Stealth Disruptor Trap
well an anti cc trap would be nice. :-)
[AVTR]
Isle of Kickaspenwood
Yeah a trap that boosts player skill would be nice for some of you so you could stop complain about stealth.
[url=https://] [/url]
Yeah we don’t have enough skill to see through stealth. Good troll. Traps…idk why they exist. Got hit by a supply trap for the first time in my life today!
NSP – northernshiverpeaks.org
The stealth trap is used very very infrequently to stop a Thief (and when it is, it is used most often by people who don’t understand their mechanics). Most often it is used to prevent a zerg from easily stealthing a Mesmer (or entire zerg) into an open objective.
Lol. Stealth traps. It’s cute that anet thought those would affect thieves.
Well I haven’t used one effectively ever…and neither have I been hit by one.
I guess they were introduced to counter some perma-stealth Thieves hiding in Keeps forever to revive dead Mesmers.
This tactic needed a counter…but that’s really it.
Did anyone spend Karma to buy it?
All the trap I use is from loot.
The only time it is successful is because a thief want to test it.
By the way, the trap is visible (based on what he told me).
If it is true, it will take a curious or stupid thief to jump into it.
Ayumu-lvl 80 Necromancer
Tsu-lvl 80 thief
The fact this trap exists is proof that
thiefinvisibility is overpowered. Why aren’t there any traps that compensate for any other individual class?
Fixed it for you. Now the thieves can shut up.
Got hit by 10 of these the other day. It was hilarious, I walked into them on purpose but the enemies still failed at killing me lollololol
It happened because enough people who think invisibility = invincibility complained about it.
really bad engineer
well an anti cc trap would be nice. :-)
Condition clear & Stability. Oh wait, you wanted like something you put on the ground?
Come on.
Physti – Elementalist | Fistful of Blades – Thief
[WHIP] Quaggan Slavers – HoD
well an anti cc trap would be nice. :-)
Condition clear & Stability. Oh wait, you wanted like something you put on the ground?
Come on.
maybe something that nullify 30 traits points + multiple skills of a class.
something like a “silencer trap” that prevent warriors and guardians from using shouts for 30s in a 1200 radius.
or a “confusing trap” that doesn’t let mesmers create clones or a “element intensificator trap” that prevent attunement switch ….
well an anti cc trap would be nice. :-)
Condition clear & Stability. Oh wait, you wanted like something you put on the ground?
Come on.
maybe something that nullify 30 traits points + multiple skills of a class.
something like a “silencer trap” that prevent warriors and guardians from using shouts for 30s in a 1200 radius.
or a “confusing trap” that doesn’t let mesmers create clones or a “element intensificator trap” that prevent attunement switch ….
Love this argument.
You do realize there are plenty of counters to, well… EVERYTHING in the game. Except stealth.
“hurrhurr, put a trap that counters a warrior shout so he cant use stability”. As if there arent a dozen or more abilities ingame that strip his Stability anyway. Not to mention Stability gets countered by Cripple, Chill and Immobilize.
“Make a trap so that mesmers can summon clones!”
As if clones dont die to aoe as it is, and their Shatter can be dodged/blocked.
Where are the other abilities that counter Stealth? Oh right, there arent any. And im gona lay another shocking truth on you.
You ready?
Stealth isnt your class mechanic. Rangers get stealth, mesmers get stealth, Engineers get stealth.
You’re class mechanic is initiative. You know, where you dont actually have cooldowns but an entirely diffirent and unique resource system. They slapped Steal on it to give you an active ability aswell.
Stealth needs more counters, but actual player counters and not some stupidly expensive trap that is clearly designed to deal with veilbombing and more of a mesmer counter then thief.
Luckily, Anet seems to finally realize this and are looking to add to player skills the ability to counter Stealth. About a year and a half late in my opinion, but its a start.
The trap is for mesmer veils in zerg vs zerg. You would really spend badges to reveal a solo thief?
PS. Also warriors and necros are the new OP. Get with the program.
well an anti cc trap would be nice. :-)
Condition clear & Stability. Oh wait, you wanted like something you put on the ground?
Come on.
erm i was joking actually. but also erm im a mesmer there is barely any stability available to our class.
[AVTR]
Isle of Kickaspenwood
At this point in the games life you should have thief countering down to a science. They all do the same handful of uninspired things making none of them unique. Do you see the thief running towards you? He’s about to use steal. Did a thief just go into stealth? He’s about to use back stab. Did he just come out of stealth? He’s going to press 2 a lot until he can stealth again.
