Let's discuss stealth.

Let's discuss stealth.

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Posted by: Rokoma.5014

Rokoma.5014

Stealth is a silly mechanic the way it is currently. Every other game have a way to counter stealth, or something that makes stealth risky. There’s zero risk from entering stealth. There’s a lot to gain from it. There’s no counter.

This is pretty stupid.

I’m fine with the idea of stealth, my problem is with how overpowered it is right now. It’s a mechanic that drops someone as a target so they can heal, cleanse all the conditions they may have on them. It’s kitten near 100% safe in stealth.

Then you have the ever powerful PU mesmers and the constant stealth thieves. Here are some suggestions that I have to make stealth balanced.

1. Increase the duration of stealth by a few seconds, but upon leaving stealth, they are revealed for five seconds. Any attempt to re-enter stealth while revealed will fail.

2. Add benefits to at least one class to reveal stealthed units.

3. Stealthing a unit will make them slower, less than cripple, but slower than basic running speed, even with swiftness and traveler runes.

4. Any attack while stealthed will bring them out. Even if it was dodged, blocked, missed, what have you. (Why is this currently not the case, anyway?)

I don’t have a problem with thieves having stealth bonus attacks, my problem is with how frequently they can use these powerful attacks while I can do little to nothing about that because even if I were to block or blind them, they remain in stealth and can try again. In addition, they use their powerful attack, stealth and do it again.

Implementing even one of these changes would make thieves and mesmers a higher skilled class, and classes utilizing a powerful mechanic like stealth should be a high skilled class.

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Posted by: Fade.7658

Fade.7658

There are a million other threads about stealth. Try one of those.

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Posted by: Bombsaway.7198

Bombsaway.7198

Some of what you say would be acceptable.

For example, just missing a strike wouldn’t be a bad reason to come out of stealth.
Likewise, some of the attacks that target ground not breaking stealth could be changed.

But overall, the idea of stealth as implemented in the game is actually pretty darn fair. AE is remarkably good against thieves in stealth. You just have to guess where they might have moved. The big stealth comes with a giant “bomb me here” circle.

Thieves are quite squishy. Blinds work vs direct target damage but not against AE.

Seems about right with some minor tweaks. . . maybe.

Pretty sure engineers ruin the day for most thieves.

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Posted by: Splatter Paw.7238

Splatter Paw.7238

Errday a new thread, put it on the nerf wishlist ans leave our forums free of this kitten clutter plz

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Posted by: Mordecai.6318

Mordecai.6318

no no no no no no no

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Posted by: Shockwave.1230

Shockwave.1230

Stealth is a silly mechanic the way it is currently. Every other game have a way to counter stealth, or something that makes stealth risky. There’s zero risk from entering stealth. There’s a lot to gain from it. There’s no counter.

Power Ranger Bow Spam is a silly mechanic the way it is currently. Every other game has a way to counter bow spam, or something that makes bow spam risky. There’s zero risk to bow spam. There’s a lot to gain from it. There’s no counter. (Optional: Replace Power Ranger with Spirit Ranger)

Necro condition spam is a silly mechanic the way it is currently. Every other game has a way to counter condition spam, orsomething that makes condition spam risky. There’s zero risk to condition spam. There’s a lot of to gain from it. There’s no counter. (Optional: Replace condition spam with Minion Mancer)

Mesmer PU and Phantasm spam is a silly mechanic the way it is currently. Every other game has a way to counter low frequency stealth, defense buffs, and AI dps, or something that makes these things risky. There’s zero risk to using these. There’s a lot to gain from it. There’s no counter.

Warrior survivability/dps/mobility are silly mechanics the way they are currently. Every other game has a way to counter a high survivability/dps/mobility mix, or something that makes these things risky. There’s zero risk to using these. There’s a lot to gain from it. There’s no counter.

Thief evades are silly mechanics the way they are currently. Every other game has a way to counter evades , or something that makes them risky. There’s zero risk to using these. There’s a lot to gain from it. There’s no counter.

Guardian active defenses are silly mechanics the way they are currently. Every other game has a way to counter a combination of blocks/invincibility/blinds/area denial, or something that makes them risky. There’s zero risk to using these. There’s a lot to gain from it. There’s no counter.

Engineer active defenses, healing, and CC’s are silly mechanics the way they are currently. Every other game has a way to counter this combination, or something that makes them risky. There’s zero risk to using these. There’s a lot to gain from it. There’s no counter.

