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Suggestion: Cut stealth duration by 50%

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Fey
Posts: 1022

Re: Suggestion: Cut stealth duration by 50%

Post#21 » Wed Apr 15, 2026 10:16 pm

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.
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Bozzax
Posts: 2736

Re: Suggestion: Cut stealth duration by 50%

Post#22 » Thu Apr 16, 2026 5:33 am

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.
Yep it was way more balanced especially old break on damage gave counter play vs poor stealthers
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Panzerkasper
Posts: 606

Re: Suggestion: Cut stealth duration by 50%

Post#23 » Thu Apr 16, 2026 5:36 am

Beogardt wrote: 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:
Trust me boy, I know more than you. So better get lost with your troll posts.
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Rapzel
Posts: 487

Re: Suggestion: Cut stealth duration by 50%

Post#24 » Thu Apr 16, 2026 6:59 am

Panzerkasper wrote: Thu Apr 16, 2026 5:36 am
Beogardt wrote: 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:
Trust me boy, I know more than you. So better get lost with your troll posts.
The restealth problem is solved with longer stealth cast. Since stealth is castable on the move it won't change anything else but this.

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georgehabadasher
Posts: 364

Re: Suggestion: Cut stealth duration by 50%

Post#25 » Thu Apr 16, 2026 9:14 am

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.
Bingo. Right now it's all reward and no risk for stealthers.

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Sever1n
Posts: 570

Re: Suggestion: Cut stealth duration by 50%

Post#26 » Thu Apr 16, 2026 9:21 am

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.
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eigner93
Posts: 82

Re: Suggestion: Cut stealth duration by 50%

Post#27 » Thu Apr 16, 2026 11:48 am

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.

Farrul
Posts: 828

Re: Suggestion: Cut stealth duration by 50%

Post#28 » Thu Apr 16, 2026 12:57 pm

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.

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Vance
Posts: 61

Re: Suggestion: Cut stealth duration by 50%

Post#29 » Thu Apr 16, 2026 2:41 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.
Another option would be the DAoC way:

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.
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culland
Posts: 38

Re: Suggestion: Cut stealth duration by 50%

Post#30 » Thu Apr 16, 2026 3:43 pm

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.
At least disagree with what was suggested. No one suggested AoE should break stealth. And its not difficult to sneak into a keep.

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