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Suggestion: Cut stealth duration by 50%

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culland
Posts: 38

Re: Suggestion: Cut stealth duration by 50%

Post#11 » Wed Apr 15, 2026 2:59 pm

Demonito wrote: Wed Apr 15, 2026 1:37 pm Stealth could last longer, it's actually really short already (~45s)
~60s on mine and ultimately it needs to be short enough that folks are not stealthing around the map, they are riding around like the rest of us and using stealth when needed.

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Slowbro
Posts: 25

Re: Suggestion: Cut stealth duration by 50%

Post#12 » Wed Apr 15, 2026 4:00 pm

This must be a ragebait post lol at least I hope it is.
Suggesting to nerf the already overnerfed core mechanic of a class is a retarded level of thinking.
The Stealth is already hardly a buff in WB gameplay it is basically an ap drain debuff.
You should offer an OPTIONAL tactic that makes the invisibility part go away but give 20% extra DMG and +2k more Armor and +20% more move speed, this would make it more useful in WB play.

Narfii
Posts: 27

Re: Suggestion: Cut stealth duration by 50%

Post#13 » Wed Apr 15, 2026 4:27 pm

Again with this? No thanks. Stealth is fine as is please. Changing it to break on hit would break the idea of slipping behind the back lines. What about keeps? Just spam the door and now nobody can get in. Its already pretty difficult to sneak into a keep with a bunch of people in it.

You get 60s of stealth. That's the perfect middle ground. Its shorter than you think. Also 2s cast. The only way you're getting back into stealth with people hitting you is m1/cauldron.

Most of these suggestions just gimp classes....

Beogardt
Posts: 29

Re: Suggestion: Cut stealth duration by 50%

Post#14 » Wed Apr 15, 2026 6:12 pm

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.
moral 1 parry so dont attack front attack from behind :roll:

Ksekwlothreftis
Posts: 32

Re: Suggestion: Cut stealth duration by 50%

Post#15 » Wed Apr 15, 2026 6:54 pm

Yet again, another thread asking for the complete and utter gutting of different part about this class without mentioning any remedy.

Sure we can half the stealth duration to a fixed 30s, then at the very least we could make the stealth not consume any action points or make it a 1s cast or less.

Or completely remove the stealth part altogether and double the class' armor, give it a baseline charge and rework all the openers into other abilities, like the anti melee, anticaster, antimovement and armor debuff.

As for breaking on damage, absolutely no, random chance to be seen and therefore get unstealthed by pure gambling is unfun and unengaging.

Or leave it as it is, a gimmick that can easily be countered when in group gameplay. I can't believe your entire reasoning is "Stealther Squads" xD.

abezverkhiy
Posts: 594

Re: Suggestion: Cut stealth duration by 50%

Post#16 » Wed Apr 15, 2026 7:04 pm

Looks like someone got owned by WE/WH's and instead of learning to play chose to come and cry on forums and seek for pot smokers support.

Why don't we cull your class whatever it is? No more heavy armor, no more healing spells, no more ranged attacks, no more 2h weapons, no more shields, no more protecting auras?
KingSchultz WH, Valknutt WP, Glendhu ENG, Lochdhu IB, Tamdhu SL

My WH guide: viewtopic.php?t=60570

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saupreusse
Former Staff
Posts: 2653

Re: Suggestion: Cut stealth duration by 50%

Post#17 » Wed Apr 15, 2026 8:21 pm

Just dropping in to remind everyone that stealth orginally used to be 30 seconds and you would be kicked out of stealth with a very high probability on receiving dmg during stealth.

Per the original design these classes never were meant to be able to disengage apart from their undefendable stagger and self punt.

That was the 'High risk' part in a high risk/high reward toolkit.
Saup - RR 8x WP
Son - RR 8x AM

abezverkhiy
Posts: 594

Re: Suggestion: Cut stealth duration by 50%

Post#18 » Wed Apr 15, 2026 8:45 pm

Yes, it was like that. High risk. But rewards part of the equation also changed since then. I remember killing a shammy in 3 torments and absolution on average.

