Fix for stealth tracking
No.
Yours sincerely
Anet
tell me 1 reason not to?
Because you can’t apply logic to a video game. For instance, why is thief dagger range the same as warrior greatsword? Greatswords are three to four times longer than daggers?
Because it’s one of the methods for counterplaying stealth, even though some non-thieves will claim that it doesn’t work anyway.
I’d be all for channeled abilities being canceled if a target gains stealth (would be great if that’s how line of sight worked as well) but people are so used to how it works now that changing it would cause all kinds of crying. Something like that should have been fixed in beta then balanced around, not 2 years down the pipe.
There are already too few ways to interact with thieves. It’s frustrating to try and fight something that only shows up now and then to make an advantageous trade before poofing, and it would be worse if they could cancel attacks at the same time.
your channeling doesnt need to stop, but keep it in the direction you it was last used on the thief before it went stealthed
your channeling doesnt need to stop, but keep it in the direction you it was last used on the thief before it went stealthed
That’s the only “fix” channeled skills should have imo, keep the dmg, remove visual clues that the projectiles are following a stealthed target.
Personally, I think it’s necessary because if it DID break it, the results would simply swing in the opposite direction. Any time you went for your primary attacks a thief could be ready to completely cancel it’s effectiveness. Stealth’s ability to reset is already pretty high as it is, and I feel its a pretty legitimate way to try to execute a thief before you lose him entirely, sort of a “last resort”. Secondly, it does give you the opportunity to counter. If you notice a chain going off on you, perhaps your first concern should be to interrupt it, then stealth.
Rapid fire is about the only ability (that i can think of off the top of my head) thats a super concern with this on a normal basis, and by which I mean can swing a fight too hard regardless of how well you handle it, considering RF can deal about 70% of a thief’s health at once. Feel free to correct me, though.
And I have a pretty good feeling it won’t stay this way forever. Rapid fire needs a bit of its damage shifted out of that ability alone, and that might make your life a little easier in the long run as far as these issues go.
Warlord Sikari (80 Scrapper)