(edited by MyCondolences.8172)
Why i think Thieves have no hope.
No way. Mesmers and Engineers get stealth. Thief and Mesmer can spec for stealth traits. If your problem is with the thief than just say so because youre not even mentioning mesmers…
(edited by Dekk.3459)
No way. Mesmers and Engineers get stealth. Thief and Mesmer can spec for stealth traits. If your problem is with the thief than just say so because youre not even mentioning mesmers…
I have no problems with stealth, just the fact that once someone enters stealth there’s no way for another player to end it. And this is why people pick on thieves so much. Too much stealth, nothing to do about it.
eg. X class nearly kills thief, thief hides and run off. Atm you complain and its essentially “tough luck kid” which brings the blame on thieves. Where as if we had reveals of some sort, then the blame would reflect the player who let the thief escape.
No way. Mesmers and Engineers get stealth. Thief and Mesmer can spec for stealth traits. If your problem is with the thief than just say so because youre not even mentioning mesmers…
I have no problems with stealth, just the fact that once someone enters stealth there’s no way for another player to end it. And this is why people pick on thieves so much. Too much stealth, nothing to do about it.
eg. X class nearly kills thief, thief hides and run off. Atm you complain and its essentially “tough luck kid” which brings the blame on thieves. Where as if we had reveals of some sort, then the blame would reflect the player who let the thief escape.
And I think they are doing the right thing by limiting the amount of stealth you stack. Problem is with all of the AoE damage thief needs to be able to get away. Any class can make a build to severely hamper stealth based thief. They just prefer to play a build someone posts on the internet as the best build.
When the game first came out there were the profession skills and each class seemed pretty unique having a feature that made it different from the others. I mean how many people are complaining about CnD? And the usefulness of SR for preventing stomps or ressing, nope. And my impression of this balancing patch (outside of the permastealth change) is that a couple of thief builds are not liked and instead of new options they are just punishing the class in its entirety. No new options. Saying changes to initiative being better is a farce compared to the other balances.
I really think the solution to stealth stacking is in this next patch…
the thing is, even if every class had anti-stealth abilities ppl would still cry rivers about stealth
other games have such mechanics and it doesn’t stop people to cry about it
[Teef] guild :>
the thing is, even if every class had anti-stealth abilities ppl would still cry rivers about stealth
other games have such mechanics and it doesn’t stop people to cry about it
Ragnarok had an interesting mechanic for Stealth.
Cloak turned you invisible and you moved the same movement speed and had access to all of your skills, however, you would be revealed instantly if an AOE hit you. Then the 2nd form of Stealth was “Hide”. While in “Hide” you would move 50% of your base speed, all skills aside from “Unhide” would be locked and you would be immune to all damage except “earth” magic.
Not saying elementalist should be the only one that can reveal, just giving a mechanic that worked really well. It balanced out fair easily and gave all classes equal opportunity to stop “cloak” while hide was more selective on how it was removed.
I know at least 1 mmo where stealth worked/works. Why new devs refuse to use that as a template and insist on their broken/QQ magnets is beyond me.
In RO, the map itself added to stealth dynamics. War maps where divided into 3: courtyards, corridors, emp rooms.
- courtyards were the wide open spaces that had towers/sniper points where defenders could “peek-a-boo” snipe the attacking armies (I say armies because it was 1 vs everybody else there – not this fixed 1v1v1). This is the part of the map where players just CHAAAAAAAAAAARGE so stealth was pretty much meaningless there and was mostly used to avoid peek-a-boo 1shotters. Also the huge amounts of space just prevented players from efficiently revealing stealth players.
- corridors where the inside of the castles consisting mostly of narrow passages serving as chokes. Stealth was more important here since the smaller spaces made it easier to reveal stealthers.
- emp rooms held the objectives (castle lord if you will). That is where stealth had to be used really smart because players would AoE the entire room if it meant revealing any stealthers. It was also because guild leaders had a skill to summon all online members to their location (huge cast time and cd). This made thief classes the optimal choice for guild leaders.
Also note, stealthers had a godly build (through gear) where they were immune to magic (majority of aoe) and 75% physical damage reduction. And yet even with that there was little QQ to stealth (hint: even stealth + god mode had a hard counter).
(edited by Seetoo.9316)
I know at least 1 mmo where stealth worked/works. Why new devs refuse to use that as a template and insist on their broken/QQ magnets is beyond me.
Well I’m not saying my idea is the best idea or even balanced/good.
But thiefs keep getting hit hard with PvE nerfs bc of how we manage in PvP. And judging from ppls comments on how poorly our builds are and how hard it is for us to do alot of things other classes do, i can only assume it has to do with our stealth abilities and the lack of ways other players have to deal with them.
I forget where I 1st read it, but someone said “Stealth is holding the thief back” and I agree. Because stealth is the way that it is now, there are so many things a thief can’t do.
- can’t contest a point
- can’t have non stealth defenses
To name some.
That is why my thief will never use stealth on purpose. At most I’ll only use become the snow leopard rush + stealth (quad pistols has no escapes)
Frankly I think the OP is wrong.
The current nerfs have very little to do with stealth and honestly, people stopped complaining about Thieves a long time ago.
While I agree that the implementation of Stealth isn’t favorable towards balancing, it’s not a big deal anymore in the context of this game.
Stealth, no matter how much even I like or hate it, does not effectively contribute to any objective available in pvp currently.
Practically, an utility mechanic that is taken overly seriously resulting the class being burdened with it rather that one utilizing it.
There is not a single main-scenario case in pvp where stealth contributes to the achieving a certain goal.
Thief is stripped of all other defenses and as such is forced into stealth. Once he starts using stealth to full extent, he is rightfully called stealth abuser. Which results in thief itself, no the stupid useless utility – stealth – being nerfed over and over and over.
If this continues, there will become time where thieves will remain with nothing but stealth in their kitten nal.
Assassins were epic in Guild Wars. Without a single hint of stealth mechanics, with mobility that would make gw2 thieves cry, with damage that was obviously meant to kill.
Here, thief is a ripoff “stealth class” of other mmo’s. With an exception that instead of letting some of the pride go and taking some readily available and working stealth mechanics, one was created from scratch to doom the class and whole game.
Engineers, mesmers, rangers, and elementalists can all go into stealth. This is stupid.