Burning and Stealth Detection

Burning and Stealth Detection

in Suggestions

Posted by: Atherakhia.4086

Atherakhia.4086

The single most complained about condition in this game is burning. Everyone argues it does too much damage and that it doesn’t stack so only one person truly benefits from it.

The single most complained about mechanic in this game is stealth. Everyone argues it’s too powerful, there aren’t any counters to it, and it removes fun from the game for people who don’t have it.

Why not kill 2 birds with one stone and have burning put revealed on the target? Logically it makes sense because you wouldn’t expect someone to be able to hide in the shadows while burning.

I say change burning to do the same damage as poison and make it so for as long as a target is burning, they also have the revealed debuff.

Burning and Stealth Detection

in Suggestions

Posted by: JETWING.2759

JETWING.2759

I agree.
But no need change burning dmg.

Really looks hard somebody hide in shadows while burning

Burning and Stealth Detection

in Suggestions

Posted by: Linguistically Inept.6583

Linguistically Inept.6583

I say change burning to do the same damage as poison and make it so for as long as a target is burning, they also have the revealed debuff.

yay; lets nerf condition damage just to counter one mechanic(!)

the best way to deal with stealth detection in my opinion is to still have the damage numbers pop up when you hit a stealthed player (direct damage numbers; not condition damage numbers; else stealth becomes horribly UP)

Desolation: 80 ranger [Nightwither], 80 necro [Dusk Grimsoul]
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]

Burning and Stealth Detection

in Suggestions

Posted by: Orpheal.8263

Orpheal.8263

I don’t agree.

Stealth Mechanics need no nerf, they need a buff in their durations and some changes at some traits to make perma stealth alot harder to keep up mostly all the time altogether with some buffs for all classes to reveal hidden enemies, like giving ranger pets at a grand master trait the ability to auto reveal every x seconds hidden enemies around them in nearby range

Or by giving engineers a trait ability so that their net towers get a movement sensor that automatically shoots at hidden enemies that get into range of that tower revealing them and catching them

Stuff like that is it, what makes the game more balanced and at the same time more dynamic, because it would require classes to sacrifice on something for the great ability to find/catch hidden enemies, like lackign then a bit on attack power, vitality or other positive trait effects they otherwisely normally have, if they’d take on therefore the risk to be attacked more oftenly by stealthed enemies.

Seriously, if you guys still have massive problems to fight against thiefs, then by gods kittening name L2P finally!!!
Play as a thief, learn their play style and you’ll automatically profit from that made experience for all your other classe’s play styles to learn to play them better and react better with them, while fighting against thiefs knowing better, how you can easily counter thiefs with your given skills.

Thiefs need some serious gameplay design buffs/redesigns so that not the majority of thiefs consists only out of 2 builds.

There are either only the super critical hit stealth backstabbers with more or less perma stealths builds, or there are the fast spam condition thiefs that try to let you bleed out as fast as possible and spam you full with quick very high bleeding stacks, cripple, poison, weakness and now since the last changes also too torment by permanently letting you run into countless caltrops and using venoms, but this build is massively lesser seen, than the stealth critical builds.
I remark Anets words here, that they want/ed to give all classes up to 4-6 valiable different gameplay builds!!!

Sadly nothing about this has changed yet on the thief and the support role of the thief also sucks still, as this class has basicalyl absolutely nothing to support others, other than that AoE stealth skill

Stealth can be so fuchingly easy countered with so many skills that can either kick you out of the stealth or kill you even, while you are still in stealth…

1= Any strong fear used right after a thief usede that AoE skill to force them out of the AoE instantly reveals us, totally regardless if they had 1 or 10 seconds of stealth duration left, what totally sucks, when u had full duration and just 1 rettarrded fear is enough to instantly end it …

2) Fire/earth/ice spamming AoE eles are quickly a thiefs bane, as they damage you also while you are in stealth and the constant burning/bleeding/chill can quickly kill you, while you are still in stealth as thiefs aren#t well known for beign best at condition remove ….

3) Mesmers if played just decently good are just overpowered enough with their clone/phantasm spam to easily kill any thief, if they succed in letting them outrun of initiative, dodges and keep them busy permanently with countless conditions.

Just some examples
——
I surely don’t say thiefs are underpowered, but their overall gameplay mechanics still need alot of improvements, so that this class will play alot more smoother and dynamically, so that they will receive more valiable builds that are worth it to be played besides stealth BS and condition venom/caltrop spammers.

Stealth itself needs no death nerfs like burning to cause basically a perma reveal, as some classes can easily keep u up permanently burning …
Stealth would be just alot more balanced with significantly higher durations, much higher aquisition of perma stealth and all other classes receiving either via skills or traits (mostly via traits) ways to reveal hidden thiefs/rangers ect. as that would help to rebalance basically all classes by letting them to give up on something for being able to find hidden enemies too

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