Stealth Bug, Thief and Mesmer

Stealth Bug, Thief and Mesmer

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Posted by: DomDeuce.7896

DomDeuce.7896

Since this last patch. Mobs are still tracking and engaging the player while in stealth. I thought I was crazy, playing both my professions. I’m used to a Mob engaging a player in stealth if the action was already in cast during stealth. But I’m seeing pursuit path mechanics broken. At first I thought I revealed myself but this is not the case.

I finally was able to see it when in I used decoy on my Mesmer and the mobs still chased me down in stealth and not my decoy to hit me. This was apparent on the Norn pirate fight in the Vigil Story line before Flower of death (28), Sylvari.

Stealth Bug, Thief and Mesmer

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Posted by: DomDeuce.7896

DomDeuce.7896

To add I first noticed it in the tower. But due to mass players, mobs and confsion of battle. I thought I was just missing it.

Stealth Bug, Thief and Mesmer

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Posted by: Halcyon.7352

Halcyon.7352

If a mob begins casting a long cast spell at you before you stealth (ala longbow ranger #2, rapid fire), they will continue to cast and hit you with it. The trick is to stealth before they start to send something your way. (or evade it)

This is intentional and has been this way since launch, as far as I know.

It’s also why mesmers rarely bother to use Decoy in PVE situations.

Tarnished Coast Engineer and… general alt-o-holic.

For the toast!

Stealth Bug, Thief and Mesmer

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Posted by: Account.9832

Account.9832

No, it hasn’t been that way since launch, but it was changed a pretty long time (several months) ago.

It’s clearly a (design) bug, though, since it works differently for players. If I have an enemy targeted (either a player character or mob), start casting a spell, and my target stealths, I lose my lock and my spell fails.

This is yet another one of those weird things about GW2, along with:

a) Mobs can knock players off ledges, but players can’t knock mobs (an invisible wall spawns behind them to save them).

b) Mobs sometimes heal back to 100% in the middle of a fight, or decide to “leash” without any warning, run away for a few metres, heal back to 100%, and then rush back.

It seems that whoever designed the AI thinks the #1 priority should be to “protect the AI”, even if that means letting it cheat in very obvious ways, that add nothing to the gameplay and just annoy players.

- Al Zheimer

Stealth Bug, Thief and Mesmer

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Posted by: DomDeuce.7896

DomDeuce.7896

I must not have made it clear. I know the mechanics of stealth.

I know they will hit you if you stealth when they’re in a channel or start of action.
I know mobs stop when you stealth in pursuit. I know this was added to keep them from resetting.

What I’m talking about is a random disregard for a player in stealth to pursue and attack in the first few seconds of player stealth.

Stealth Bug, Thief and Mesmer

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Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

I recall a while back(month or so ago) they changed the way mobs behaved to player stealthing. the mobs used to just stop everything and reset like no big deal. now mobs will proceed to continue the attack as if the player was still where he/she went invisible and would also use some predictive following techniques i believe if the player was moving when going invisible