Cc locks of any kind are really un-appealing gameplay, and poor game design imo. DaoC has incredibly punishing cc durations, but you can't stun/mez-lock because it's just a bad way to design a combat situation in an mmo. Counterplay needs to exist for virtually every mechanic, particularly crowd control; or else balance goes into the crapper.
I feel like WH/WE are in a decent spot. Stealth duration also feels reasonable. With everyone in the lakes mounted 60ish seconds is fine. Particularly if you spend 45 seconds stealthed and you have to use an ap pot during your opening rotation.
Stealthers need a reasonable amount of time to position and open on their target. 30 seconds is far too short. I could even see a set bonus that increases stealth duration, conversely a gear set that shortens or removes stealth completely for more aoe/crit, whatever. The game should promote build variety.
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.
Re: Suggestion: Cut stealth duration by 50%
Fley - Zealot Domoarigobbo - Shaman
Squid - Squig Squit - B.O.
Black Toof Clan
Squid - Squig Squit - B.O.
Black Toof Clan
Ads
Re: Suggestion: Cut stealth duration by 50%
Yep it was way more balanced especially old break on damage gave counter play vs poor stealtherssaupreusse wrote: 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.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
- Panzerkasper
- Posts: 606
Re: Suggestion: Cut stealth duration by 50%
Trust me boy, I know more than you. So better get lost with your troll posts.Beogardt wrote: Wed Apr 15, 2026 6:12 pmmoral 1 parry so dont attack front attack from behindPanzerkasper 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.![]()

Re: Suggestion: Cut stealth duration by 50%
The restealth problem is solved with longer stealth cast. Since stealth is castable on the move it won't change anything else but this.Panzerkasper wrote: Thu Apr 16, 2026 5:36 amTrust me boy, I know more than you. So better get lost with your troll posts.Beogardt wrote: Wed Apr 15, 2026 6:12 pmmoral 1 parry so dont attack front attack from behindPanzerkasper 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.![]()
- georgehabadasher
- Posts: 364
Re: Suggestion: Cut stealth duration by 50%
Bingo. Right now it's all reward and no risk for stealthers.saupreusse wrote: 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.
Re: Suggestion: Cut stealth duration by 50%
Groups of whwe is old story and it is not an exuse for nerf that will not fix any issues that those clases have nowadays. Mechanic was nerfed over the years and lost a lot of tricks it had, dont see any toxins in its current state.
Noximilien - AM, Severi - SM, Ravandin - SW, Celebor - WL, Ernwald - WH, Demandred - BG, Mesana - Sork, Beliar - DoK.
Re: Suggestion: Cut stealth duration by 50%
I dont think the mechanic should be nerfed, but the counterplay should be introduced. Chance to break on damage or stealth breaks after a certain amount of damage or increased stealth detection if there is 2 or more stealther around.
Re: Suggestion: Cut stealth duration by 50%
Nerfing the core mechanic to compensate for the balance mistakes introduced in the MDPS patch feels like a desperate call.
Or how about addressing the real balance problems introduced in the patch which made especially the Witch Elf abominable. Ignoring the real elephant in the room and instead attempt to fix something which doesn't need to be fixed is not a good ''solution''.
Imho don't give the devs more bad ideas and let them sort out this stealth class gank meta mess, they themselves caused with the 18/12/2025 mdps patch.
Or how about addressing the real balance problems introduced in the patch which made especially the Witch Elf abominable. Ignoring the real elephant in the room and instead attempt to fix something which doesn't need to be fixed is not a good ''solution''.
Imho don't give the devs more bad ideas and let them sort out this stealth class gank meta mess, they themselves caused with the 18/12/2025 mdps patch.
Ads
Re: Suggestion: Cut stealth duration by 50%
Another option would be the DAoC way: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.
Only can get into stealth while NOT in combat!
(that does not apply to Vanish)
Would fix a lot of issues people have with the archetype, without nerfing the whole class in itself.
Vance | Leechking
Preferred Playstyle 6vX (AAO Fights)
Guild-Group Player Verzweiflung | Despair
"We bring [Despair]
"
Preferred Playstyle 6vX (AAO Fights)
Guild-Group Player Verzweiflung | Despair
"We bring [Despair]
Re: Suggestion: Cut stealth duration by 50%
At least disagree with what was suggested. No one suggested AoE should break stealth. And its not difficult to sneak into a keep.Narfii wrote: Wed Apr 15, 2026 4:27 pm 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.
Who is online
Users browsing this forum: Bing [Bot], Ramzel and 9 guests



