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1.engineers have medium armor as well and they dont have infinite stealth nor initiative system
2.how does it make sense for someone to bash a shield with a dagger or sword or hammer and still remain undetected by the target?
3.precisely the problem the debuff should apply even if the playerdoes not hit a target wich would balance out the d/p perma stealth thiefs nowadays
4.i agree this was a terrible suggestion for group fights
5.precisely wich would make the trait make thiefs move at normal speed during stealth if traited basically this simply adds risk to skill spammers .(disagree with this one to some extent since this is thief’s swiftness basically )
1) Engineers also have more hp and sources of protection. (I think comparing what one class has to another is pointless anyway, otherwise we would just end up with 1 class with different looking armours) Double damage on stealth would pretty much mean a death sentence to going into stealth most of the time (would kill all /d builds that use CnD). Would also make many of our stealth skills useless (SR? Last Refuge?…oh god Last Refuge…)
2) While I don’t think thief should remain undetected when he gets blocked/evaded from stealth, your argument doesn’t work. Turn off the lights and have a friend throw something at you. Can you tell where he is if you block/duck out of the way?
3) The Debuff is there as a penalty to using stealth skills (so the thief can’t spam them). A better balance to the d/p stealth spam would be to put a limit on leap finishers, or prevent leap finishes that grant stealth from stacking. Putting the reveal on after coming out of stealth would also hurt mesmers.
4) I don’t know why this keeps coming up. This (again) would really hurt mesmers.
5) A movement % decrease in stealth would require a hefty buff to stealth duration. It works like this in other games because stealth is not a limited time buff. You toggle it and then move around to get into position. Probably the worst idea of the bunch. A possible solution would be to have the 50% trait apply only for a few seconds (gets refreshed when stealth is REAPPLIED? so stacking stealth would still only result in like 3-5 sec of movement speed)
Oh another note, Can a mod please get rid of this topic (or lock it please)
^boo hoo someone pointed out facts about thieves and i dont want my class fighting evenly with others
1. each of those hp or protection sources is a major trait that dint go to damage or kits or whatever , thiefs also happen to have the ability to steal boons
2.how the heck do you see logic in this argument, turn off the lights step aside and tell your friend to throw somethign where you were guess what nothing happens cuz neither one sees each other , if i blocked something thrown at me it would at least reveal his current or previous location
3.the debuff needs a revamp so that it works even if the thief does NOT damage a target thus preventing perma stealth
4.as i previously said it was a stupid suggestion, so this one should be scratched
5.50% movement speed is too much when you can spam stealth almost indefinetly and have a 25% movement speed signetMy problem with 5 is a movement speed reduction, especially one of such magnitude would make stealth skills, especially ones with positional requirements, completely useless.
Backstab and Tactical Strike are hardly threatening thier hard counter is “walking away”
It also like 1 would severely cripple thief’s chances to be taken on a dungeon run “now stealth us so we can get past these trash mobs. WTH?! USELESS THIEF!! NOW WE HAVE TO FIGHT ALL OF THEM!!kitten!” (The thief was then kicked and replaced by a ranger)Except the thief moves at 150% combat speed when traited and the OP wants that lowered to the levels of being under swiftness instead.
Except he didn’t mention that trait anywhere in the post. One has to assume he means for all stealth to move at near cripple speed.
Cripple is 50% not 80%.