Given the new play style is to run around as groups of stealthers it seems appropriate to change stealth to a combat initiator role, but not prolonged stealth that limits people's ability to avoid a group like they could any other group of players.
Also lets make it so that its harder to get back into stealth.
Finally if you detect someone in stealth and you hit them with a direct hit (not AOE), then the stealth should break.
Suggestion: Cut stealth duration by 50%
Forum rules
Before posting in this forum, please read the Terms of Use.
This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.
To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
Before posting in this forum, please read the Terms of Use.
This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.
To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
Ads
Re: Suggestion: Cut stealth duration by 50%
i agree that stealth should likely be reduced in potency. i believe that the correct path for achieving this is via uptime reduction.
a solution to this would be balancing it around 30 sec max duration and a 30 second cooldown (half of what it is now, assuming the character has the standard 60rr+ 300 AP pool) would be sufficient. this can be easily done by increasing the AP cost per second required for maintaining stealth from the current value of 5 to a new value of 10.
stealth should be balanced around being an initiation tool and "gap closer" in my opinion - not a tool to use to hide for extended periods of time until the right moment to pop out and insta kill a player who is significantly weaker than you.
however i disagree about allowing any form of damage (irregardless of aoe or single target) to break stealth once it is already active. this works in other games but in my opinion this wouldn't go over so well here, especially if it was paired with the aforementioned nerf.
a solution to this would be balancing it around 30 sec max duration and a 30 second cooldown (half of what it is now, assuming the character has the standard 60rr+ 300 AP pool) would be sufficient. this can be easily done by increasing the AP cost per second required for maintaining stealth from the current value of 5 to a new value of 10.
stealth should be balanced around being an initiation tool and "gap closer" in my opinion - not a tool to use to hide for extended periods of time until the right moment to pop out and insta kill a player who is significantly weaker than you.
however i disagree about allowing any form of damage (irregardless of aoe or single target) to break stealth once it is already active. this works in other games but in my opinion this wouldn't go over so well here, especially if it was paired with the aforementioned nerf.
Gersy - Witch Hunter General
Not Good Enough / NGE
70-80+
WH/WP/IB/SL/ENGI/SW
MARA/CHO/SORC/SHAM
Alt (below 70)
RP/WL
CHOP/BG/BO/ZEAL
Witch Hunter General's Compendium (WH Guide)
Not Good Enough / NGE
70-80+
WH/WP/IB/SL/ENGI/SW
MARA/CHO/SORC/SHAM
Alt (below 70)
RP/WL
CHOP/BG/BO/ZEAL
Witch Hunter General's Compendium (WH Guide)
Re: Suggestion: Cut stealth duration by 50%
"How about NO?!" - Dr. Evil
Honestly, before you bash the only 2 stealth classes in the game you should roll one first. Your idea is pathetic and selfish.
Honestly, before you bash the only 2 stealth classes in the game you should roll one first. Your idea is pathetic and selfish.
Re: Suggestion: Cut stealth duration by 50%
Where have I seen that before?
eldriyth wrote: Wed Apr 15, 2026 12:22 amHonestly, before you bash the only 2 stealth classes in the game you should roll one first. Your idea is pathetic and selfish.
I agree. Stealth is fine as it is.
Somewhere, In Time...
Re: Suggestion: Cut stealth duration by 50%
Going 8v1 as a WH isn't really my playstyle, so I'd rather not.eldriyth wrote: Wed Apr 15, 2026 12:22 am Honestly, before you bash the only 2 stealth classes in the game you should roll one first.
- Panzerkasper
- Posts: 605
Re: Suggestion: Cut stealth duration by 50%
Stealth ability should go on a 5 sec cd everytime the stealther takes a direct hit.
I have seen WE/WH going into stealth with 3 or 4 people hitting them in melee range. That is just completely absurd.
I have seen WE/WH going into stealth with 3 or 4 people hitting them in melee range. That is just completely absurd.

Re: Suggestion: Cut stealth duration by 50%
I like this suggestion, though reduced stealth cooldown needs some built in changes in regards to how easy it is to go into stealth currently, imo.gersy wrote: Tue Apr 14, 2026 9:55 pm i agree that stealth should likely be reduced in potency. i believe that the correct path for achieving this is via uptime reduction.
a solution to this would be balancing it around 30 sec max duration and a 30 second cooldown (half of what it is now, assuming the character has the standard 60rr+ 300 AP pool) would be sufficient. this can be easily done by increasing the AP cost per second required for maintaining stealth from the current value of 5 to a new value of 10.
stealth should be balanced around being an initiation tool and "gap closer" in my opinion - not a tool to use to hide for extended periods of time until the right moment to pop out and insta kill a player who is significantly weaker than you.
however i disagree about allowing any form of damage (irregardless of aoe or single target) to break stealth once it is already active. this works in other games but in my opinion this wouldn't go over so well here, especially if it was paired with the aforementioned nerf.
Curious as to why do you think a direct hit would not work well here? What about a chance of stealth breaking per direct hit?
Re: Suggestion: Cut stealth duration by 50%
I agree with the issue, but this seems like a bit of an exaggeration, maybe if they popped an absorb pot? More often its 'go behind this rock or tree' and poof.Panzerkasper wrote: Wed Apr 15, 2026 7:46 am Stealth ability should go on a 5 sec cd everytime the stealther takes a direct hit.
I have seen WE/WH going into stealth with 3 or 4 people hitting them in melee range. That is just completely absurd.
Ads
Re: Suggestion: Cut stealth duration by 50%
Just out of curiosity. Do you only play one class and have only levelled one? I am genuinely interested in why people always assume folks have not played the class in question.eldriyth wrote: Wed Apr 15, 2026 12:22 am "How about NO?!" - Dr. Evil
Honestly, before you bash the only 2 stealth classes in the game you should roll one first. Your idea is pathetic and selfish.
Re: Suggestion: Cut stealth duration by 50%
culland wrote: Tue Apr 14, 2026 9:24 pm Also lets make it so that its harder to get back into stealth.
Finally if you detect someone in stealth and you hit them with a direct hit (not AOE), then the stealth should break.
+1
Going back to stealth while under fire and detecting one without anyone else noticing is weird
Stealth could break when busted and hit by a ST hit ;
Then add a new spell to be cast on stealth "can't be detected" on CD to help going threw a group
And if going back to stealth was made harder, speed should get back to the insta vanish
Would enjoy those changes for both playing and facing wh
culland wrote: Tue Apr 14, 2026 9:24 pm Given the new play style is to run around as groups of stealthers it seems appropriate to change stealth to a combat initiator role, but not prolonged stealth that limits people's ability to avoid a group like they could any other group of players.
-1
Stealth could last longer, it's actually really short already (~45s)
Who is online
Users browsing this forum: Bing [Bot] and 17 guests