If it was like that it doesn't mean it was the best idea. The game was pretty unbalanced and broken in many regards back in 2008. That's why it died.
KingSchultz WH, Valknutt WP, Glendhu ENG, Lochdhu IB, Tamdhu SL

My WH guide: viewtopic.php?t=60570

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Spookidoll
Posts: 8

Re: Suggestion: Cut stealth duration by 50%

Post#19 » Wed Apr 15, 2026 9:01 pm

to be honest, i would give up stealth just to be less squishy.
One of the issues with this game is that people ask for nerfs of classes they haven't really played much or at all, they think that it seems OP because they died from it, but you have to understand these classes aren't as easy and OP as they seem. All you see from your end is being killed by one, you don't see all the time they spend roaming and looking for solo targets, you don't see how much they had to push through while under 40 and undergeared getting killed after finally finding a decent target, you don't see the part when they're stuck dead for 10 mins waiting for a rez inside a keep, you don't see how they're always the last class to get gaurd or heals, you don't see how often they die when they try to push backline heals/casters.
like people beg for WE to loose pounce, but when you actually play you realize the pounce isn't even that great, it doesn't send you directly to your target, it sends you to where your target was standing when you used the skill, often ending up in you not really even catching your target like you wanted, it basically only works well if you have your knockdown ready right after.
you're either wrong or lying if you think people are going into stealth while being beat on by a bunch of people, other than the 3 second version, which doesn't really help you a ton.
these classes hardly fit into warband/group play. they are forced to go solo for the most part, and i don't think you realize how hard it is to level a toon to 40 being solo. if you gimp them just to make classes who don't have group play restrictions happy all you do is make it impossible to play solo classes.
I understand how annoying it is to get perma knocked down/silenced/disarmed/parried and killed in 5 hits by WHs don't get me wrong, but its just what their class does, need to learn to live with it.

Narfii
Posts: 27

Re: Suggestion: Cut stealth duration by 50%

Post#20 » Wed Apr 15, 2026 9:06 pm

Spookidoll wrote: Wed Apr 15, 2026 9:01 pm to be honest, i would give up stealth just to be less squishy.
One of the issues with this game is that people ask for nerfs of classes they haven't really played much or at all, they think that it seems OP because they died from it, but you have to understand these classes aren't as easy and OP as they seem. All you see from your end is being killed by one, you don't see all the time they spend roaming and looking for solo targets, you don't see how much they had to push through while under 40 and undergeared getting killed after finally finding a decent target, you don't see the part when they're stuck dead for 10 mins waiting for a rez inside a keep, you don't see how they're always the last class to get gaurd or heals, you don't see how often they die when they try to push backline heals/casters.
like people beg for WE to loose pounce, but when you actually play you realize the pounce isn't even that great, it doesn't send you directly to your target, it sends you to where your target was standing when you used the skill, often ending up in you not really even catching your target like you wanted, it basically only works well if you have your knockdown ready right after.
you're either wrong or lying if you think people are going into stealth while being beat on by a bunch of people, other than the 3 second version, which doesn't really help you a ton.
these classes hardly fit into warband/group play. they are forced to go solo for the most part, and i don't think you realize how hard it is to level a toon to 40 being solo. if you gimp them just to make classes who don't have group play restrictions happy all you do is make it impossible to play solo classes.
I understand how annoying it is to get perma knocked down/silenced/disarmed/parried and killed in 5 hits by WHs don't get me wrong, but its just what their class does, need to learn to live with it.
You can't even lock in this game like you can in wow. The immunities are way too long and too consolidated. One of the things I'd love to see for this game is breaking disarm/silence into their own 3rd immunity and reducing the length across the board.

You could also extend stealth to near infinite on live. Plus, they recently removed the undefendable stagger on otk. The class isn't even in the same galaxy as it used to be so we shouldn't be discussing what 'was'.

I hate this risk reward narrative I see parroted here. People seem to think that means you should have no options after engagement and should be punished simply for opening. That's not what it means.

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