Allow Stomping while other guy is Stealthed
If you start the channel and then the downed player gets stealthed, then the stomp should go through. Bad design.
If you start the channel and then the downed player gets stealthed, then the stomp should go through. Bad design.
I don’t see how it’s bad design when a player counter reacts to something what his enemy does.
Stealth counters stability stomps.
If you start the channel and then the downed player gets stealthed, then the stomp should go through. Bad design.
You’re right, there should be absolutely no counterplay whatsoever!
all is vain
I agree that a stomp should land when the invisibility is applied in the midst of performing the stomp. By current logic, if you blind someone who’s stomping it should fail as well, yet that isn’t the case.
Also, a stomp should be restriced to X radius vertically and horizontially. It makes no sense to stomp people 600 units below you and ruins tactical play/positioning.
I agree that a stomp should land when the invisibility is applied in the midst of performing the stomp. By current logic, if you blind someone who’s stomping it should fail as well, yet that isn’t the case.
Also, a stomp should be restriced to X radius vertically and horizontially. It makes no sense to stomp people 600 units below you and ruins tactical play/positioning.
Then what would be the point of blinding a downed player ? It actually takes skill and good timing to land your blind right so a downed player can’t use his downed skills to interupt you. In the end it would buff certain classes like warrior since they have tons of stability acces and nerf d/p thieves like mad since they can’t stomp anyone anymore with their blinds.
On the last point I agree btw.
If you manage to start a Finish!, it won’t fail as long they are not revived, you are not interrupted, and they do not move too far. Stealth won’t stop it once it has started.
The only thing I don’t like is how fast cloaked thieves seem to revive. Sometimes it seems almost as fast as warriors with Fast Healer.
If you manage to start a Finish!, it won’t fail as long they are not revived, you are not interrupted, and they do not move too far. Stealth won’t stop it once it has started.
What?
Sharks With Lazers [PEW]
Back in beta if the target was stealthed after you started the finishing move, the stomp would go through. Obviously they decided the current mechanic was the better one to use.
-Prefers the “beta” one-
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Channeled skills like Volley and Rapid Fire follow stealth and hit them, stomp should be exactly the same as long as the downed target in still within range.
And to the people defending this hilariously broken stomp system that favours thieves:
Unless you’re in FULL BERSERKER, shadow refuge + player revive = automatic rally. Attacking with anything less than full berserker gets mitigated by the insane healing given by Shadow Refuge + Shadows Protector + Shadows Rejuvenation.
Don’t pretend it isn’t laughably broken, you’re not fooling anyone.
PvP modes are the “endgame” in all MMOs.
Stop failing at PvE, and fix WvW/SPvP. Thank you.
mitigated by the insane healing given by Shadow Refuge + Shadows Protector + Shadows Rejuvenation.
As if anyone bothers to take those traits.
Don’t pretend it isn’t laughably broken, you’re not fooling anyone.
Like stability/invul/blind/teleport/invis stomp which renders the majority of downed skills USELESS.
Wow. Feeling for the OP, here. The ignorance in this thread is so theatrical I choose to interpret it as attempts to derail rather than losing all faith in humanity.
Oh, stealth counters stability stomps? Why the hell should you be able to counter stability stomps? And why does this happen in a way that is inconsistent with the rest of the game? Moreover, why does everything need a counter, and what’s the counter to stealth revives? No, a jerk-circle of blind cleaves/AoE is not a counter.
Every class has different downed strengths. Vapor form, Shadow Escape, Vengeance and Deception counter stability stomps, not to mention insta-revives. How many counters does it need? Stealth, already an overpowered mechanic, can be used to make a downed player untargetable (before a stomp), but it should not make them invulnerable.
The OP has adequately explained this inconsistency in a variety of ways. This thread is a no-brainer.
However, it’s good to see the devs are just going to come out and blindly defend all gameplay mechanics now that they realise it will cause them less grief than acknowledging any problems that would necessitate fixing something. Hopefully this will save them on workload, allowing more time to make empty promises they have no intentions of delivering.
