Showing Posts For Rokoma.5014:

Let's discuss stealth.

in Thief

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.

Ranger pet suggestion

in Ranger

Posted by: Rokoma.5014

Rokoma.5014

Jackalope!! With bloodied horns!!

A Jack-a-lop pet would be really cool.

Ranger pet suggestion

in Ranger

Posted by: Rokoma.5014

Rokoma.5014

So long as this fits in the character limits when we name it! :::
“Rabbit of Caerbannog”

……Also, Your attack pattern you detailed is already taken by Canines (wolves, Drakehound, Hyena, etc). Their auto attack is fairly weak. They have an attack that cripples. and an attack that knocks down. (Those last two also have the benefit of being leap finishers…(actually, not sure about one of them…).

Perhaps the third attack could be a kind of bunny frenzy attack where the bunny runs around the enemy quickly and immobilizes it?

Ranger pet suggestion

in Ranger

Posted by: Rokoma.5014

Rokoma.5014

I believe there should be a rabbit pet available for taming. It could be a larger pet, about the size of the rabbits you pick up for the reknown quest in Wayfarer Foothills right behind Twinspur Haven, as a norn. The abilities could be as follows:

Attack 1: Headbutt (Normal attack, weak damage)

Attack 2: Ankle bite, enemy crippled 4s

Attack 3: Tackle, knock enemy down 1s.

Special: Create a ring of fertile, carrot enriched ground healing nearby party members and the ranger for 5s

Thoughts?

(edited by Rokoma.5014)

Hall of Monuments Questions [merged]

in Account & Technical Support

Posted by: Rokoma.5014

Rokoma.5014

I created a character after I had linked my GW1 and GW2 accounts and he didn’t get a Hall of Monuments pass. He’s too high level for me to delete and remake.