Rangers should be able to reveal thieves
Was actually thinking along the same line, but more of a pet passive ability. Probably wolves should have the ability to reveal thieves, other pets have some other ability to distinguish mesmer clones, etc
Would provide an interesting mechanic to give rangers a unique purpose.
How do you think it could work without completely shutting theives down? (which would be op)
Maybe a 30pt trait in BM for allowing the pet to do it once every 10 seconds?
Maybe make it a pet ability …but only usable when a thief attacks and trys to restealth. That way he can move around stealth as usual, but when he unstealths to attack, he doesn’t have the usual get out of jail free card when things aren’t going his way.
yup you guys are right on target robo and forz. I really dont have problems with thieves but i hate when they run from me and i cant find them.
You mean a ranger could beat a thief if it was visible anyway? It’d be balanced enough with no changes.
There’s nothing balanced about a thief engaging a battle and just disengaging whenever he or she so pleases with little to no pressure at all.
This has always made me question the ranger profession, why there’s no ability to ‘track’ thiefs, even with those stealth retries. I mean come on. How many times do you want to disappear just to get a kill. The same goes with mesmers. I cannot count how many freakin times they get away because of their clones and blinks. It’s such a complete and utter disapointment, having seen all your efforts gone to waste.
I agree on giving our pets the ability to sniff out stealth users, or even sniff the original mesmer amongst those clones/fakes. But for such an ability to ‘track’ hidden enemies to be implemented, it must not be a permanent passive ability, instead some sort of trait or skill that has a reasonable cooldown to prevent any imbalances or overpowered QQs.
Sea of Sorrows
(edited by YumCHA.8706)
I don’t want the ability to unstealth thieves. I want thieves to unstealth the way they are supposed to with no bugs. As it stands now, I find them impossible to kill simply because they spend 75% or more of a fight stealthed. Granted, we could go on and on like that forever and he wouldn’t kill me, but still… I can’t run away because he can keep up with me. I can’t kill him because he only comes out of stealth long enough to hit me a couple times. Any damage that I DO get in is healed each time he comes out of stealth. So as it stands now, the fight goes on until someone comes along to help either one of us, I can slowly make my way to a tower or something, or he gets bored and leaves. It needs fixed.
This is the reason why ranger’s need some sort of way to track stealth users, so you have more chance of damaging your enemy with your abilities.
They way it is currently is any thief can engage a ranger, while the ranger has no idea what the hell is going on or where the thief even came from, starts countering with utilities and skills, luckily outsmarts the thief BUT OH WAIT A SECOND, the thief stealths and runs away. Yea.
You tell me how that is productive for a ranger in PvP. I’ll give you my utmost respect if you give me a reasonable answer.
This scenario could be the same with mesmers except you lose the mesmer immediately once the clones are up and when they use their ridiculous blinks. Harder even if you have to face a mesmer with their clones already summoned. And by the time you find the real one, youve already lost more health than you can invest in one little measly 1v1 battle.
Sea of Sorrows
(edited by YumCHA.8706)
Yum.
I CAN tell you how it’s productive for a Ranger:
It’s not.
However, we dont need a new ability. Stealth is bugged. There are rendering issues and the like that allow thieves to remain hidden from your view for a lot longer than they appear. It will be fixed. Be patient. Do like I am and just dream of the day when it happens. The tears of thieves will rain from the heavens. These tears will be oh so sweet. I shall savor them to the last drop.
Meh. I have my own ways of dealing with thiefs and mesmers and it gets the job done. This suggestion has always been in my mind and no one seemed to have spoken up about it until now.
I thank ageii for atleast making the effort.
