Stealth issues

Stealth issues

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Posted by: Mrbig.8019

Mrbig.8019

Channeling attacks still hit you after you stealth.

Bouncing attacks still attacking you even when you’re stealthed.

100% cri trait not being 100 %.

Minions/pets/illusions not caring about line of sight after you stealth ( aka: target doesn’t break for them)

Delay after stealthing, making you still hittable by attacks ( instead of going after you, like every attack with no target should do).

Those things ( aside the trait thing) are kittening the thief ridicolously, and also the mesmer to a certain degree.

Can’t really understand why all stealth classes need to be hella bugged anytime a game is released.

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Posted by: Ragnaruss.1697

Ragnaruss.1697

Channeling attacks still hit you after you stealth.

Bouncing attacks still attacking you even when you’re stealthed.

100% cri trait not being 100 %.

Minions/pets/illusions not caring about line of sight after you stealth ( aka: target doesn’t break for them)

Delay after stealthing, making you still hittable by attacks ( instead of going after you, like every attack with no target should do).

Those things ( aside the trait thing) are kittening the thief ridicolously, and also the mesmer to a certain degree.

Can’t really understand why all stealth classes need to be hella bugged anytime a game is released.

100% crit not being 100% is an issue. Minions not breaking target is an issue.

Channeling, AoE, or ‘swinging blind’ hitting are not issues. Those are counters. Stealth isnt the blind condition. Stealth is stealth and its sans the two issues above— the mechanic is fine as it is.

Darkhaven – Top Marks Gaming [TMG] – http://www.topmarksgaming.org

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Posted by: Ritsugamesh.5678

Ritsugamesh.5678

Agreed. There’s a lot that needs tweaking with the Thief right now, whether it’s balance in the class or bug issues but this is a huge MUST FIX for ANet.

Backstabbing and stealth are undervalued as it is currently, due to the current methods of bursting via HS or PW being far more effective. Having a bug such as this when everyone is rolling Pet Classes makes me want to join the rest of the Haste>Pistol Whip crew…

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Posted by: Mrbig.8019

Mrbig.8019

Channeling attacks still hit you after you stealth.

Bouncing attacks still attacking you even when you’re stealthed.

100% cri trait not being 100 %.

Minions/pets/illusions not caring about line of sight after you stealth ( aka: target doesn’t break for them)

Delay after stealthing, making you still hittable by attacks ( instead of going after you, like every attack with no target should do).

Those things ( aside the trait thing) are kittening the thief ridicolously, and also the mesmer to a certain degree.

Can’t really understand why all stealth classes need to be hella bugged anytime a game is released.

100% crit not being 100% is an issue. Minions not breaking target is an issue.

Channeling, AoE, or ‘swinging blind’ hitting are not issues. Those are counters. Stealth isnt the blind condition. Stealth is stealth and its sans the two issues above— the mechanic is fine as it is.

By no means channeling is a counter, never it was meant to be. If you move and don’t stand still, there’s NO WAY that channeling should follow you, like an heat missile.

It’s like me shooting with a machine gun while my target suddenly becomes invisible, but i still know where he’s going and then keep on shooting on him.

It’s ridicolous.

And the “still hittable” delay is not referring to blind swings, but to aimed attacks like heartseeker still hitting you a second after you went into stealth, ending into you like if target was still there. The heartseeker should simply go after you, like you do if you press the skill with no target. It happens exactly like this SOME FRAMES later, and it’s obvious that it’s a bug.

(edited by Mrbig.8019)

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Posted by: lyn.4156

lyn.4156

I’ll add 1 more for me very anoying isue in pvp.

I use stealth when steal trait. I run pistol/dagger. So when I steal I should shadow step to the target remain in stealth and then use my number pistol ability. What happens if I have auto attack on, is that every time I do that I simply fire of 1 shot and get out of stealth.

So I can run without auto attack but that makes it even harder to play condition spec.

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Posted by: archon.7168

archon.7168

One of my biggest annoyances with stealth is the debuff which prevents you from going invisible again. Either by latency issues or just poor skill I end up blowing my abilities and not going invisible a lot.