Stealth was never the problem, scrub thieves have always been a problem, but mostly for beginners. With the extremely limited build versatility thieves can do high single target direct damage that is just as vulnerable to the very thing they’re using. No point in a stealth trap. Just use blinds, blocks, CCs, and a quick burst of damage and collect your loot. Course it’s super easy for an Engineer since we have a blind immunity attached to a stun break that grants fury. It’s a one stop shop to countering basilisk venom and blind spam openers. By the time they realize they shouldn’t have kitten ed with me they’re already downed by a three CC chain and static discharge + pry bar + rifle skill burst rotation.
Just learn to turn around and punch the thief in the teeth, stealth trap is just for trolling Mesmer veils.
I don’t think thieves have limited build capabilities. It just that most thieves want to play the scrub permastealth build, giving the rest of us a bad name.
Veil doesn’t last long enough to matter. If you see zerg veil, you know where they are. If you don’t see them cast and pass through the veil, you are dead anyways So why bother?
If it was instant cast, with a range of 1200, it could have a use.
Skritt Happens
I don’t think thieves have limited build capabilities. It just that most thieves want to play the scrub permastealth build, giving the rest of us a bad name.
There are a wide range of builds for thieves and all but maybe 5 of them don’t involve sucking. A thief that doesn’t stealth as often as possible nor does high damage either as fast as possible or stacked as high as possible via conditions is just a loot bag with legs. There’s more ways to use one Engineer build than there are viable Thief builds. No matter how you slice it your build will spam stealth, spam one key, or both. Very easy to learn to beat a class that is mechanically limited to only doing one thing. It’s never a “oh wow I’ve never seen that before” moment when you go toe to toe with a Thief.
I don’t think thieves have limited build capabilities. It just that most thieves want to play the scrub permastealth build, giving the rest of us a bad name.
You are right, there are multiple thief builds- just most of them suck when compared to trying to do a similar job compared to another profession.
My moves are fresh, like my groceries.
#TeamEvonforever
The trap is for mesmer veils in zerg vs zerg. You would really spend badges to reveal a solo thief?
You are joking right? You think the trap exists to deal with an invisibility that only lasts 3 seconds and would be fade before you could even get the trap out?
Seeing how a supply trap properly placed could delay a whole zerg from capping an objective, an Stealth trap could take away the veil. Albiet a bit harder to use tactically than a a supply trap that could be used strategically.
Invisible enemies cannot prevent cap.
To cover the whole capping circle , you will need like 10 trap.
Ayumu-lvl 80 Necromancer
Tsu-lvl 80 thief
words
you wrote crap.
I did not mention a class mechanic, but a trait line.
Shadow Art is a trait line that relies on stealth and gives a lot of abilities.
Negating stealth will negate too much things.
You want to counter invisibility, beacuse ppl are bad and can’t put down a couple of AoE or swing their AA? Ok, but counter it introducing something that lets you see stealthed players not that prevents player from stealthing. You’ll see me and you’ll be able to attack me, not reacting like a mob, but i still have access to all my skills.
Btw stealth has no hard counters because it does not need them.
Stealth doesn’t grant immunity to anything but bad players.
Scrubs rely on permastealth. For the good of the class, the ability to permastealth should be removed, sorry.
Stealth is really only a problem for bad players or people who don’t know their class or anything about thieves.
[url=https://] [/url]
Seeing how a supply trap properly placed could delay a whole zerg from capping an objective, an Stealth trap could take away the veil. Albiet a bit harder to use tactically than a a supply trap that could be used strategically.
Invisible enemies cannot prevent cap.
To cover the whole capping circle , you will need like 10 trap.
I said supply trap, as in a zerg runs in and get hit by a supply trap and lose all their supply, rendering them useless unless they want to sit there and bash their face into thegate.
Scrubs rely on permastealth. For the good of the class, the ability to permastealth should be removed, sorry.
there is a great difference between perma-stealth and 0-stealth.
I agree that perma-stealth should be removed, an internal cooldown on smoke field + leap should be enough.
Screw up tons of abilities of a class is simply wrong.
Skills should be countered one by one , not 1 counter for 6 -7 skills
Or give thieves immunity and better access to boons.