Sea of Sorrows
I think it would be a good trait for canines to have..“scent” ability..they can sense the enemy when they come within a certain specified distance to the pet
I made a support for this suggestion in one of the suggestion post, but the thieves bashed it with thei great might and superiority ahahhaha,
what my suggestion went is, give our shouts the ability to detect stealth, so whenever we use shout the pet would cast an aura around itself for 1 sec 1200 radius to detect hiddden enemies
the suggestion is a trait ability in the beastmastery trait line
It is an interesting concept. It is really annoying fighting a thief, but isn’t that the point of a thief? Being all stealthy n stuff.
I think a 30 pt major trait would be a good way to go. That way not all rangers have this ability. But only those who spec for it.
I dont want this too become wow, but I would like something, maybe a trait called night vision or something that allows us to percieve stealthed targets, or give rangers a utility that lets us stealth. Seriously, letting us stealth in cammo would be very rangerish, wow did that right atleast, but gw2 could improve on it so much.
I made a support for this suggestion in one of the suggestion post, but the thieves bashed it with thei great might and superiority ahahhaha,
what my suggestion went is, give our shouts the ability to detect stealth, so whenever we use shout the pet would cast an aura around itself for 1 sec 1200 radius to detect hiddden enemies
the suggestion is a trait ability in the beastmastery trait line
Not good enough. The stealth and escape mechanics in GW2 are both rather op right now, and thieves (and to some extent mesmers) have both. There should be ways to counter that.
I like the idea of pets (all of them) being able to, in some way, track down hidden enemies. Well, at least we can dream.
How about an ability that marks enemy player/mobs near the ranger with minimap pings? It could fit anywhere except marksmanship. You don’t actually see them, but you know they’re there and to be on your guard. The range should be kept relatively small, no more than 1500 or so, for the players sake and the enemy. You don’t want your whole map obscured by pulses and the enemy won’t want to be running with blinkers on them.
It should probably be at least a 20pt trait, probably 30pts. The ranger has 1500 detection radius and anyone ~300 away would benefit.
How about an ability that marks enemy player/mobs near the ranger with minimap pings? It could fit anywhere except marksmanship. You don’t actually see them, but you know they’re there and to be on your guard. The range should be kept relatively small, no more than 1500 or so, for the players sake and the enemy. You don’t want your whole map obscured by pulses and the enemy won’t want to be running with blinkers on them.
It should probably be at least a 20pt trait, probably 30pts. The ranger has 1500 detection radius and anyone ~300 away would benefit.
Nah, it didnt help in wow it wont help here. Even when we see thieves coming the problem is they can stealth constantly and kill in 2 seconds. I fought a thief the other day in a duel for 8 minutes and all he did was cloak and dagger me, literally. His damage was weak but he stayed stealth nearly the entire time and every time I started to get him low enough to kill he would stealth and come back full health, while I remained in combat, so I started running out of combat to heal. Eventually I quit caring and running and he won, but it took 8 minutes, against a thief with a useful build unless I can get lucky or time a perfect counter they kill me in short order. I started using GS tho for the thief counter, hopefully that helps.
I do not agree, though I feel Rangers should have better access to stealth, perhaps not to the level of thieves, but to a decent extent, as one would expect of the traditional Ranger archetype (I am talking historically, not as presented in many other MMO “RPG” games.) I don’t currently have a thief, but don’t mind them having access to many fast strike and hide playstyles. They should, otherwise how would they survive and/or live to their moniker? I would probably do the same in order to survive had I a thief, and would welcome more stealthy options for the Ranger myself.
Out of subject, I honestly feel people hate losing on PvP and want their favorite profession to do EVERYTHING as the other profession does (or better). The grass is greener elsewhere effect. I wouldn’t mind if the complaints were valid (many of them seem to be), but most of the complaints against ALL classes seem rather lacking in insight. A Ranger is not a thief, and viceversa, why should they be just like each other? What would be the point? Granted some classes feel harder to play than others, but I think it’s by design, and not just some horrible design oversight-learning to play them taking advantage of their quirks is part of the enjoyment of the game (granted you like the unique feel/playstyle.)