Don’t pretend it isn’t laughably broken, you’re not fooling anyone.
Like stability/invul/blind/teleport/invis stomp which renders the majority of downed skills USELESS.
I hate to be the one to break it to you, but the majority of downed skills are useless regardless of what anyone else is doing.
Probably the best solution is to not become downed.
Did you have anything to say about the OP?
I hate to be the one to break it to you, but the majority of downed skills are useless regardless of what anyone else is doing.
So whats the point in dumbing down the game and making this situation even worse by removing one of the few contereplays?
Btw you cant counter stability by Vengence because you wont live long enough to use it most of the times besides you will probably die anyway.
I hate to be the one to break it to you, but the majority of downed skills are useless regardless of what anyone else is doing.
So whats the point in dumbing down the game and making this situation even worse by removing one of the few contereplays?
Btw you cant counter stability by Vengence because you wont live long enough to use it most of the times besides you will probably die anyway.
I think stability/invul/blind/teleport/invis stomps are counters to downed skills/interrupts, and there shouldn’t necessarily be an ‘other way around’. Downed players should be at a disadvantage by virtue of being downed. If someone is willing to blow a powerful utility to stomp you, I think you should probably have to eat it.
Yeah, I’m not talking up Vengeance in any way, shape or form, just using it as an example of something that will counter a stability stomp (in the short term).
If someone is willing to blow a powerful utility to stomp you, I think you should probably have to eat it.
5/8 can be countered even by simply dodging what are you talking about?
And it might be rephraised for SR easily :
“If someone is willing to blow a powerful utility to ress, I think you should probably have to eat it.” ( or spam some poison and aoe to kill this sneaky kitten).
(edited by Shadow of Azrael.1205)
If someone is willing to blow a powerful utility to stomp you, I think you should probably have to eat it.
5/8 can be countered even by simply dodging what are you talking about?
And it might be rephraised for SR easily :
“If someone is willing to blow a powerful utility to ress, I think you should probably have to eat it.” ( or spam some poison and aoe to kill this sneaky kitten).
Dodging? What are you talking about? If you can dodge while downed, do it.
So you think that if the stomper and reviver both blow utilities, the reviver should win? I’m the opposite. Stomper has already invested the time to down the opponent, I think the stomper should win.
But, again, it’s not even about that. It’s not utility wars. It’s about the stealth revive mechanic being inconsistent with the rest of the game. Were you going to comment on the OP?
Dodging? What are you talking about? If you can dodge while downed, do it.
I mean the stomper can dodge the cc from downed oponent to save a bit of time (and vs engy/war its enough to prevent them from using 3rd ability).
Stomper has already invested the time to down the opponent, I think the stomper should win.
Then Anet probably should remove stomp button from heavy bunkers cus they cant kill stuff. lol Or even from anyone without significant damage contribution and their buffs/debufs should not affect stomper/downed dude.
(edited by Shadow of Azrael.1205)
Oh, stealth counters stability stomps?
+1 reading skillz.
what’s the counter to stealth revives?
Fear, push, knockback, chaos storm, hundred blades, poison field and cluster bombs. Play the game and you’ll discover more.
If someone is willing to blow a powerful utility to stomp you, I think you should probably have to eat it.
Oh the irony. Oh man I haven’t laughed this hard at forum go-ers in a long time. Thanks guys! My sides hurt again!
I agree that a stomp should land when the invisibility is applied in the midst of performing the stomp. By current logic, if you blind someone who’s stomping it should fail as well, yet that isn’t the case.
Also, a stomp should be restriced to X radius vertically and horizontially. It makes no sense to stomp people 600 units below you and ruins tactical play/positioning.
Then what would be the point of blinding a downed player ? It actually takes skill and good timing to land your blind right so a downed player can’t use his downed skills to interupt you. In the end it would buff certain classes like warrior since they have tons of stability acces and nerf d/p thieves like mad since they can’t stomp anyone anymore with their blinds.
On the last point I agree btw.