Lol. Stealth traps. It’s cute that anet thought those would affect thieves.
Yeah, and remember all the thief’s crying at that time because they thought it would affect them? Just like the time when revealed was one second longer.
Just like the time when revealed was one second longer.
it was a mistake and indeed they reverted it.
words
you wrote crap.
I wrote the truth and you cant handle it.
The first part of my post is spot on with what you suggested those traps be like to counter other players.
If i play HGH engineer i rely on those big stacks of Might. Thats my build, and guess what the game throws plenty of counters my way and the same goes for every other build. Not so for a Thief that builts for stealth.
The second part was basicly just to beat the second popular argument to the punch that “oh no, stealth is our class mechanic!” which is also isnt.
You wrote crap when you suggest traps to counter mechanics on other professions that already have counters. Unlike your stealth.
And the funny part is Disruptor trap is a Mesmer counter, far more then it is meant to counter a single lonely thief.
did anyone have any luck with these traps? they don’t work. i was expecting to catch myself a thief but it did not. can we make better traps? you won’t make mouse traps if it can’t capture them.
“Recent Graduate of Maguuma University with a degree in Forums Politics”
Got a stealth trap yesterday from loot….destroyed it.
Just like the time when revealed was one second longer.
it was a mistake and indeed they reverted it.
The mistake was putting the counter to stealth in the hands of the person using it…revealed should never have been automatic upon dropping out of stealth and only should be caused by specific utility skills and all stun/daze type effects (fear, knockdown, knockback, launch, etc.). Making the revealed debuff was just plain stupid as an inherent feature of stealth.
But this is ANet we’re talking about, if they wanted competitive game play for the PvP modes they wouldn’t have win conditions for both based on who’s better at standing in a kitten ing circle…they need to fire the GW2 PvP staff and bring in the GW1 PvP team. They were literally better in literally every way, especially since they were actually good at, and knowledgeable about, their own god kitten game! …these kitten ing guys can’t even build a box and let one side kill the other side in that box until there’s only one side left…
Oh look! Stealth traps guys! …yeah they only screw up scrub thieves you can learn to kill without them. It’s the classes with less access to stealth that the trap hurts since a thief is never more than 3 seconds away from his next stealth. If these were meant to nerf thieves then ANet has proven again the incompetence of the team, and provided more grounds to be rid of these clowns who have, are, and will continue halfassing development. Either double the team size or replace them with people twice as good.
Oh look! Stealth traps guys! …yeah they only screw up scrub thieves you can learn to kill without them. It’s the classes with less access to stealth that the trap hurts since a thief is never more than 3 seconds away from his next stealth. If these were meant to nerf thieves then ANet has proven again the incompetence of the team, and provided more grounds to be rid of these clowns who have, are, and will continue halfassing development. Either double the team size or replace them with people twice as good.
Agreed
It’s this topic again
Stealth (invisibility) sucks. The reason that it sucks is that it makes the fight fun for the person with stealth but makes the fight suck for the person without stealth.
The person with stealth gets to run around and try to position themselves for the next attack or run away or burst the target down.
The person without stealth has to spam AOE skills or auto attack semi blindly and hope they hit the target
Stealth is not invincibility. It can be countered. But, fighting against it just isn’t fun. People wonder why we have a spam condi/spam CC meta – it’s partially because this is the counter to a mechanic that isn’t fun to fight against
Scrubs rely on permastealth. For the good of the class, the ability to permastealth should be removed, sorry.
there is a great difference between perma-stealth and 0-stealth.
I agree that perma-stealth should be removed, an internal cooldown on smoke field + leap should be enough.
Screw up tons of abilities of a class is simply wrong.
Skills should be countered one by one , not 1 counter for 6 -7 skills
Or give thieves immunity and better access to boons.
fine, then make those skills not reliant on stealth. simple. i run a low stealth thief in wvw and pvp and do just fine. then again, I don’t want to scrub it up and play easy mode.
I would use the stealth trap to counter viels. Plenty of places that it would be nice to use but since I can only deploy 1 trap at a time, I’ll stick with my supply trap.
Even if I could drop a stealth trap in addition to the supply trap, there is no reason to do so just to counter a thief. Only bad players would do that because stealth is easy to deal with. I acquired such knowledge in relation to my build, everyone else should also learn how with their build. It isn’t hard to do, just have to use that grey matter.
I place them in open places like bay, its a good way to ruin the day of the gankers hiding inside your areas.