In short, if you hate Ranger, and envy Thieves burst damage, stealthy options, etc. why not play a Thief instead? I honestly mean no offense. But remember, every profession’s forums has people ALSO claiming how UP/broken their class is. Settle on the one it’s enjoyable to play for you, and that may very well be a Thief, or something else altogether.
I do not agree, though I feel Rangers should have better access to stealth, perhaps not to the level of thieves, but to a decent extent, as one would expect of the traditional Ranger archetype (I am talking historically, not as presented in many other MMO “RPG” games.) I don’t currently have a thief, but don’t mind them having access to many fast strike and hide playstyles. They should, otherwise how would they survive and/or live to their moniker? I would probably do the same in order to survive had I a thief, and would welcome more stealthy options for the Ranger myself.
Out of subject, I honestly feel people hate losing on PvP and want their favorite profession to do EVERYTHING as the other profession does (or better). The grass is greener elsewhere effect. I wouldn’t mind if the complaints were valid (many of them seem to be), but most of the complaints against ALL classes seem rather lacking in insight. A Ranger is not a thief, and viceversa, why should they be just like each other? What would be the point? Granted some classes feel harder to play than others, but I think it’s by design, and not just some horrible design oversight-learning to play them taking advantage of their quirks is part of the enjoyment of the game (granted you like the unique feel/playstyle.)
In short, if you hate Ranger, and envy Thieves burst damage, stealthy options, etc. why not play a Thief instead? I honestly mean no offense. But remember, every profession’s forums has people ALSO claiming how UP/broken their class is. Settle on the one it’s enjoyable to play for you, and that may very well be a Thief, or something else altogether.
You just dont understand. Its not that any1 is envious of thief burst, we are envious of every OTHER classes burst. Ive fought every glass, played almost all of them, every glass can burst as hard as a thief except ranger, every class can do that while having a solid form of survivability, ranger cant without traiting or giving up alot for it. No other class has to rely on AI to get 50% of their damage, which dies in a few seconds by a random aoe, ranger does. I play glass cannons, and I make them viable because of my skill, but ranger is definitely the only class in the game atm that cant play glass cannon viably except in spvp. If they fix the bugs, give us options, new utilities and traits, and maybe make it so our weapons do more damage and our pets dont die so easily then we would probably be amazing, quite on par with every other class. They did it with necro and now necro is quite amazing.
As for the stealth option, Im thinking either add a stationary stealth skill or trait, making it so when we are stationary we are stealthed or we get a 7 second stealth on say a 30-45 sec cd. Would give us that stealthy feel of a hunter who is onto his prey without being op because the cd.
Playing a thief is equivalent to playing a 2D flash game. It’s too simple.
I still agree that we need some sort of detection for stealthed users, and the pets is the best way to go in my opinion.
Sea of Sorrows
I think that, more to the point, Stealth needs to break when struck by direct damage (bleeds shouldn’t count). There’s no reason to make it a ranger specific skill, GW2 is not designed with that kind of rock-paper-scissors thing in mind.
If the goal is to give more reason to play a ranger, then the core issues should be addressed and not just adding a gimick.
provide a service that I’m willing to purchase.” – Fortuna.7259
I think that, more to the point, Stealth needs to break when struck by direct damage (bleeds shouldn’t count). There’s no reason to make it a ranger specific skill, GW2 is not designed with that kind of rock-paper-scissors thing in mind.
If the goal is to give more reason to play a ranger, then the core issues should be addressed and not just adding a gimick.
No, stealth just needs a cd on the skills like cloak and dagger. Give that skill a 10 second cd, maybe 15 and problem solved.
No, stealth just needs a cd on the skills like cloak and dagger. Give that skill a 10 second cd, maybe 15 and problem solved.
