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Suggestion: Cut stealth duration by 50%

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Sanctific
Posts: 60

Re: Suggestion: Cut stealth duration by 50%

Post#51 » Wed May 20, 2026 3:44 pm

As long as stealthers are deprived of an ability to reset a fight they lose at will at any point of time (unless they are doted up to the neck and start the resetting process at the last 10% of their HP lol) - I personally am totally fine with their DPS, their survivability & stealth duration, what-fn-ever, that can be countered/outplayed.

The cheaty ability (as in, a concept, not a single skill) to reset pretty much any fight (if a stealther is not drunk/is not mentally challenged) - that is something im totally NOT OK with since it has no damn counter and is getting abused to an absurd extent (talking about 1v1s btw).

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salazarn
Posts: 306

Re: Suggestion: Cut stealth duration by 50%

Post#52 » Wed May 20, 2026 4:33 pm

Stealth is clearly no the issue with witch elf and I do not think there is a problem with witch hunter.

The problems in small scale are certain classes doing too much dmg while being tanky aka def welf / rp / zealot.

Another problem is that weaponskil stacking being mandatory for classes like sw or engi means that they have to invest 700 stats in wpnskill to have the same penetration that welfs have as standard. That wpnskill will instead be spent on toughness for them. Same with magus which get 240 wounds 160 toughness 15% crit free as standard and then magic dmg.

rorswar
Posts: 52

Re: Suggestion: Cut stealth duration by 50%

Post#53 » Wed May 20, 2026 5:35 pm

salazarn wrote: Wed May 20, 2026 4:33 pm Stealth is clearly no the issue with witch elf and I do not think there is a problem with witch hunter.

The problems in small scale are certain classes doing too much dmg while being tanky aka def welf / rp / zealot.

Another problem is that weaponskil stacking being mandatory for classes like sw or engi means that they have to invest 700 stats in wpnskill to have the same penetration that welfs have as standard. That wpnskill will instead be spent on toughness for them. Same with magus which get 240 wounds 160 toughness 15% crit free as standard and then magic dmg.
I agree. Stealth doesn't seem to be the issue to me. The issues are the following, IMHO:

1) Stealth with additional gap closers (e.g. double pounce in the case of WE), which makes it impossible to disengage after a KD.
2) Stealth with the ability to disengage at will, regen again (if regen geared), and then engage again at an unfair advantage - or flee in the shadows.
3) Medium to High burst (based on if DPS or Witchbrew specced) without needing to spec into Weapon Skill, thereby allowing defensive stacking

I'm mostly referring to a Witch Elf here, as I do play that. I'm sure the same applies - at least to some extent - to a WH, but I can't comment as I don't play that. It also extends into some other classes. A magus can spec 1k TGH and still hit like a truck, as it also doesn't need to stack WS. Same with DPS Shaman/AM/RP/Zealot, which also have the benefit of lifetaps on top of it.

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Gunlinger
Posts: 199

Re: Suggestion: Cut stealth duration by 50%

Post#54 » Wed May 20, 2026 7:28 pm

Do not touch the current Stealth duration itself. But tie it to the current Health of the WE/WH. 100% HP - 100% duration. 50% HP - 50% duration. 10% HP - 10% duration. That way the initiation purpose of Stealth will stay the same, but the disengage Stealth time when under 20% HP will be short enough for the enemy to catch them.

Additionally grant the WH and WE + 15% movement speed while in Stealth and above 50% HP.
And -15% movement speed while in Stealth when below 50% HP.
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Grolllinger - Slayer 85+
Gungroll - Engineer 85+
Gunlinger - WH 80+

Nikt
Posts: 36

Re: Suggestion: Cut stealth duration by 50%

Post#55 » Thu May 21, 2026 10:30 am

Gunlinger wrote: Wed May 20, 2026 7:28 pm Additionally grant the WH and WE + 15% movement speed while in Stealth and above 50% HP.
And -15% movement speed while in Stealth when below 50% HP.
Of course, the more seriously injured someone is, the faster they run. Nothing helps speed like guts hanging down to your knees. How could this game avoid irrational solutions?

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