For me personally it’s a huge problem with the #5 dagger skill in particular. That ability takes half my initiative, has to connect with the target in order to work, and is pretty much the keystone of my whole build. It’s very annoying to queue that skill up only to not go stealth because my stealth debuff still had a fraction of a second left on it.

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Posted by: SwickHobo.5096

SwickHobo.5096

Channeling attacks still hit you after you stealth.

Bouncing attacks still attacking you even when you’re stealthed.

100% cri trait not being 100 %.

Minions/pets/illusions not caring about line of sight after you stealth ( aka: target doesn’t break for them)

Delay after stealthing, making you still hittable by attacks ( instead of going after you, like every attack with no target should do).

Those things ( aside the trait thing) are kittening the thief ridicolously, and also the mesmer to a certain degree.

Can’t really understand why all stealth classes need to be hella bugged anytime a game is released.

I completely agree with ya on all these fronts. Its incredibly annoying that i pull out some sweet mind games on my opponent and vanish. But his minions follow me around the map even when stealthed basically saying. O hay look there he is. The bouncing and channeling skills are annoying but not game breaking. still wish they’d fix/change them. I also find that leap type skills also tend to follow you while stealthed, or maybe its just cause heartseakers hitbox is beyond massive.

As for the trait i’ve never had it not crit, are you sure the traits selected? i know that i often switch chars or relog only to find out 10 minutes later that my traits have all “reset” and i’ve been running a kittened build.

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Posted by: Mrbig.8019

Mrbig.8019

Channeling attacks still hit you after you stealth.

Bouncing attacks still attacking you even when you’re stealthed.

100% cri trait not being 100 %.

Minions/pets/illusions not caring about line of sight after you stealth ( aka: target doesn’t break for them)

Delay after stealthing, making you still hittable by attacks ( instead of going after you, like every attack with no target should do).

Those things ( aside the trait thing) are kittening the thief ridicolously, and also the mesmer to a certain degree.

Can’t really understand why all stealth classes need to be hella bugged anytime a game is released.

I completely agree with ya on all these fronts. Its incredibly annoying that i pull out some sweet mind games on my opponent and vanish. But his minions follow me around the map even when stealthed basically saying. O hay look there he is. The bouncing and channeling skills are annoying but not game breaking. still wish they’d fix/change them. I also find that leap type skills also tend to follow you while stealthed, or maybe its just cause heartseakers hitbox is beyond massive.

As for the trait i’ve never had it not crit, are you sure the traits selected? i know that i often switch chars or relog only to find out 10 minutes later that my traits have all “reset” and i’ve been running a kittened build.

The channeling/bouncing bug is VERY gamebreaking, not any different from pets following you everywhere. It basically shows where you are, with a big cross on your head saying "spam here !!! ".

Same for leaping attacks, that on a burst build can hit you for 3-4 k each, making it ridicolous for the thief, that in the best scenario possible, has 19 k health.

All those stealth issues are terribly annoying, and i found them terribly annoying also with the mesmer, ESPECIALLY in tourneys.

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Posted by: reillan.3502

reillan.3502

I like to say that we don’t have any true stealth mechanic. In other games, thieves would get a full-time stealth that they could use to get around and avoid mobs entirely. That’s how I like to play MMOs. It worked wonderfully well in LotRO and in SWtOR, the two games that taught me to play thieves. Here, however, I’m lucky to even get away from mobs using stealth. First, mobs dominate the landscape so much and have such large aggro ranges that even if I can stealth away from one mob, chances are I’ll be coming out of stealth right into the aggro of another mob. Second, the aggro ranges are so long and the stealth so short that I probably won’t

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Posted by: Wyrd One.2175

Wyrd One.2175

I love using stealth and mobility to confuse my opponents… but I do dislike some of the things you’ve listed here. Let me add the Ranger warhorn ability that calls down the birds. It doesn’t matter if I stealth, there is a big bird hat on me the entire time and everyone can simply attack that area.

Do you think these kind of skills are intended to be a counter to stealth? Should the Ranger’s bird attack be cut short if I stealth, or should the birds go invisible with me, or is it working as intended?

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Posted by: GlockworK.2954

GlockworK.2954

Stealth is nerfed down as is, with the “Reveal” mechanic coming out of stealth and then tack on abilities that are locked on to you regardless of going into stealth.