There’s already a debuff that prevents them from restealthing (although it’s really short atm, it was just changed to start counting only after stealth wears off. Go to thief forum and drink up the tears), and it won’t address using multiple skills either. Either way, IMO it’s always better to make an ability counter-able by the other player, then to put an intrinsic limitation on it.
provide a service that I’m willing to purchase.” – Fortuna.7259
I do not agree, though I feel Rangers should have better access to stealth, perhaps not to the level of thieves, but to a decent extent, as one would expect of the traditional Ranger archetype (I am talking historically, not as presented in many other MMO “RPG” games.) I don’t currently have a thief, but don’t mind them having access to many fast strike and hide playstyles. They should, otherwise how would they survive and/or live to their moniker? I would probably do the same in order to survive had I a thief, and would welcome more stealthy options for the Ranger myself.
Out of subject, I honestly feel people hate losing on PvP and want their favorite profession to do EVERYTHING as the other profession does (or better). The grass is greener elsewhere effect. I wouldn’t mind if the complaints were valid (many of them seem to be), but most of the complaints against ALL classes seem rather lacking in insight. A Ranger is not a thief, and viceversa, why should they be just like each other? What would be the point? Granted some classes feel harder to play than others, but I think it’s by design, and not just some horrible design oversight-learning to play them taking advantage of their quirks is part of the enjoyment of the game (granted you like the unique feel/playstyle.)
In short, if you hate Ranger, and envy Thieves burst damage, stealthy options, etc. why not play a Thief instead? I honestly mean no offense. But remember, every profession’s forums has people ALSO claiming how UP/broken their class is. Settle on the one it’s enjoyable to play for you, and that may very well be a Thief, or something else altogether.
You just dont understand. Its not that any1 is envious of thief burst, we are envious of every OTHER classes burst. Ive fought every glass, played almost all of them, every glass can burst as hard as a thief except ranger, every class can do that while having a solid form of survivability, ranger cant without traiting or giving up alot for it. No other class has to rely on AI to get 50% of their damage, which dies in a few seconds by a random aoe, ranger does. I play glass cannons, and I make them viable because of my skill, but ranger is definitely the only class in the game atm that cant play glass cannon viably except in spvp. If they fix the bugs, give us options, new utilities and traits, and maybe make it so our weapons do more damage and our pets dont die so easily then we would probably be amazing, quite on par with every other class. They did it with necro and now necro is quite amazing.
As for the stealth option, Im thinking either add a stationary stealth skill or trait, making it so when we are stationary we are stealthed or we get a 7 second stealth on say a 30-45 sec cd. Would give us that stealthy feel of a hunter who is onto his prey without being op because the cd.
This is what I was saying, more or less, though (and of course I don’t mean to belittle the point you are making); why not play the glass cannon type of build you seem to like with a class better suited for it? Perhaps the vision the developers had for the Ranger don’t meet your own. Note that I am not saying “all is fine” with the Ranger, but that you do seem to like other classes glass-cannon builds much more, hence one would think you really don’t like Rangers after all. As opposed to some players that admit that Rangers need work, but are very happily playing them despite them being the supposedly “worse” profession (note that I am not saying that you are any less than them, BTW-just notice the different attitude.)
And yes, I would welcome at least one clearly stealthy skill/trait combo, just because Rangers are “historically” akin to stalkers, and love camouflague. It would be out of character for an Engineer, perhaps, but not for Rangers. Not to be as stealthy as thieves, of course, but to have a more “true Ranger” playstyle to them.
A trait or something that stealths you whenever you are standing still and out of combat perhaps? That’s actually a brilliant idea.
provide a service that I’m willing to purchase.” – Fortuna.7259
I don’t understand why you guys want a stealth ability for rangers. That’s like stealing the ideas of what a thief is about.
What’s the point of calling this profession a Ranger if we have similar abilities to the other professions.
Sea of Sorrows
I don’t understand why you guys want a stealth ability for rangers. That’s like stealing the ideas of what a thief is about.
What’s the point of calling this profession a Ranger if we have similar abilities to the other professions.
