Stealth Mechanic Nerf Backpeddling
In case you were wondering why they didn’t patch in the Revealed debuff being applied no matter how the thief exited stealth (promised in the sotg) and don’t browse the thief forums:
As we played with the stealth changed mentioned in the SotG, we recognized that in conjunction with the change to culling this was an unpredictable change to make. We also felt that it was too big of a hit to these stealth professions, so we ended up pulling that change in favor of just increasing revealed duration by 1 second.
So yeah they took a blatant bug/glitch/exploit (culling) into account while balancing things.
wrong, they took a bugfix int account while balancing things. that change to revealed would just make thieves complete trash.
wrong, they took a bugfix int account while balancing things. that change to revealed would just make thieves complete trash.
Culling is not an intended part of the Stealth Mechanic. At all. This is obvious from s/tpvp where culling is at a minimum.
However the post by jon peters states that they considered fixing the exploit caused by culling to be equivalent to a Nerf. When it shouldn’t even be considered at all.
What they originally proposed sounded “healthy” for the game.
This change is meh. I can see the reason of increasing the reveal effect. Though I don’t think it was necessary and the wrong direction entirely. If you can still stealth chain, then you let the thief remain with exploitative strategies.
This doesn’t sound good at all…..
I’m surprised people aren’t as mad about this as I am. It’s a giant leap backwards from what they promised us in the SotG.
Maybe that change was too much, but what they REALLY need to change is stealth stacking. Thieves can be 100% stealthed, which was obviously unintended considering each stealth lasts so few. Just give perma stealth to thieves already then and make it like WoW stealth instead if you gonna let things as they are now.
Wait I thought the change was only held back in world versus world because they fixed culling the world versus world and were afraid that fixed culling as well as the stealth nerf would be too much. So the change to stealth four seconds DEbuff is not active in S PVP either?
wrong, they took a bugfix int account while balancing things. that change to revealed would just make thieves complete trash.
Culling is not an intended part of the Stealth Mechanic. At all. This is obvious from s/tpvp where culling is at a minimum.
However the post by jon peters states that they considered fixing the exploit caused by culling to be equivalent to a Nerf. When it shouldn’t even be considered at all.
So, you’re denying that it contributed to the “OP” nature of thieves? Nothing in a game this complex can be considered in a vacuum.
The backpedal looks particularly bad next to the quickness change. That change, like the proposed revealed change, is good for the long-term health, but has major short-term balance implications, yet they went through with it nonetheless.
Rather then doing the nerf that would punish thieves who stack stealth and hide, they went with the nerf that punishes thieves who stay and actually fight. This change didn’t change things much for PvP thieves but really stung on the PvE end. The nerf that affected PvP thieves was the quickness nerf, but that effected much more then them.
Part-time Kittenposter