neither one sees each other , if i blocked something thrown at me it would at least reveal his current or previous location

3.the debuff needs a revamp so that it works even if the thief does NOT damage a target thus preventing perma stealth

4.as i previously said it was a stupid suggestion, so this one should be scratched
5.50% movement speed is too much when you can spam stealth almost indefinetly and have a 25% movement speed signet

My problem with 5 is a movement speed reduction, especially one of such magnitude would make stealth skills, especially ones with positional requirements, completely useless.
Backstab and Tactical Strike are hardly threatening thier hard counter is “walking away”
It also like 1 would severely cripple thief’s chances to be taken on a dungeon run “now stealth us so we can get past these trash mobs. WTH?! USELESS THIEF!! NOW WE HAVE TO FIGHT ALL OF THEM!!kitten!” (The thief was then kicked and replaced by a ranger)

Except the thief moves at 150% combat speed when traited and the OP wants that lowered to the levels of being under swiftness instead.

Except he didn’t mention that trait anywhere in the post. One has to assume he means for all stealth to move at near cripple speed.

thats actually a great idea lul.. not in all seriousness i meant for the trait to give same speed as swiftness.

Mucho Picante

No problem with 5 then. Just 1 seems worriesome. I don’t think dungeoneers would be keen on welcoming a class that’s glassier then a boonless Ele.

Registered Altaholic
Part-time Kittenposter