Showing Posts For Zephyr.6475:
I think it just places the burden of defense on the stealthed player, you need to dodge/blink aoe’s. I agree with the channeled skills causing problems, but channeled skills have never made sense thematically. The channeled skills hitting stealth has always been a silly mechanic, wouldn’t mind seeing that fixed.
The Arena-net team has tried its hand at a couple anti-stealth mechanics, Engineer Lock On, and Ranger Sic ‘em. In my opinion those anti-stealth mechanics aren’t meaningful or impactful in the game as they require classes to either give up important traits, or useful utility skills, and said mechanics are only available to two of the available 8 classes.
As a Thief main, I would propose an anti stealth mechanic built into stealth itself, not requiring any goofy traits or utilities. Stealth counter-play could be available to all classes regardless of build. This anti-stealth or reveal mechanic could work in two ways.
1. Characters utilizing stealth receive a stealth bar, the bar is depleted when too much damage is taken while in stealth, and the character is removed from stealth.
2. Or, Stealth duration is reduced when damage is taken, eg: every 1000 damage reduces stealth duration by 1 second.
This Anti-stealth mechanic could be balanced around whether or not stealth removal results in the revealed debuff, and changing the numbers around for damage required to remove stealth.
I think most players would be happier with this anti-stealth mechanic than goofy traits and utilities, and I as a thief main could live with them. ANET PLS
Ideas? Feedback?
They could at least give us crafting tables, or a little dueling arena. Wouldn’t be super hard to add, right?
I agree that anti-stealth needs to be more balanced across the board rather than being a niche utility available to only a few classes. Every class should have some reveal access, it shouldn’t be a ridiculous 8 seconds long, and it should be on something that won’t feel 100% useless against any profession besides thief/mes.
I feel like it should be a totally different mechanic honestly, built into stealth itself. Take or deal more than X damage (including condi) while in stealth and you are revealed for 3 seconds. Dealing any power damage would still reveal you instantly.
Great idea, although I think any damage from stealth should result in the reveal debuff. It might have just been your wording, but it sounds like you want people to damage more than once from stealth.
So, I main Thief (I mostly play d/d and d/p), and I noticed the new “Lock On” trait that Engineers will be getting. I actually don’t mind the fact that stealth mechanics will see some counter-play, but I don’t necessarily like the way that Lock On will affect the game.
Engineer’s already have tons of AOE, so hitting a thief in stealth should be no problem at all. It seems unfair that engineers will be the only class with ways to deal with stealth, (in a brain dead and spammy manner), while other classes like Mesmer will still struggle with Thieves.
All this being said, stealth is one of the things that makes the thief class unique and fun to play. It’s pretty clear that Shadow Refuge as well as the d/p heartseeker stealth combo become nearly useless with this change. Due to their stationary and lengthy nature, it should be no problem at all for an engineer to tag a thief in either of these stealth fields. I dislike Lock On, but I would be open to other counter play mechanics being added. Stripping stealth with an AOE just seems unfair. I was hoping other people would have suggestions on a fun way to play against an invisible enemy without spamming.
I was thinking something along the lines of a final attack of an auto chain removing stealth? I’m sure there are better ways out there to do it, and I hope Anet considers the suggestions if they intend to add anti-stealth mechanics in the future.
(edited by Zephyr.6475)
So, I am by no means an expert on spvp, but I have been running into a turret engineer build more and more recently that seems to ruin games. As far as I can tell, there is essentially no counter play for this build, and it is exceedingly difficult to 1v1 it on points. The build takes minimal player input, even less than p/d condition thieves, and in my opinion minimal player input is synonymous with less fun. Correct me if I’m wrong, but the only counters to this turret engineer build are massive aoe, such as staff elementalists. Nobody wants to make a build specifically geared towards countering turret engineers, so this hardly ever happens.
More often what I see in matches is that people ignore the point that the engineer has dropped his turrets on and just go somewhere else. I personally haven’t tried turret engineer, but it seems to me that it is a build that takes close to no player input, and largely just afk’s on a point waiting for people to be silly enough to challenge them in their nest of turrets. If this isn’t fun for the engineer, and ruin’s the game for other people, shouldn’t changes be made? Save the Engineers from themselves!
If I’m completely off base with this feel free to let me know, I’m just speaking on what I have seen.