Post#15 » Wed May 26, 2021 2:04 am
If you wanted a shorter cooldown, you'd have to change the way stealthing functions entirely.
For example, 10s would be reasonable if it was changed where you can't stealth for 10s after either a) attacking anyone with anything, or b) being hit by anything resetting the entire 10s cooldown (whether it's a DoT being applied (not the ticks), taking damage, and even if you parry, dodge or disrupt). The number of times I've been able to kill someone, then use my M1 and phase out of existence right in front of multiple others hitting me with <1000 HP is both hilarious and stupid.
That would make the class much more fluid in ORvR, as well as being much less frustrating and silly with the "get out of jail free cards". It would encourage better use of the terrain and smarter plays, and open up the possibility of instant cast stealth, since the 2s would be unnecessary since any damage or DoT application would put you into a 10s cooldown.
However, I'm not sure how well this would work in a group setting, since sometimes you'd want to restealth to apply openers, and sitting around for 10s doing nothing would be inefficient unless you were resetting the fight. So technically it would be a nerf (though would be much more fun to play and less frustrating to play against).
Otherwise, no, a lower cooldown would be broken without changing something like that. You'd have to sacrifice safety for fluidity.