All classes already share many abilities. Rangers, who are supposedly the masters of hunting, scouting, and surviving in the wild, should really have SOME way of blending in with the environment, the way many animals are capable of. Call it camouflage, which is basically stealth.
So much for unique Professions. Giving ranger’s some sort of stealthing ability is a bad idea. The trait hide in plain sight is bad enough. It shouldn’t even be a ranger trait in the first place. Although it does help in many situations in PvE and PvP.
But I guess thats just my opinion.
Sea of Sorrows
(edited by YumCHA.8706)
So much for unique Professions. Giving ranger’s some sort of stealthing ability is a bad idea. The trait hide in plain sight is bad enough. It shouldn’t even be a ranger trait in the first place. Although it does help in many situations in PvE and PvP.
But I guess thats just my opinion.
Instead of just stating your opinion, you should try to come up with actual arguments to support your case, lest you’re not contributing at all and you might as well not be posting anything, saving us the time it takes to read and reply to your post.
So much for unique Professions. Giving ranger’s some sort of stealthing ability is a bad idea. The trait hide in plain sight is bad enough. It shouldn’t even be a ranger trait in the first place. Although it does help in many situations in PvE and PvP.
But I guess thats just my opinion.
I know right?
I hear that the best way to hunt is to make yourself as visible as possible and make so much noise that your prey is completely aware of you the whole time. Being stealthy and out of site is absolutely not the way to go at all.
So much for unique Professions. Giving ranger’s some sort of stealthing ability is a bad idea. The trait hide in plain sight is bad enough. It shouldn’t even be a ranger trait in the first place. Although it does help in many situations in PvE and PvP.
But I guess thats just my opinion.
Ranger’s Hide in Plain Sight makes perfect sense if you have followed the origins of the Ranger through time. I myself don’t want or need any thief abilities, but stealth is not the sole domain of thieves-there are many other stalker-like classes that do not steal , but do stalk. So in the end, I wouldn’t mind the Ranger having more stealthy capabilities (it has actually been part of most Ranger’s archetypes abilities historically); just not any more than a thief already has, since it does make sense for the thief to have better access to stealth/cloak/etc.
(On the uniqueness matter, wanting all classes to do the same amount of burst damage/DPS as the others, in order to “balance them”, is almost the same as wanting them to be the same, just with different sprites and slightly different playstyle. IMHO, it is OK for certain classes to hit harder and faster than others, for that playstyle has its drawbacks as well.)
I do share with you the view that professions should be (and play) very different from each other-it’s just that I feel stealth/cloaking oneself should in no way be the sole domain of the Thief profession (which is not even the main subject of this thread.)
Thief, Mesmer, and Engineer all have reliable access to stealth, and every other class can get it by combo’ing in someone else smoke field. It’s not unique at all.
Camo (out of combat stealth while not moving) would be unique in how it’s used- it would be useful for scouting or ambushing, but little else, and it’s activated in a unique way. The differences in playstyle are significant, and it fits the hunter/woodsman theme of the ranger perfectly.
Add in the needed direct-hits revealing stealth, and it would be a fun addition to the game.
provide a service that I’m willing to purchase.” – Fortuna.7259
They can, they’re called traps.
Stealth is more of invisibility than actual stealth. Stealth means being able to hide easily and blend in with your surroundings. Invisibility means being able to stand in the middle of an open field and disappear from sight completely. Thieves, in this game, have invisibility misnamed as stealth. And they have too much of it available to them.
There is no real counter to stealth at all. Sure you can drop traps, 3 of them right on you but in order for them to be effective you may have to stand in a spot and wait for the thief to attack you. That is the last thing you want to do with an invisible enemy around. So, you drop them in a general area and start running around. The thief can see where you dropped them from the red circle on the ground and just avoids them while staying invisible constantly until either he can attack, stealth, attack, stealth, attack, stealth, or, just run away in stealth the whole time. You can also just equip a greatsword and spam 1 while running in a circle hoping to hit them but even then, they don’t come out of stealth because damage does not effectively break stealth and dots do not prevent stealth.