So I wholeheartedly agree. I don’t know if it’s something that ANet can fix or if it’s built into the engine and making targets completely disappear resulting in a failed channel or traveling to the location the Thief used Stealth.

Stealth needs a buff. Either get rid of the “Reveal” mechanic or cause channeled abilities to cancel on stealth. This heat seeking missile effect is annoying as hell.

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Posted by: Mrbig.8019

Mrbig.8019

Stealth is nerfed down as is, with the “Reveal” mechanic coming out of stealth and then tack on abilities that are locked on to you regardless of going into stealth.

So I wholeheartedly agree. I don’t know if it’s something that ANet can fix or if it’s built into the engine and making targets completely disappear resulting in a failed channel or traveling to the location the Thief used Stealth.

Stealth needs a buff. Either get rid of the “Reveal” mechanic or cause channeled abilities to cancel on stealth. This heat seeking missile effect is annoying as hell.

The revealed mechanic is fine, otherwise you would be able to perma C&D like in BWE1.

But all those issues need to be fixed, otherwise any build heavily relying on stealth would be kittened as hell.

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Posted by: Rukia.4802

Rukia.4802

The channeling attacks still following you even when flanking the target while stealthed is complete bull. The attack should still go through, and even hit you, but only if you’re still in line of sight, in front of the attack. Unless it’s AoE, then of course it should still hit. It should not follow wherever you go…

“I find this rain quite pleasant, it feels as though raindrops are blessing our victory”

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Posted by: Vexus.5423

Vexus.5423

Some attacks already ‘hit’ before you see them hit. Just dodge right after going stealth. Come on.

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Posted by: Mrbig.8019

Mrbig.8019

Some attacks already ‘hit’ before you see them hit. Just dodge right after going stealth. Come on.

Why should i waste a dodge ?

those are bugs and need to be fixed, it doesn’t matter if you can overcome them one way or another: they shouldn’t even exist.

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Posted by: Zerokx.5641

Zerokx.5641

Cbanneling indeed is a problem, because if someone unloads you and you stealth and move around it still exactly follows your path which just feels soooo wrong-

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Posted by: Grone.2079

Grone.2079

I think what is the problem. Playing with a thief usually i try to finish a enemy using first cloack and dagger who makes me invisible. But if i hit the button twice by mistake the spell activate twice and i lose the invi.
So i make the conclusion that if you are a heartseeker spamer , you hit someone spamming the button and the enemy recive one hit being visible and then became invisible, the accion of the skill will be repeated the same times you hit the button considering the enemy as a visible so the enemy with recive all the damage.

Is like there is no time between the hit of the key and the skill action .

Sorrry for my english… i hope you understand the concept.

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Posted by: hauntedwolfman.2930

hauntedwolfman.2930

What happens if I have auto attack on, is that every time I do that I simply fire of 1 shot and get out of stealth.

THIS is my only issue with stealth at the moment. I’m LOVING Thief, but when I trait myself to go stealth when I steal, it feels like a waste when I shadowstep, the “stealth” effect swirls around me, and there I am in the open just standing right next to my target with steal on cooldown.

My entire playstyle revolves around stealth. I hope they’ll take a look at this.

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Posted by: Ritsugamesh.5678

Ritsugamesh.5678

I really hope this thread doesn’t get lost in the ether guys, as I think it’s one of the most backbreaking aspects about tPvP right now for a thief. The prevalence of ‘pet’ classes at the moment (Mesmer, Spirit Guardian, Necro, Ranger, Other thieves, Rock dogs…) means that besides the PW spamming and HS abuse there is absolutely no worthwhile reason to create a build based around stealth.

I would love to start playing this class with some flair but right now it’s just stun breaks and landing that pistol whip before your enemy does+haste and GG. There is more to be had from the thief, just give us the tools to do it!

(I also think Rock dogs are the lamest thing ever but that’s a totally different issue =P)

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Posted by: Hyde.6189

Hyde.6189

Yeah, I can understand random swings and AoEs hitting you if you’re in the area of effect, but it makes no sense to channelled abilities to continue hitting after going into stealth.

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Posted by: ColAngus.3417

ColAngus.3417

Add “occasionally (~40%) unable to move after you stealth using a combo move black powder + heartseeker” to the list