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When fighting any animal/creature that has a stealth ability, I’m sure you’ve experienced that frustrating occurrence where you wind up a big attack with a long cool down and poof, the alpine stalker/shadow skelk/jaguar just disappears and you’re left with those tantalizing “miss” bubbles over your head. However, when you want to have fun turning it around on them, any creature that has a ranged attack, charged attack, or any other type of attack they’ve started since you’ve stealthed hits as if you’ve done nothing. Somehow, all enemies are equipped with magic you-seeking arrows that will always hit no matter what unless you specifically dodge.
Considering that it’s one of a Thief’s most valuable assets and a Mesmer’s backup panic button, it seems we’re being unfairly discriminated against by this. If the mechanic is meant to let us keep hitting a stealthed enemy as long as we know where they are, let our hits against creatures hit! If it’s meant to miss, then let us use it to mitigate damage! It’s unfair as it is right now.
Doesn’t make any sense. If you were hiding in a cloud of smoke and I threw a grenade into that cloud you would get hit. The point of stealth is that you become invisible to players which enables you to do a flanking manoeuvres or to escape, not to dodge attacks when you stand in the same place.
If the mechanic is meant to let us keep hitting a stealthed enemy as long as we know where they are, let our hits against creatures hit! If it’s meant to miss, then let us use it to mitigate damage! It’s unfair as it is right now.
Erm, you can hit them when they go invisible. Skelks move when they go invisible so it’s harder to hit them, but they are there. Jaguars stay in the exact same spot when they go invisible, so wail on the place they were and they die.
(edited by hazzar.6509)
in Suggestions
Posted by: dariusblack.3720
Stealth is enough of a crutch to begin with. A very poorly designed one at that (going invisible in the middle of a melee fight… really?).
You can hit stealthed mobs, and pretty easily too since most of them barely move. Skelks run to an odd range and can be harder to hit, but it’s still possible.
It is pretty irritating when a mob keeps rapid-firing or laser-blasting me after I’ve gone invisible, seems like stealth doesn’t drop aggro in the middle of attacks no matter how long that one attack lasts. I feel like “fixing” it to instantly break their focus could have unintended consequences in boss fights, but I agree that something could be done there.
You shouldn’t go invis and stay still. You should always move around while fighting:)
Also, being able to be hit during invis is just a “counter” to the stealth skills. All skills have counter abilities or low cooldowns/long to balance out the game a bit more. Also, try using the “Stealth” abilities for something other than hiding/cheating a dodge move:P There are many useful ways to use stealth other than the ones I just mentioned.
in Suggestions
Posted by: Vigilence.4902
Your invisible not intangible.
If you know where the stealthed creature is, and you attack that spot, they take damage. As my mesmer, I either drop chaos storm or switch to a sword and just run in swinging.
As a warrior…I tend to carry a large mallet and just AoE the crap out of the area.
When the creature spawns, it dies instantly. This means it took damage and DIED while stealthed.
in Suggestions
Posted by: zaxziakohl.5243
To be honest, I have a trait activated that invisibles me when I get hit by certain conditions. One of them is immobilize. Despite the fact I can’t move I often find that the mobs DON’T attack while I’m invisible.
I have never had any issues hitting stealthed mobs. To make sure they don’t hit you, dodge in the opposite direction they attacked from and rain an aoe or 2. If you are melee, just start swinging, or dodge forward and start swinging. If they have moved back, you’ll hit them, if they didn’t, they are now behind you, and will have to turn to attack.
in Suggestions
Posted by: celsodantas.5970
I don’t think it should miss but should cancel any target-channeling skill.
in Suggestions
Posted by: TwiceDead.1963
You’re not entering a different dimension, you’re still a part of the real world, so even if you go invisible, you don’t disappear. Only to the eye. Stand in the wrong face at the wrong time and you’re asking to get smacked.
in Suggestions
Posted by: MithranArkanere.8957
Hit and miss in GW is calculated like shooters.
If you disable auto-target, you can even fire an arrow straight into the air.
If there was first person, you could play like a FPS.