Stealth is a key part to a thief build but, when the class is built around the mechanics of one single aspect of their skill set, the class is imbalanced and that skill is usually overpowered.
We have effective counters, the problem is that stealth ignores those counters, making them ineffective.
No class should have a skill specifically made to counter another class.
who actually wants that? Do we really want to be playing those same game mechanics for
another 5 or 10 years? -Mike O’Brien
No class should have a skill specifically made to counter another class.
This is a fair point, but the problem is still valid and rangers still don’t have anything unique or useful.
Regardless, thieves are rather broken with their stealth, and something probably should be changed to add a counter.
stealth should be removed from MMOs in general…no stealth at all no stealth detection not escapes form a fight period…stealth is a garbage mechanic and has been since it was introduced in the MMO genre
I actually thought of this earlier today. I had the idea of something like an elite signet to “enhance the senses and reaction time” of your pet. Passive: Your pet’s movement and attack speed is increased by 10%. Active: Your pet dodges AoE attacks and can sense stealthed targets for 5 seconds.
Sounds viable to me, what do you guys think?
I agree that stealth is sort of bad unless you give pretty much to all classes the ability to see stealth for a short period of time. The way they did it in GW2 is very bad, there is no way to detect stealth players and hitting them doesn’t break it either.
How about an ability that marks enemy player/mobs near the ranger with minimap pings? It could fit anywhere except marksmanship. You don’t actually see them, but you know they’re there and to be on your guard. The range should be kept relatively small, no more than 1500 or so, for the players sake and the enemy. You don’t want your whole map obscured by pulses and the enemy won’t want to be running with blinkers on them.
It should probably be at least a 20pt trait, probably 30pts. The ranger has 1500 detection radius and anyone ~300 away would benefit.
Nah, it didnt help in wow it wont help here. Even when we see thieves coming the problem is they can stealth constantly and kill in 2 seconds. I fought a thief the other day in a duel for 8 minutes and all he did was cloak and dagger me, literally. His damage was weak but he stayed stealth nearly the entire time and every time I started to get him low enough to kill he would stealth and come back full health, while I remained in combat, so I started running out of combat to heal. Eventually I quit caring and running and he won, but it took 8 minutes, against a thief with a useful build unless I can get lucky or time a perfect counter they kill me in short order. I started using GS tho for the thief counter, hopefully that helps.
Wait a sec, does stealth grant a thief “out of combat” status? Meaning he gets the non-combat heal-regen rate?
I troll because I care
That would be lovely. Perhaps this would give Rangers a chance against them.
Charr – Ranger
Human – Guardian
No class should have a skill specifically made to counter another class.
I completely disagree since the answer from devs about an OP issue with a class is “try and find a way to counter it.” There is no way to counter 32k in three seconds against a thief. Since they are going to ignore the plain fact about that class, it’s the very least to give the lowly lovable loser Ranger class a tool that is actually useful to defend themselves. This is the ONLY MMO in history that I am aware of that the Ranger class is the worst DPS class.
Charr – Ranger
Human – Guardian
How about a “Signet of Vigilance”
Passive: You and your pet take reduced damage from flanking.
Active: Reveal stealthed units in 600 range to your pet.