Only time I have witnessed one in use was in a captured tower; an enemy thief was hiding in the tower randomly attacking players & guards and the only way the thief was found was through the use of a trap.
Stealth is really only a problem for bad players or people who don’t know their class or anything about thieves.
Sorry but every time someone posts this I laugh. Because I know that each one of these people mains a thief with perma stealth builds.
Let me tell you something thief is generic, boring, and very dull class to play aginste or play. Many thieves are one trick ponies that don’t contribute anything to wvw in any meaningful way, your good as scouts and in small groups sure I’ll give you that.
The problem is since wvw is meant to determine which server either has the best skilled or collabartive players a perma stealth build is counter productive. Stealth mechanics should remain but be re-considered how stealth actually works. It should be a way to get closure to your target rather than hit-and-run. This should be a passive and deactivate when you strike a target and have a cd based on the last time you was hit.
In this regard stealth should last longer but once you get within a couple of meters of the target you should gradually become more visable. This prevents a thief from just procing invisability whenever they are below 50% and regening and repeating excatly the same combo.
As much as you guys keep saying it’s due to bad players it really isn’t. Stealth itself is broken, and thieves and mesmers have way too much access to the mechanic.
Stealth is not invisability, it never has been and never should be. It’s the ability to reduce your distance to a target undetected. Invisability = Hidden.
I mean let’s put it this way even if you have magical invisability and get hit are you telling me the person attacking you won’t immidately know where you are? At the very least an successful attack should force you out of stealth.
Stealth is really only a problem for bad players or people who don’t know their class or anything about thieves.
Sorry but every time someone posts this I laugh. Because I know that each one of these people mains a thief with perma stealth builds.
Let me tell you something thief is generic, boring, and very dull class to play aginste or play. Many thieves are one trick ponies that don’t contribute anything to wvw in any meaningful way, your good as scouts and in small groups sure I’ll give you that.
The problem is since wvw is meant to determine which server either has the best skilled or collabartive players a perma stealth build is counter productive. Stealth mechanics should remain but be re-considered how stealth actually works. It should be a way to get closure to your target rather than hit-and-run. This should be a passive and deactivate when you strike a target and have a cd based on the last time you was hit.
In this regard stealth should last longer but once you get within a couple of meters of the target you should gradually become more visable. This prevents a thief from just procing invisability whenever they are below 50% and regening and repeating excatly the same combo.
As much as you guys keep saying it’s due to bad players it really isn’t. Stealth itself is broken, and thieves and mesmers have way too much access to the mechanic.
Stealth is not invisability, it never has been and never should be. It’s the ability to reduce your distance to a target undetected. Invisability = Hidden.
I mean let’s put it this way even if you have magical invisability and get hit are you telling me the person attacking you won’t immidately know where you are? At the very least an successful attack should force you out of stealth.
Agree. Perma stealth is the game with training wheels for scrubs who can’t hack real challenges.
Lol. Stealth traps. It’s cute that anet thought those would affect thieves.
Yeah I really don’t see how it would help against them. Those traps seem to be 100% useless
[VII] Seventh Legion | http://twitch.tv/censtudios
Lol. Stealth traps. It’s cute that anet thought those would affect thieves.
Yeah I really don’t see how it would help against them. Those traps seem to be 100% useless
They aren’t useless when placed in areas which players regularly go through or near guards.
I love seeing thiefs triggering them when a mob runs past and he turns into a loot bag.
a decent thief knows how to avoid them.
Even if he steps on it. A few seconds later he can just go back to perma stealthing lol :P
[VII] Seventh Legion | http://twitch.tv/censtudios
Watch the video of a thief killing people holding fireworks (just using his utility skills)….and tell me thieves aren’t OP.
Here’s the video: http://www.youtube.com/watch?v=1z-d9vGO52E
JQ Ranger
Watch the video of a thief killing people holding fireworks (just using his utility skills)….and tell me thieves aren’t OP.
Here’s the video: http://www.youtube.com/watch?v=1z-d9vGO52E
That’s bloodlust and perplexity runes for you/
I rolled a thief just to learn how it works. I took it to lvl 80 and practised perma-stealthing, ganking and general being-a-pain-in-the-kitten.
Now, when I meet a thief, I know exactly what to do. If he’s good, he’ll probably get away but that’s the best he can hope for.
TLDR : L2P