New Hunters Shot
I think the fact that we have to hit a target for the stealth to trigger, is an okay sacrifice. We aren’t Thieves after all..
3 seconds of stealth is more then enough. If you aren’t moving around all the time, you’re doing it wrong. You should be moving, while using Hunter’s Shot. Not use it, and then start to move.
I agree with this. But it’s a general bug with stealth, after the changes. Mobs seem to be not only tracking, but also continue to deal damage, even seconds after having triggered a stealth skill. But it doesn’t happen all the time, though.
But what about the trait Remorseless then? It would become useless (again).
“The learned is happy, nature to explore. The fool is happy, that he knows no more.”
-Alexander Pope
The duration of the stealth is fine. I find issue with how it’s applied. It’s simply too unreliable to have to hit a target to stealth that it’s simply not as valuable as it should be. I would say 1 in 5 shots fail for me and at that level I can’t rely on it. I’ve pretty much stopped trying to use it as an defensive tool and instead use it primarily for offense.
As for agro, stealth doesn’t break agro in this game. You need to be hidden for like 8 seconds for it to drop. It’s the same for Thieves. They’ll only ever lose agro with Shadow Refuge.
Now as for the autocrit, that’s what 30 points in marks is supposed to do. It’s clear they came up with remorseless first and were struggling to find a way for opening strikes to reset in combat. Instead of attaching it to knockbacks/dazes/stuns, they decided to give us stealth.
The stealth really does need to be detached from needing to hit the target. It’s far to unreliable the way it is now. But if all the attack did was stealth the ranger I’m not sure it would be enough for a weapon skill.
Well, I’m afraid I don’t think 3secs is long enough…especially if someone might have a computer that isn’t quite up to snuff. And if stealth does not drop aggro in this game, then I think they should incorporate something to the stealth mechanic which greatly reduces your aggro if not out right dropping your aggro.
I think most people would agree that there are some aggro issues with this game, so why not start implementing some changes to help fix that?
i think the issue is that people dont really understand/know how aggro works in this game. as i heard high toughness and wearing a shield puts you on top of the aggro list but other then that…
stealth should never drop aggro completely… it was wrong and got fixed.
being stealthed leaves tine for oyur mates to take over aggro… but with no knowledge of how to actually and actively do thakittens kinda hard.
but thats not an issue with the stealth ability but aagro management in itself.
Thief dagger 5 has to hit something to proc stealth. Why should we be any different. Oh btw yes shooting bunny rabbits and stuff will stealth you.
What makes our stealth mechanic clunky is that unlike thieves C&D our skill must: Be targeted, and the target must be in front of you. C&D hits a big area around the thief and inside the theif too, which means all they have to do is walk over a rabbit and press 5. Poof. We have to stop, turn and or back up, target and fire.
I still use it with great success but really it like many things about the ranger is VEXING.
Thief dagger 5 has to hit something to proc stealth. Why should we be any different. Oh btw yes shooting bunny rabbits and stuff will stealth you.
What makes our stealth mechanic clunky is that unlike thieves C&D our skill must: Be targeted, and the target must be in front of you. C&D hits a big area around the thief and inside the theif too, which means all they have to do is walk over a rabbit and press 5. Poof. We have to stop, turn and or back up, target and fire.
I still use it with great success but really it like many things about the ranger is VEXING.
The ranger’s skill is also on a cooldown.
i think the issue is that people dont really understand/know how aggro works in this game. as i heard high toughness and wearing a shield puts you on top of the aggro list but other then that…
stealth should never drop aggro completely… it was wrong and got fixed.
being stealthed leaves tine for oyur mates to take over aggro… but with no knowledge of how to actually and actively do thakittens kinda hard.but thats not an issue with the stealth ability but aagro management in itself.
The fact that no one understands or really knows how the aggro works in this game shows that the aggro mechanics need work. In any given fight I’ve seen aggro change to a multitude of people with no rhyme or reason. In fact, the only class I’ve seen hold aggro consistently is a staff guardian. This shows in brilliant fights AreaNet has designed, with amazing potential, but the fun of the fight falls short because of these aggro difficulties.
Last night is a perfect example of this, I was doing fractals with some guildies and we were fighting the giant ice elemental boss, the one that gets kited around the room. In this fight the boss randomly changes agrro, when one person should be able to maintain, while the remaining members can take the adds and dps the boss. This would make the fight much more dynamic and “fun”. Instead it’s just a stack and pull tactic….boring. But see, it’s not the fight, the fight is designed very well, the aggro wrecks their good work.
Although now I have digressed from the op, sorry folks.
Couldn’t this have been made into a combo field?
Having the stealth apply on target hit is great. Otherwise you can just press 3 and get stealth without even trying. Boooring. Like someone said, we aren’t thieves. With how it is now you have to look for the aegis boon, blinds, predict if enemy will use a dodge. Skill is actually involved.
And yea, 3 sec of stealth is fine too. That is standard. Those 3 sec can make the difference. If you are in a tight spot and your heal is ALMOST off cd, but not quite, use stealth to wait it out. The new hunter’s shot has provided me with so many uses. So good. My favorite is quickness stealth stomping someone
You sugestion is funny, because what you are asking for wouldn’t improve hunter shot at all. A-net wouldn’t even bother trying to change it, because it wouldn’t work the way you want it to be.
Every stealth abilities disable your auto-attack for a reason. That reason is simple, if you deal damage after you are stealthed you get out of stealth. Sinds your hunter shot has a projectile speed and you would get stealth instantly, it means you would damage your target after beeing stealthed and thus loose the benefits out of your shot right away.
If you realy want to escape during stealth, just use a greatsword and leap away while you are under the stealth, it will work everytime unless you are already controled by your foe.
The new hunters shot should be like a ranged blinding powder, rather than a ranged CnD. Stealth for 3 seconds +smoke field for 5 seconds.
-BnooMaGoo.5690
The new hunters shot should be like a ranged blinding powder, rather than a ranged CnD. Stealth for 3 seconds +smoke field for 5 seconds.
I like that idea mechanic
Thief dagger 5 has to hit something to proc stealth. Why should we be any different. Oh btw yes shooting bunny rabbits and stuff will stealth you.
What makes our stealth mechanic clunky is that unlike thieves C&D our skill must: Be targeted, and the target must be in front of you. C&D hits a big area around the thief and inside the theif too, which means all they have to do is walk over a rabbit and press 5. Poof. We have to stop, turn and or back up, target and fire.
I still use it with great success but really it like many things about the ranger is VEXING.
The ranger’s skill is also on a cooldown.
It’s also range
The new hunters shot should be like a ranged blinding powder, rather than a ranged CnD. Stealth for 3 seconds +smoke field for 5 seconds.
I like that idea mechanic
Give it like a 40-60 cd and it might work
I’ve noticed that NPCs in combat still following you while you’re in stealth. Bit funny…
I’m sticking to “Stealth → Point Blank Shot” & other suggestions I’ve made.
Didn’t met with better wishes, sorry.
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