If NPC's stay aggro'd in stealth, fix it!
This was one of the unexpected changes that was made a couple of patches ago. The stealth mechanic was changed to not drop NPC aggro. I was not and still aren’t in favor of this change and as it greatly changed how stealth worked in PvE (I only play PvE). However, some people don’t seem to mind it and others actually like it. For me, it caused me to completely re-work my build and all but give up on using stealth, since it actually acts more like a taunt now. I have asked to have this change reverted, but don’t think it will happen.
Doubt this will change.
I never saw the need for it; I never had a NPC loose agro unless I specifically made sure to cause it. I could control it either drop or hold agro.
Now, no matter how far away I can get in stealth, they know exactly where I am and unload on me. If I break Los, they cannot unload on me but they still know exactly where I am and resume the fight instantly. It is in fact a Taunt.
Playable? Yes. Useful? Not at all. “Viable” does not equate to “fun” all the time. And I play for fun. I accommodated all the changes/nerfs, but finally, my thief just lost the fun factor too much for me.
So, I rarely play my thief anymore, that patch was the one where I said….nah, I am just tired of constant changes. The thief will have many many more changes, and already I reached my limit. Sure, classes get altered in MMOs.
But, there are limits to what may be adulterated and not drain the fun from something ( and this will vary from person to person I am sure). Personally, this just turned me off. I adapted ( as I did many times already)….and noticed I disliked it anyway. It had finally moved the thief a step to far for me. Others like it. Lots of things are a matter of taste.
Engi and thief change like the weather. I won’t make an engi cause they get it even worse than the thief. I always sort of hope things might change that will bring back my interest but I have doubts about it.
The only thing that I hate is when I stealth while an NPC is channeling a spell, and if I turn around to backstab it, the NPC keeps facing me denying me a backstab until it finishes casting. Stealth should break channeling!
Engineer and Elementalist in progress…
Arenanet make this “issues” beacose old stealth break agro after use stealth abilities CaD etc = Enemy mob hit “evade” after use of stealth skills and recovered for full hp.
New stealth is 300x better.
Fredy Brimstone lvl 80 Mighty Warrior
OupĂ lvl 80 Immortal Guardian
Well, the one thing I thought this would fix, it didn’t even fix. When doing skill points, it’s always been hard for a Thief because when you stealth the mob resets back to full health and there is nothing you can do but start over.
In finishing up my world completion, I had to go back and kill a number of skill point NPC’s, and was able to confirm that, yep, it’s not fixed. The dumb things still like to reset, after just a fraction of a second in stealth sometimes. Ironic that you can’t lose aggro on the other mobs to save your life sometimes, but when you really don’t want them to lose aggro, they do.
The concept behind this change was debatable, but the implementation is not very good. Please fix or remove.
(edited by Wastrelz.8235)
Lol you cried when mobs used to lose agro on stealth, now you cry couse they dont.
https://www.youtube.com/watch?v=-HiYUlhsO_M
cough*keyboardturningclicker*cough
Pro Tip: If you can’t get behind a stationary target walk into the target’s model to make your character clip the target so you can land your backstabs.
and refuses to spare the life in return for the surrender at discretion (unconditional surrender)
of a vanquished opponent.
Lol you cried when mobs used to lose agro on stealth, now you cry couse they dont.
Good thing they don’t require you to actually read the post before making a comment. You’re safe.
@OP
The problem is not really dropping aggro on stealth, but dropping aggro in general. Even in my Guardian, when I want to waypoint travel, somehow something is keeping me in combat.
So the problem lies in the leash distance as well as aggro time table. The leash distance should be shorten and the aggro table should be cleared every time the mod resets — if that’s what “reset” means. It seems like Anet have a different definition for “reset”.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
Personally I dont mind….feels like playing assassins creed lol