Stealth - Combat feedback making it more Fun
people that play mes/thief that fully rely on the stealth mechanic are bad players.
i get by fine on d/d s/d caring more for blinds and evades.
heck i dont even get angry when both my blinding powder and steal are used when revealed.
makes me feel better when ive out played a guard or war or engi in wvw.
daredevil is gonnacshake things up… so give it some time.
sigil of fire is perfect for covering an area against a stealth class, CC, soft or hard is a good’n too.
with thieves, expect from behind/side. mesmers, have an interupt and stun break ready.
good players dont rely on stealth. bad players and cheesers do.
wait for the reveals to go live, then we’ll see what needs doing.
people that play mes/thief that fully rely on the stealth mechanic are bad players.
i get by fine on d/d s/d caring more for blinds and evades.
heck i dont even get angry when both my blinding powder and steal are used when revealed.
makes me feel better when ive out played a guard or war or engi in wvw.
daredevil is gonnacshake things up… so give it some time.
sigil of fire is perfect for covering an area against a stealth class, CC, soft or hard is a good’n too.
with thieves, expect from behind/side. mesmers, have an interupt and stun break ready.
good players dont rely on stealth. bad players and cheesers do.
wait for the reveals to go live, then we’ll see what needs doing.
Thanks for the tips & thoughts. I do agree with all of them. I’m not really looking at changing stealth because it’s OP or NOT but to improve it’s spectator veiwability. Okay a benefit list I see for the introduction of “visible clues”".
Benefits:
- Increased positional manipulation through baiting with these clues by the stealthed party.
- Increased general location positional information about the stealthed party allowing for more factual combat decisions on the non stealth’s party side (how much better do you feel seeing Sigil of Fire’s effect letting you know you hit them & their position location when you hit them. I don’t even mind their still invisible & I can’t see their actions & I’m still guessing where they went).
- Better chances responding to stealth when/if having latency issues which depend on the internet & sever physical local to you.
- Spectators able to observe stealthed battles requiring less of a mind game when viewed from the non stealthed veiw point.
- Spectators able to observe the stealthed foe independent to the non stealthed’s point of view by these “visible clues” know if their being out played or if their out playing the stealthed foe without having to wait for the un-stealthed part of the battle.
- Hard reveals no longer needed as much allowing to for different grades of reveals from hard-to-soft-to complete invisibility. This also can becomes an indication of player overall skill level as the higher level players relies less on hard reveals & more on their own awareness through these clues.
At this stage thinking only at a mechanical gameplay & viewability level for stealth & I find it hard to find any negatives other them increased server load from more calculations because of these “visible clues”. I welcome all parties to pick apart & list any minor or major negative impact others find if we were looking at the introduction of “Visible Clues”. Hopefully we could come up with solution to any & if players were really against this them we could forget it.
This concept was developed to improve stealthed battles feedback to the non stealthed & mainly now for the spectators for viewability. It was also so when watching from a non-stealthed view point it still had that realistic feeling of fighting an invisible foes having to rely on environmental awareness & your other senses without showing a transparent shimmer.
Lastly please note I really enjoy watch stealthed battles from the view point of the stealthed party as I’m not relying or waiting on the end points of stealthing & unstealthing to analysis or understand the battle able to enjoy & view to whole fight.