So, just like a Spy will take damage by bullets or explosions in TF2, a thief will take damage when hit by AoE or projectiles in GW2.
The only skills that should fail when targeting cloaked enemies are those that-
- Are not projectile.
- Are not ground-targeted.
- Have no AoE.
- Target a single enemy.
- Do nothing when “hitting the air”.
Skills like flamestrike, blood course or the Mesmer illusions.
I think repeated attack skills should continue shooting, but lose their target if the target stealths (and just shoot wherever it was shooting last, allowing you to steer your character).
Other than that, if the target is in the line of fire, it should always hit.
Since a lot of people are telling me to keep moving, that’s exactly what I do when stealthed. However, the attacks that make me throw up my hands in frustration are mostly the ranged attacks like arrows and rapid fires or things like wurm rocks that take a long time to cast, but if you stealth mid-cast and move, they will still hit you. I’m not saying you shouldn’t take any damage at all, anything AOE or melee should certainly hit you if you’re standing in it. But I’m so sick and tired of running past Nightmare Court or Wurms or Risen and getting hit and knocked down or pulled while I’m stealthed and moving. Surely we can all agree that those should always be a miss?
in Suggestions
Posted by: Atsuma Lawliet.5829
yeah, having an attack cancel targeting when a target stealths would fit just fine. AoE seems like it’s the best way to deal with stealth, and it should stay that way, but long channel attacks hitting after stealthing makes no sense, and has the disadvantage of revealing where you are as well in PvP… That also wouldn’t hurt melee attacks on a stealthed target.
As for all the people saying it’s unrealistic, I think a thief emptying rapid fire shots on someone who has gone invisible with pinpoint accuracy seems pretty unrealistic. If you don’t like the mechanic, that should be a different thread.
they’re not actually missing, you can still kill a stealthed mob. keep slashing around until it reappears, you ARE dealing damage to it.
stealth should not mean invincibility. that would make thieves OP, and the mesmer’s mass invisibility elite skill would be the most absurd skill ever.
Since a lot of people are telling me to keep moving, that’s exactly what I do when stealthed. However, the attacks that make me throw up my hands in frustration are mostly the ranged attacks like arrows and rapid fires or things like wurm rocks that take a long time to cast, but if you stealth mid-cast and move, they will still hit you. I’m not saying you shouldn’t take any damage at all, anything AOE or melee should certainly hit you if you’re standing in it. But I’m so sick and tired of running past Nightmare Court or Wurms or Risen and getting hit and knocked down or pulled while I’m stealthed and moving. Surely we can all agree that those should always be a miss?
Learn your aggro radius, and don’t try to run past mobs that can take control away from you in some way (ergo anything stability prevents). If you need past them, kill them…don’t try to run past them.
Stealth in this game should not be called stealth…it is camoflage. You are not 100% invisible. Player weapons still have a faint outline (by design) as do enemy weapons (jaguar/skag feet still have a faintly visible outline showing their location). Stealth skills also do not drop aggro unless the skill specifically states that it does so, that should be a giant red flag to you that it isn’t going to drop skill casts either. Learn and adapt to this change from previous MMOs.
in Suggestions
Posted by: Detahmaio.2014
The issue is if a ranger or NPC uses Rapid fire and you stealth the attack will fixate on you regardless if you strafe from your last known location which is terrible design since stealth does drop target to begin with which means your toon according to game logic/game world doesn’t know where that other toon is but can finish the channelled rapid fire with success.
in Suggestions
Posted by: Atsuma Lawliet.5829
The issue is if a ranger or NPC uses Rapid fire and you stealth the attack will fixate on you regardless if you strafe from your last known location which is terrible design since stealth does drop target to begin with which means your toon according to game logic/game world doesn’t know where that other toon is but can finish the channelled rapid fire with success.
Exactly, I’m not saying it should be invulnerability, it should just drop you as a target and end any channeled spells on you.
Also, comparing notions of visibility in reality to game mechanics to this extreme is fruitless. The mesmer stealth is based off the very warping of light around you. Try finding something that does that IRL that isn’t highly visible.
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