(active effect assigned to the pet so it works with Signet of the Beastmaster)
ok for everyone complaining about stealth classes having no cooldown, they have a 3 secound cooldown starting aftet stealth ends in which they can not restealth, making them vulnerable.
it seems longer because the graphics engine in WvW is so bad it takes 2 of thsoe 3 secounds to render the thief if it wasnt already rendered.
stealth itself is buggy, that 3 secound cooldown can start before the stealth starts makign stealth fail to go. and the short time on stealth means that having a skill that reveals stealthed enemies is pointless. cause it will only unstealth them while they have 1-2 secounds of stealth left, and then spend 2 secounds rendering, and 1 visible, and then restealth and your anti stealth skill jsut failed.
the problem isnt stealth classes, but rather the render engine making stealth seem longer than it really is.
a better anti stealth skill would be a trap that you can set that doesnt activate if normal enemies enter it, but if a stealthed opponent enters it it knocks them down, cancels thier stealth, and immediatly alerts you and your pet to them (or the knockdown could be a immoblize for 6 secounds.
being immoble for 6 secounds would let them restealth after 3 secounds, but by then you know they stuck in that spot and can spend 3 secounds swinging or shooting in their direction and then watch which direction the bleed dmg walks off in (seriously easiest way to find a thief, look for randomly floating bleed dmg)
ranger should have a skill designed around hunting thiefs, but only on ranger. if all classes have it then stealth is useless and people wont play thief. then ranger has 1 useless skill.
There’s nothing balanced about a thief engaging a battle and just disengaging whenever he or she so pleases with little to no pressure at all.
This has always made me question the ranger profession, why there’s no ability to ‘track’ thiefs, even with those stealth retries. I mean come on. How many times do you want to disappear just to get a kill. The same goes with mesmers. I cannot count how many freakin times they get away because of their clones and blinks. It’s such a complete and utter disapointment, having seen all your efforts gone to waste.
I agree on giving our pets the ability to sniff out stealth users, or even sniff the original mesmer amongst those clones/fakes. But for such an ability to ‘track’ hidden enemies to be implemented, it must not be a permanent passive ability, instead some sort of trait or skill that has a reasonable cooldown to prevent any imbalances or overpowered QQs.
100 percent with you. I think I speak for all of us when I say we need ‘mature’ raptors and pets that reveal hidden units and follows thieves footprints. I mean…we are hunters, so we should be able to follow people. Maybe a new skill that has a big aoe stealth reveal.
How about a “Signet of Vigilance”
Passive: You and your pet take reduced damage from flanking.
Active: Reveal stealthed units in 600 range to your pet.(active effect assigned to the pet so it works with Signet of the Beastmaster)
As amazing as that would be, I’d imagine it would get complicated when it comes to figuring out what exactly is “flanking” when it comes to multiple people attacking you.
Maybe they should just release a pet that detects stealth with its F2?
My solution which also adds variety and keeps people from using bear all the time.
Have the active pet give you a passive ability.
Bears extra toughness.
Canines, extra move speed. Like the Theives 25 move speed boost.
Birds, see stealthed.
Drakes a resistance to majic.
This way its not op because you wouldn’t choose it all the time.
For example. Doing wvwvw. Take the drake for aoe resist and canine for move speed for capping pursuing enemies. All spots used up.
Or take Bird to see stealth and canine for speed but you lose other bonuses.
Theif attacks and stealths switch to bird and see but now your slower and he can outrun you. Or if he kills bird you can’t see. The possibilities are endless.
I know it won’t happen but one can dream. Would be nice. We got kittened on camo and rampage as one bringing out three pets.
Could be a pet trait higher up in the BM line.
I mean if you had a wolf out or something along those lines, when you get attacked by a thief your pet knows his scent thus you can track him.
I also see rangers as being master trackers as well…. being able to follow a thief’s trail seems only natural.
No, stealth just needs a cd on the skills like cloak and dagger. Give that skill a 10 second cd, maybe 15 and problem solved.
There’s already a debuff that prevents them from restealthing (although it’s really short atm, it was just changed to start counting only after stealth wears off. Go to thief forum and drink up the tears), and it won’t address using multiple skills either. Either way, IMO it’s always better to make an ability counter-able by the other player, then to put an intrinsic limitation on it.
Yea but I was pretty sure they can stealth then cloak and dag spam stealth without getting the debuff, could be wrong but as long as they use it before 3 sec stealth ends should work.