Incredible Idea For Balancing Stealth
So basicly perfect runes for condition builds that would 100% counter thieves…. yeah right…
Also thief should not be visible for just 1 target, its either visible for all or for none.
That would hurt thieves too much, balancing thief is a touchy subject.
Incredible stupid idea….
Even me as a ranger which also uses builds which are prone to burst must say that this is waaaaaaay to overpowered. Thiefs would disappear from pvp because necros, rangers, engenieers etc. would only equip this rune and you also need just one per team because one can simply reveal where the rouge is located by showing it his teammates by throwing a trap or other aoe.
In my opinion thiefs are not OP anymore in the current meta (Mesmers are much more painful). Deal with them as they are or find another build, which counters them more easily.
(edited by HPLT.7132)
i understand your PoV OP and in some way i like the idea.
what about make those runes like infiltrator’s ones? (= useless stats 99%) because avoiding a class mechanic is a lot powerfull even if #6 rune.
what about some kind of
#6: critical hit on target(or something else just to say) : put a 3(4-5-6-10 idk) secs revealed debuff on target (30-45-90secs-210 (idk) cd)
nice imput btw
-a thief
Something needs to be done regarding the revealed debuff in culling and slow rendering situations. Thieves are the class that I actually “play by ear” meaning my queues for an incoming attack come from in game audio instead of vision.
Last night I was ganked many times without seeing the player render, I accept that, no moaning but it’s a part of the game that is broken, not specifically the class itself.
I even heard/sorta saw in a semi-opaque 5% rendered state a thief backstabbing followed up by three heartseekers on a player next to me attempting to res an ally, that thief rendered for about 1.5 seconds before restealthing.
Given time I’m sure Anet will come up with a solution, in the interim those of us partaking in WvW just have to suck it up and accept how it works.
Once proud member of Extraordinary Gentlemen [EXG]{DESO4LIFE}
So basicly perfect runes for condition builds that would 100% counter thieves…. yeah right…
Also thief should not be visible for just 1 target, its either visible for all or for none.
I did not mention “perfect condtion” runes i just gave some examples of different buffs before the last one night vision. the others could be smthng else —’
Incredible stupid idea….
Even me as a ranger which also uses builds which are prone to burst must say that this is waaaaaaay to overpowered. Thiefs would disappear from pvp because necros, rangers, engenieers etc. would only equip this rune and you also need just one per team because one can simply reveal where the rouge is located by showing it his teammates by throwing a trap or other aoe.In my opinion thiefs are not OP anymore in the current meta (Mesmers are much more painful). Deal with them as they are or find another build, which counters them more easily.
It would be basically another way to balance the overusage of stealth. Using it as the last rune buff would not make it ovrpower and even less if the other buffs before it like the 2nd or 3rd be not that good or as good as other ones in the rune category. And i expected you to be less offensive in the way you replied. Thanks and as i wrote it was intended to be an idea just give suggestions and not hostile replies.
That would hurt thieves too much, balancing thief is a touchy subject.
I know i was just trying to make them less OP, cause in youtube there are even videos of thieves using stealth to the point where they can be fully stealthed everytime by manipulating the system in an “exploit” way if u see my point.
But thanks for reply friend.
That would hurt thieves too much, balancing thief is a touchy subject.
I know i was just trying to make them less OP, cause in youtube there are even videos of thieves using stealth to the point where they can be fully stealthed everytime by manipulating the system in an “exploit” way if u see my point.
But thanks for reply friend.
I wouldn’t exactly call it OP, i would call it a broken mechanic. Thieves who can perma stealth usually can’t kill you either.
the biggest problem with thief stealth is the shadow refuge, this skill shouldnt grant a huge stealth bonus in the end of skill.
just grant stealth if you are inside if you leave of skill end no MORE stealth, the most stupid thing is when a almost dead thief use shadow refuge and you use some AoE and you know he died but because he die inside shadow refuge now you need wait a huge amount of time to wait the stealth dissapear to actually kill the thief.
you cant kill him because he will teleport so you need to be very lucky to spam random skill and hit him until he die before stealth end.
