If TLDR just read the bold parts that are the most important info.
So I was thinking about stealth, it’s necesity for some builds, how some skills are in most builds (specially CnD and SR) and the way it can be exploited, and I had this idea:
This would be a bit of an overhaul for how stealth generally works, that makes each stealth aplication more useful and greatly increase its availability, but will also reduce the frequency of uses during combat. I will sum the changes and then I will go into details of why (I divided the message in multiple parts because of post size limit):
- First step: Every stealth in the game (including the few ones on other professions) now last 8 to 10 seconds.
- Second step: The following skills grant Stealth: Black Powder, Infiltrator’s Arrow (no longer applies Blind), Nine Tailed Strike when not attacked (no longer returns initiative), Smoke Trail.
- Revealed now lasts much longer (around 8 seconds).
This way we get the following:
- Stealth is available on every weapon set. For a profession with stealth skills as a mechanic (one of the multiple mini-mechanics), it makes sense that every weapon gives access to its use, the same way every Mesmer weapon set has access to Clones to trigger the profession mechanic. Stealth Skills are a profession main mechanic and you can’t use them with every build.
- Any form of stealth is a true scape tool. By making it last 8-10 seconds, Stealth becomes a good way to escape from danger or recharge your skills before jumping again into combat. Right now Shadow Refuge, even if it maintains you in an area for some seconds, is featured in most builds because of how long its stealth (Aoe stealth) is. This way SR is no longer a necessity, just a great skill if you’re going for support, but for personal stealths you get multiple sources. Of course given its new availability and the longer Revealed state, Utility Skills granting Stealth (and CnD as it would be one of the harder Stealths) might have their cooldown downed a bit. This way you get a justification for our low HP, that is based on our access to Stealth, but not every build gets it, so they get the Negative part, but not the Positive side of it,
- It promotes skill use. Right now, because of Initiative, most stealth become “step1-step2-step3 never think about creativity because this works” and do this: 5 -> Stealth Skill -> Autoattack and/or dodge until Revealed is gone. I’ve been testing the "experience " (by mentally calculating how long I would be without Stealth in this case, and imagining the benefits from it lasting longer) with P/D, and I have to say that the dual skill is great if used right, but the problem is that you would prefer to wait for more 5s as the game is right now, so you just never use it. Not having the Stealth available all the time promotes more use of your other skills, and there are some good combos out there that don’t get use because of CnD.
- It makes us dodge the nerf bat, or at least most of its consequenes. The whining river is boiling up with more and more P/D WvW dominance, and don’t fool yourselves, a nerf is coming. It always comes for sneak professions and everyone knows that, so don’t think it won’t happen because it will and it will shatter your dreams. This change would make P/D style of play change, and culling wouldn’t be a problem because now revealed lasts much longer than the culling bug, making those cries stop. On the positive side, you get a very long Stealth on every set, which means you can save your life with every weapon set, and access to Stealth Skills with Shortbow, P/P, S/P and the underwater sets that rarely get access to it (as most stealth sources can’t be used underwater).
(edited by Lokheit.7943)