stealth detection should be an engineer thing

stealth detection should be an engineer thing

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Posted by: Latinkuro.9420

Latinkuro.9420

they plan to give rangers stealth detection but,
I believe that it should also be granted to engineers, they are the gadget masters and are you really gonna tell me a pet can smell stealth but a gadget can’t ?

Oh really a.net !

not to mention giving it to one class alone is a bad idea.

stealth detection should be an engineer thing

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Posted by: Penguin.5197

Penguin.5197

I’m sure they are just testing out their anti stealth implementation at the moment, I think its pretty likely they’ll give some other classes anti stealth too later on. I’m hoping utility goggles becomes a viable candidate for the next anti stealth skill

stealth detection should be an engineer thing

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Posted by: Latinkuro.9420

Latinkuro.9420

yeah utility goggles seems like a great candidate for that

if they give engies stealth detection, I will play them just like i did powertech in swtor my only purpose was and will be to obliterate stealth classes

stealth detection should be an engineer thing

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I don’t know it’s such a good idea to give stealth counters to a lot of professions. Engineers are already very strong vs. thieves, and stuff like that could just mean more nerfs required…

stealth detection should be an engineer thing

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Posted by: Obscure One.4357

Obscure One.4357

yeah utility goggles seems like a great candidate for that

if they give engies stealth detection, I will play them just like i did powertech in swtor my only purpose was and will be to obliterate stealth classes

It’d be a good thing to trade out with the Fury which doesn’t really jive well on a stun break skill, though I’ve been apt to use it for just the fury on occasions where I’m not being focused, it always feels like a waste to use it when I’m not breaking a stun with it or negating some silly Dagger/Pistol scrub thief’s blind spam. Something as simple as “Break out of stun, gaining immunity to blindness, and revealing stealth enemies” , would function like a range 600 AoE “Revealed” debuff, but make it last for 5 and 6 seconds instead of the standard 3 and 4 in WvW and sPvP respectively.

Circumventing profanity filters one kitten at a time.

stealth detection should be an engineer thing

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Posted by: Imagi.4561

Imagi.4561

I think if they begin granting stealth detection to multiple classes, then Thieves are going to be buffed in some other substantial way. Stealth is a main survival mechanic, so if that becomes unreliable they will have to rely on evasion and/or teleportation.

That, or people will just stop playing Thieves.

#ELEtism
By Ogden’s hammer, what savings!

stealth detection should be an engineer thing

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Posted by: Yamsandjams.3267

Yamsandjams.3267

I think if they begin granting stealth detection to multiple classes, then Thieves are going to be buffed in some other substantial way. Stealth is a main survival mechanic, so if that becomes unreliable they will have to rely on evasion and/or teleportation.

That, or people will just stop playing Thieves.

Yeah, it’s a thin line that’s being tread. If I were a designer, I’d probably try and incorporate some sort of global stealth mechanic (i.e. if you take too much damage in stealth you are immediately destealthed), but I don’t know if that would really work out for the current implementation of thieves (although there are some stealthless varieties).

I still think that chain stealthing is completely ridiculous (i.e. CnD chaining), although I don’t think stealth stacking is an issue.

In any case, I think giving engg one utility with a stealth counter would be a great way to bring up the useage on some otherwise unused skill without making it a necessity for the utility slots.

Utility goggles would be a good option, although that might change the way it gets used. The utility portion of the skill is a self buff, so you don’t need to target anyone, whereas the analyze is targeted. As such, they would either have to make the utility portion a targeted skill, or else just throw the revealed thing onto analyze. The important thing to remember is that the supposed change to “Sic ’em” just applies a revealed debuff to the targeted enemy, it does not grant any sort of “detection” and doesn’t affect an AoE.

Alternatively, I thought it could be a great way to empower mines. They could have the toss mine utility and the mines from the mine field toolbelt apply a revealed debuff to whoever triggers them. That way, you can pop them down, and if a thief hits one while moving around in stealth, they’ll be destealthed. Right now they can actually just run over your mines and still be stealthed… as if running over a mine is a stealthy thing to do. Toss mine is already a decent counter to backstab thieves, although it’s not often run because it can be lackluster compared to other things. Giving it this revealing property would have some nice uses for WvW group fights as well as bunkering in sPvP. That would basically allow you to deploy some kind of “stealth detection field” onto the map, and thieves would actually have to watch where they step if they don’t want to get caught in it.

stealth detection should be an engineer thing

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Posted by: Writetyper.1985

Writetyper.1985

This will turn engineers from a hard counter to thieves into a 10 metre thick reinforced cement wall counter against thieves.

Mortryde/Cold/Thugmentalist Bara
really bad engineer

stealth detection should be an engineer thing

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Posted by: Dirame.8521

Dirame.8521

ANALYZE!

Puts on goggles

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stealth detection should be an engineer thing

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Posted by: Obscure One.4357

Obscure One.4357

@Yamsandjams

Mine and Mine Field would be excellent candidates for a stealth counter. Though the random scatter of the Mine Field tool belt needs some optimizing, the revealed debuffing caused would be balanced in delivery if perhaps just the utility Mine caused the debuff, and the Mine Field tool belt mines also caused cripple to provide synergy.

@Writetyper

This would hit Mesmers harder than thieves, as thieves can reenter stealth much more frequently. The only type of thief this would counter is the talentless stealth spammer. If that player decides to play a glass cannon thief, and then gets mad when he dies because his crutch of stealth got kicked out from under him, that’s his failure to not adapt nor have a plan B. I myself run pretty heavily into glass in my roaming Engineer, but I don’t have the privilege of relying on a spammable stealth mechanic to survive. I have to take defensive traits, and play intelligently when up against hard counter builds (Reflect Mesmers for one are brutal). I would like to see thief players required to play with at least some semblance of that skill requirement, and it’s perfectly suited that the most challenging class to play in GW2 be given the tools to increase the skill floor required to play the least challenging class in GW2. I’d say that’d be straight up poetic justice.

Circumventing profanity filters one kitten at a time.

stealth detection should be an engineer thing

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Posted by: Alkaholic.3875

Alkaholic.3875

Thumper Turret pulse should unstealth. WoW flare all over again…

stealth detection should be an engineer thing

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Posted by: Sobat.8650

Sobat.8650

Would be nice if turrets would continue to track targets even if stealthed.
They already attack targets that destealth milliseconds before they show up on the screen.

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Posted by: zaragoz.6351

zaragoz.6351

I personally think utility goggles would be the best candidate, as it’s a pretty underused utility, and it just kind of makes sense. Put on the utility goggles see the stealthed thief… Profit.

Ferguson’s Crossing
Zaragoz[SS] – 80 engineer