I am totally fine with blinding a downed player to achieve a stomp. I meant that blinding the stomper would be the same as cloaking a downed player. It doesn’t work that way, mind you. Just pointing out that two similar things have different effects and not being able to stomp downed, invisible people when you have begun the process of stomping, doesn’t make sense to me.
Solution: taking damage removes stealth.
Stealth balanced.
Solution: taking damage removes stealth.
Stealth balanced.
We’re back to the other issue they failed to fix, which they stated they were going to address a year ago, AOE spam
I hear about stealth finisher but I never hear about Blind finisher. Thieves can spam blackpowder and all your attacks are useless.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
So let me get this straight. You are upset because two players beat you… one player?
Stealth rezzing is perfectly fine and one of the only helpful utilities a thief can bring to his team.
You what is worse than stealth when it comes to stomping? Stability stomps and invulnerability stomps… now that is just lame.
I got an engi down while at tranq and was getting ready to stomp. I was low on health, and had saved my last invulnerability to avoid his CC. It was a good fight and though I saw another guy heading to save I calculated he wouldn’t be in time. Until he arrives and puts down shadow refuge.
Poof! He ressed, they killed me, got tranq, and we lost the game.
Thieves are so fond of telling us that stealth =/= not there. Wrong! It’s a huge flag/stake through the heart. Being invisible shouldn’t mean that the target becomes invulnerable. At best, stomp is a channeled skill and we all know those track through stealth. The attack lands. The stomp should be complete.
I can’t believe this discrepancy still exists. Everyone says that if your opponent is stealthed, your attacks will continue to connect. Stomps should connect as well. It’s ridiculous that you can cheat someone of a killing blow right in the same place just because a thief stealths them for whatever reason.
Sounds like good teamwork, I don’t see a problem.
Sorrow’s Furnace Commander
“You’re the mount, karka’s ride you instead, and thus they die happy!”-Colin Johanson
Solution: taking damage removes stealth.
Stealth balanced.
GOD YES, but add imo:,
if 20-30 % of life has been taken while in stealth, you will be revealed (or just add blood traces/ bloody footsteps, wutever)
How to counter circlejerk plz
Its kinda sad to see your stomp go through only for it to reveal a downed enemy and his thief friend.
Solution: taking damage removes stealth.
Stealth balanced.
GOD YES, but add imo:,
if 20-30 % of life has been taken while in stealth, you will be revealed (or just add blood traces/ bloody footsteps, wutever)
OMG
Footsteps in stealth! Ofc! Its brilliant!
what’s the counter to stealth revives?
Fear, push, knockback
AoE only. Can’t target, remember? But yeah, everyone should have stability and a PBAOE CC to counter one class res. That’s balance.
chaos storm, hundred blades, poison field and cluster bombs.
LOL, no. You don’t want to put auto-attack in there, too?
Now, were you going to reply to the rest of the post or just the couple of lines you have juvenile comebacks for? “+1 reading skillz”? Really, kid?
Oh the irony. Oh man I haven’t laughed this hard at forum go-ers in a long time. Thanks guys! My sides hurt again!
Small minds, huh?
Solution: taking damage removes stealth.
Stealth balanced.
GOD YES, but add imo:,
if 20-30 % of life has been taken while in stealth, you will be revealed (or just add blood traces/ bloody footsteps, wutever)
% damage strips stealth sounds workable.
what’s the counter to stealth revives?
Fear, push, knockback
AoE only. Can’t target, remember? But yeah, everyone should have stability and a PBAOE CC to counter one class res. That’s balance.
Those don’t need a target.
chaos storm, hundred blades, poison field and cluster bombs.
LOL, no. You don’t want to put auto-attack in there, too?
Auto attacks are your weakest skills. Ones I listed either do enough damage to down the thief while slowing down the res or will interrupt the thief.
Now, were you going to reply to the rest of the post.
No.
Solution: taking damage removes stealth.
Stealth balanced.
GOD YES, but add imo:,
if 20-30 % of life has been taken while in stealth, you will be revealed (or just add blood traces/ bloody footsteps, wutever)% damage strips stealth sounds workable.
1 AA can drop thief below 50%…. so no, ty
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