221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
think of the new revenant energy/resource bar first…
now, think of a similar mechanic that affects damage output based on the duration and frequency of any form of stealth used personally or placed on your character. example, player is running around killing stuff and their damage output energy/recource bar is at 100% normal… player then enters stealth or has stealth placed on them and the energy/resource bar starts draining which reduces their overall damage percentage output when they exit stealth… player continues to fight/run/do whatever outside of stealth and the energy/resource bar fills back up to 100% damage output.
*obviously there would be a necessity to balance other “things”, but this is just a basic concept so don’t jump all over me.
thoughts?
(edited by Swagger.1459)
weaken those hiding in the veil of stealth. their powers shall reign no more. buhahaha!!
I personally think it’s a very bad idea to punish a player’s dps if they enter stealth, especially when you consider that a majority of a thief’s personal dps comes from stealth skills. It would completely go against their play style, which, by the way, is pretty much forced on them because without stealth, their survivability goes to hell.
I would personally make a few tweaks to though. For example, make it so that mesmer phantasms don’t attack when they enter stealth. It feels kinda unfair that rangers and thieves get revealed if they do any damage while in stealth, but mesmers can continue to do damage with phantasms while hiding.
Also, maybe remove the ability to stack stealth duration from smoke fields (in other words, if you use a finisher on a smoke field, it only applies the stealth once, and cannot be extended in duration by using more, subsequent finishers on the same field), because sometimes it is too easy for a thief to enter stealth for a long duration without any risks just by using pistol 5 or smoke screen + spamming a leap finisher. In my opinion, long duration stealth is what shadow refuge was made for, and it’s balanced by the fact that you have to remain in the aoe of that skill until it disappears, because if you leave the field early, you get revealed (which gives other players a chance to try and kill you with aoe skills while you are in the aoe).
(edited by Tenrai Senshi.2017)
I personally think it’s a very bad idea to punish a player’s dps if they enter stealth, especially when you consider that a majority of a thief’s personal dps comes from stealth skills. It would completely go against their play style, which, by the way, is pretty much forced on them because without stealth, their survivability goes to hell.
I would personally make a few tweaks to though. For example, make it so that mesmer phantasms don’t attack when they enter stealth. It feels kinda unfair that rangers and thieves get revealed if they do any damage while in stealth, but mesmers can continue to do damage with phantasms while hiding. Also, maybe remove the ability to stack stealth duration from shadow fields (in other words, if you use a finisher on a shadow field, it only applies the stealth once, and cannot be extended in duration by using more, subsequent finishers on the same field), because sometimes it is too easy for a thief to enter stealth for a long duration without any risks just by using pistol 5 or smoke screen + spamming a leap finisher. In my opinion, long duration stealth is what shadow refuge was made for, and it’s balanced by the fact that you have to remain in the aoe of that skill until it disappears, because if you leave the field early, you get revealed (which gives other players a chance to try and kill you with aoe skills while you are in the aoe).
Smoke field is the one that create stealth
And shadow refuge use stealth stack for long duration stealth.
Just to correct you :l
I personally think it’s a very bad idea to punish a player’s dps if they enter stealth, especially when you consider that a majority of a thief’s personal dps comes from stealth skills. It would completely go against their play style, which, by the way, is pretty much forced on them because without stealth, their survivability goes to hell.
I would personally make a few tweaks to though. For example, make it so that mesmer phantasms don’t attack when they enter stealth. It feels kinda unfair that rangers and thieves get revealed if they do any damage while in stealth, but mesmers can continue to do damage with phantasms while hiding. Also, maybe remove the ability to stack stealth duration from shadow fields (in other words, if you use a finisher on a shadow field, it only applies the stealth once, and cannot be extended in duration by using more, subsequent finishers on the same field), because sometimes it is too easy for a thief to enter stealth for a long duration without any risks just by using pistol 5 or smoke screen + spamming a leap finisher. In my opinion, long duration stealth is what shadow refuge was made for, and it’s balanced by the fact that you have to remain in the aoe of that skill until it disappears, because if you leave the field early, you get revealed (which gives other players a chance to try and kill you with aoe skills while you are in the aoe).
Smoke field is the one that create stealth
And shadow refuge use stealth stack for long duration stealth.
Just to correct you :l
Yeah, thanks, I’ll edit my post with the correction. I always think of smoke fields as shadow fields. I got the shadow refuge part right though. XD
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