Elementalists 14k+ spikes while CC’ed are silly mechanics the way they are currently. Every other game has a way to counter using 10 skills within a 1 second window, or something that makes them risky. There’s zero risk to using these. There’s a lot to gain from it. There’s no counter.

tl;dr
Every profession has their own version of OP builds. Stealth suggestions have been discussed before, including these suggestions. There’s plenty of reasons to make a change and plenty of reasons not to.

Sylvari Elementalist – Mystree Duskbloom (Lv 80)
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)

(edited by Shockwave.1230)

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Posted by: Warkupo.1025

Warkupo.1025

This game isn’t built around the philosphy that you should be able to safely ignore the tactics of whichever class you aren’t playing. There are many ways to counter stealth and you should go learn them. Don’t just assume you know the entire game because you couldn’t figure out tactics to fight against stealth.

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Posted by: Thaddeus.4891

Thaddeus.4891

S. It’s kitten near 100% safe in stealth.

Tell that to Engie, Necro or other thief lol. How many times I got backstab by a good thief while being in stealth and playing to obvious, how many nades I eat when i try to backstab a thief, how plague leave me useless while i’m trying to escape as fast as possible, how many guardian combine Circle of Warding with Symbol of Wrath and Whirling Wrath right when I was about to backstab them.

Tip : the thief is only invisible, but he’s still there for you to AoE. kitten I should keep my mouth shut to we can still make easy kill against these clueless victim. Hope they never discover how much a thief can be predictable in stealth.

Thaddeauz [xQCx]- QC GUILD

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Posted by: Amonatory.2453

Amonatory.2453

It’s beyond easy to kill a thief on my ele ( which I’m awful at) just because I main thief. There is a simple solution to the QQ… just play the kitten class and stop crying about “mechanics” get over it. The QQ is real.

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Posted by: RedSpectrum.1975

RedSpectrum.1975

Fun Fact: If we were measuring an animals strength relative to its size, then the strongest animal in the world would undoubtedly be the mighty rhinoceros beetle! How strong is it? Studies and experiments show that the rhinoceros beetle can lift a little over 800 times their own weight ! To compare that to us, that’s like you lifting a tank with one hand! The rhinoceros beetle deserves the medal for this one, it just may be OP The more you know

Shawtell, Zen Verani, Rayshia Howen, Iyado, Colace Nzoir, Arteel Fyrien [Teef]

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Posted by: Jelzouki.4128

Jelzouki.4128

Stealth is a silly mechanic the way it is currently. Every other game have a way to counter stealth, or something that makes stealth risky. There’s zero risk from entering stealth. There’s a lot to gain from it. There’s no counter.

This is pretty stupid.

I’m fine with the idea of stealth, my problem is with how overpowered it is right now. It’s a mechanic that drops someone as a target so they can heal, cleanse all the conditions they may have on them. It’s kitten near 100% safe in stealth.

Then you have the ever powerful PU mesmers and the constant stealth thieves. Here are some suggestions that I have to make stealth balanced.

1. Increase the duration of stealth by a few seconds, but upon leaving stealth, they are revealed for five seconds. Any attempt to re-enter stealth while revealed will fail.

2. Add benefits to at least one class to reveal stealthed units.

3. Stealthing a unit will make them slower, less than cripple, but slower than basic running speed, even with swiftness and traveler runes.

4. Any attack while stealthed will bring them out. Even if it was dodged, blocked, missed, what have you. (Why is this currently not the case, anyway?)

I don’t have a problem with thieves having stealth bonus attacks, my problem is with how frequently they can use these powerful attacks while I can do little to nothing about that because even if I were to block or blind them, they remain in stealth and can try again. In addition, they use their powerful attack, stealth and do it again.

Implementing even one of these changes would make thieves and mesmers a higher skilled class, and classes utilizing a powerful mechanic like stealth should be a high skilled class.

There indeed is a counter to stealth.

When you see a thief setting up basilisk venom or becoming low on health you attack or stun or immobilize etc.

It’s fairly easy to kill a thief with aoe.

http://strawpoll.me/3648686/r Queue for PvP from any map. Vote Here. Zojoel [ASAP Zerg]

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Posted by: Domey.9804

Domey.9804

Boooooooring.

Really…no need to discuss this over and over again.