remove invisibility in pvp enviroments

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Posted by: Anomaly.7612

Anomaly.7612

stop being so basic. nearly every theif is melee, when they stealth they are going to go up to you and try and stab you. you might no know where they are when they disappear, but you do know where they are going. AOE at your feet and/or auto attacking while rotating (so they cant backstab) are easy counters.

most theives i fight are idiots and will come into my AOEs and die.

it really does amaze me how under used the shortbow is for so many thieves.

As a Thief main, I agree. Weakness is an amazing and under used condi that’s so readily available for SB. Plus all the dodges. I’ve been Rey close to death before but have tanked til my heal is back with just weakness fields and SB3.

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Posted by: Novuake.2691

Novuake.2691

i main engineer, if the run around bowing me like a goon i just kill them with my rifle. regardless, most of them just jump into my AOEs, lose half health retreat in stealth then attempt the same strategy. they always die or run.

staying calm and not chasing them is important. they hunger for your blood. they are wearing their zerker amulet and just want big crits and big numbers. bait them, their health pools are so small one goof will destroy them- and guess what you can cause these goofs!

EXACTLY!

REACT, don’t panic. Most people are like OOOOOHHH MY HEALTH IS GONE!
Instead you immediate dodge to create distance then use a disable/damage mitigation/ heal and OPEN FIRE to force invis out of him. Once that second invis pops you KNOW hes there and you KNOW he will engage. So YOU have the upper hand this time.

Retriever Iiat – Asura Engineer
Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU

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Posted by: Stephen.6312

Stephen.6312

With a main with no “hard counters” to stealth, invulnerabilities and the like, I agree that stealth has problems. If I could change anything about stealth, I would improve how hidden enemies are revealed. For example, running through a fire field should reveal stealth, together with the application of the burning condition.

That being said, there are problems with the current physics engine inside the game that exacerbate the frustration of players trying to counter stealth. Whilst melee and aoe attacks may hit hidden enemies, many ranged attacks do not. Sure, ranged “channeled” attacks might, but they normally only hit when the channeled skill begins before the targeted enemy enters stealth. Once an enemy enters stealth, ranged auto-attacks are completely useless. In my opinion, this is a major balance issue that needs to be corrected and has only really arisen because of the stealth mechanic. This does not mean that stealth is “broken” – it means that there are inherent problems in the combat system that probably will never be resolved.

R. I. P. stealth counter-play.

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Posted by: Novuake.2691

Novuake.2691

With a main with no “hard counters” to stealth, invulnerabilities and the like, I agree that stealth has problems. If I could change anything about stealth, I would improve how hidden enemies are revealed. For example, running through a fire field should reveal stealth, together with the application of the burning condition.

That being said, there are problems with the current physics engine inside the game that exacerbate the frustration of players trying to counter stealth. Whilst melee and aoe attacks may hit hidden enemies, many ranged attacks do not. Sure, ranged “channeled” attacks might, but they normally only hit when the channeled skill begins before the targeted enemy enters stealth. Once an enemy enters stealth, ranged auto-attacks are completely useless. In my opinion, this is a major balance issue that needs to be corrected and has only really arisen because of the stealth mechanic. This does not mean that stealth is “broken” – it means that there are inherent problems in the combat system that probably will never be resolved.

R. I. P. stealth counter-play.

Your whole example is terrible for your argument. It sounds like the way it SHOULD work.
So you are saying that a arrow shot into clean air must be able to hit an invis target?

Retriever Iiat – Asura Engineer
Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU

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Posted by: Anomaly.7612

Anomaly.7612

With a main with no “hard counters” to stealth, invulnerabilities and the like, I agree that stealth has problems. If I could change anything about stealth, I would improve how hidden enemies are revealed. For example, running through a fire field should reveal stealth, together with the application of the burning condition.

That being said, there are problems with the current physics engine inside the game that exacerbate the frustration of players trying to counter stealth. Whilst melee and aoe attacks may hit hidden enemies, many ranged attacks do not. Sure, ranged “channeled” attacks might, but they normally only hit when the channeled skill begins before the targeted enemy enters stealth. Once an enemy enters stealth, ranged auto-attacks are completely useless. In my opinion, this is a major balance issue that needs to be corrected and has only really arisen because of the stealth mechanic. This does not mean that stealth is “broken” – it means that there are inherent problems in the combat system that probably will never be resolved.

R. I. P. stealth counter-play.

So I totally get what you’re going for when it comes to damage should remove stealth, but in order for that to be balanced, we’d have a situation like WoW’s stealth where it is permanent until otherwise broken by the player or damage.

If you think stealth is bad now, permanent is worse. The fact that it’s temporary makes it more predictable and counter able.

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Posted by: RlyOsim.2497

RlyOsim.2497

This thread again \o/

All the same, the issue:
- stealth is an engage tool
- stealth is a disengage tool
- stealth is an offensive ability
- stealth is a defensive ability
- (thieves) stealth is available to the most mobile class in the game
- (thieves) stealth is a spamable ability

(imo) this kitten is inherently broken but it’s too far gone now for it to change. Don’t like it don’t play it but it’s not like GW2 PvP is actually a thing anyway!

The Ghost of Christmas Past

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Posted by: Arkvan.3561

Arkvan.3561

Eh, I wouldn’t say invis is OP (I’ve managed to down a few thieves in their invis tonight, woop woop) but it makes for incredibly boring fights. Trying to chase someone you can’t see as a warrior is about as much fun as watching paint dry. Course, I can name a few more setups I loathe fighting….

No one hears you.

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Posted by: Random Weird Guy.3528

Random Weird Guy.3528

Eh, I wouldn’t say invis is OP (I’ve managed to down a few thieves in their invis tonight, woop woop) but it makes for incredibly boring fights. Trying to chase someone you can’t see as a warrior is about as much fun as watching paint dry. Course, I can name a few more setups I loathe fighting….

Because fighting another warrior as a warrior is so much more fun right?

Random Engineering // Trixxti // Random Noises (worst thief eu)
Svanir Appreciation Society [SAS]

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Posted by: Caedmon.6798

Caedmon.6798

Eh, I wouldn’t say invis is OP (I’ve managed to down a few thieves in their invis tonight, woop woop) but it makes for incredibly boring fights. Trying to chase someone you can’t see as a warrior is about as much fun as watching paint dry. Course, I can name a few more setups I loathe fighting….

Because fighting another warrior as a warrior is so much more fun right?

It sure as hell is.Everything is more fun to fight than a class with acces to stealthing/porting, add blind spamming.

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Posted by: Kousetsu.1627

Kousetsu.1627

Thieves are fine.

-Signed, a DPS Guardian.