(edited by possante.8310)
I think the best solution is to have some sort of class be able to use a ground targeting skill that reveals anyone inside of the ground target that is Stealth.
they need to do something like “gives x% chance to unstealth” so your aoe or whatever has % to de stealth the player if it lands.
they need to do something like “gives x% chance to unstealth” so your aoe or whatever has % to de stealth the player if it lands.
stealth is only a problem on thief because is the onbly class that can use it offensive (with insane damage). the other class is mainly for defensive use
When you’re troubleshooting something, it’s best to focus on one variable at a time.
In this case, culling is causing the most issues with stealth since player’s don’t appear right away after leaving stealth.
So, first fix culling then observe if stealth still has issues. Increasing the Revealed debuff , having stealth break on damage, or any skill/rune that reveals stealthed players is completely game changing and potentially game breaking.
Having played several classes to 80 in WvW, PVE, and sPvP, including thief, I personally don’t have any issues with stealth.
Unfortunately, a lot of folks in this thread are drifting towards whining. The biggest issue with stealth is culling, that’s it really. Killing thieves that use stealth often involves timed dodges and CCs such as immobilize, snares, fears, and stuns. Essentially, smart play, which is what it takes to kill other classes, too.
Level 80 Guardian, Thief
Minions of Grenth, Jade Quarry
When you’re troubleshooting something, it’s best to focus on one variable at a time.
In this case, culling is causing the most issues with stealth since player’s don’t appear right away after leaving stealth.
So, first fix culling then observe if stealth still has issues. Increasing the Revealed debuff , having stealth break on damage, or any skill/rune that reveals stealthed players is completely game changing and potentially game breaking.
Having played several classes to 80 in WvW, PVE, and sPvP, including thief, I personally don’t have any issues with stealth.
Unfortunately, a lot of folks in this thread are drifting towards whining. The biggest issue with stealth is culling, that’s it really. Killing thieves that use stealth often involves timed dodges and CCs such as immobilize, snares, fears, and stuns. Essentially, smart play, which is what it takes to kill other classes, too.
totally agree but arenanet take so much time to change anything on sPvP. at this rate this part of game will die before they make any significant changes
(edited by possante.8310)
i would be happy if it didnt take 2-3 seconds for me to see someone coming out of stealth (hears noises. watches half health drop. looks around, looks around, oh there the thief is thats hitting me)
edit: as well as it dropping target. esp if theres a lot of clones/pets/whatever on the screen. it turns a 1s stealth into 3-4 secs of not getting hit because of it
(edited by typingofthedead.5614)
maybe give all classes or some classes a utility skill that give a reveal debuff for 5 second
(edited by Lavexis.5360)
maybe give all classes or some classes a utility skill that give a reveal debuff for 5 second
That wouldn’t do anything to the small scale. All it would do is destroy the Thieves ability to 1vN in WvW. Anyone taking that utility would be gimping themselves but scrubs in zergs would run it.
They should just let damage done to stealth players show and be in the combat log and fix rendering (even if it’s a stick figure, the unstelath swirl is instant so it’s possible). That’s about it. That will give players feedback instead of random swinging and will reduce the propergation of stealth = invuln myth
I dont know why the thief taking damage whilst in stealth doesnt break stealth. That would at least allow for some type of counter. Instead its perma stealth over and over again.
There’s balance and then there is over-correction.
I’d like a nerf on the stealth duration but I don’t want to remove it entirely from the thieves arsenal.
Remove stealth stacking. They did it with mesmer skills. All they need to do is make stealth skills not renew the duration when used in unison.
Shadow Refuge stealth should end when you come out of it or it ends.
Stealth should not last more than 5-7 seconds. And if thieves keep the amount of damage they currently have, stealth should not be healing for the amount it currently does and on top of it remove conditions.
Night vision runes? Well now i want my star-wars laser gs for guardian and a tracked nuclear powered rail-gun as a pet for ranger..oh and long range radar on weapon sigil, so i can see every enemy on the mini map…with name, class, hp, cd’s and so on of course…
/sarcasm off
The only serious answer to night vision runes is….lol
(edited by Archaon.6245)
Why not allow people who are stealthed to see enemies who are stealthed? You wouldn’t be able to damage them without breaking your own stealth but you could at least cast 1 ability on them, or be able to follow them until stealth breaks. Offers abit of counterplay which would be nice in this instance.