It was ridiculous, and it wasn't like live either.
As SM, if I saw a WE go into stealth near me, all I had to do was use WoH and the stealth would break.
WH/WE Changes
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Re: WH/WE Changes
Does it also disjoint projectile attacks now? Like throw axe etc...? Or at least stop them from unstealthing WH/WE?Azarael wrote:Stealth will no longer break when taking AoE damage.
♂ ♂ ♂ <Lords of the Locker Room> ♂ ♂ ♂ <Old School> ♂ ♂ ♂
Re: WH/WE Changes
Thanks for the fix 

Nemoel - dok
Knusperliesel - we -> renamed to Paranoia
Fiennez - wl
Knusperliesel - we -> renamed to Paranoia
Fiennez - wl
Re: WH/WE Changes
It was like that on live, to stop them stealth escaping you had to sort of time your cast (throw axe or whatever) so it ended after they'd entered stealth. I'm in two minds about it tbh: it's extremely annoying in rvr getting immediately popped out of stealth (hello 30s cd) and getting zerged down cos some random rdps was casting on you, but OTOH it seems too gd being able to just stealth away with no way to stop it (bar cc i spose?)Jaycub wrote:Does it also disjoint projectile attacks now? Like throw axe etc...? Or at least stop them from unstealthing WH/WE?Azarael wrote:Stealth will no longer break when taking AoE damage.
Aetir
Re: WH/WE Changes
what I mean is when you successfully cast stealth, any projectile attacks would be disjointed, not during the cast.
For instance on this server anyways a tank can mindlessly spam throw axe at you and it is impossible to stealth, because if you succeed in getting it off you will get thrown out 0.5-1 sec later from the axe hitting you.
I'm not sure if there is even projectiles in this game honestly... it might just be lag.
For instance on this server anyways a tank can mindlessly spam throw axe at you and it is impossible to stealth, because if you succeed in getting it off you will get thrown out 0.5-1 sec later from the axe hitting you.
I'm not sure if there is even projectiles in this game honestly... it might just be lag.
♂ ♂ ♂ <Lords of the Locker Room> ♂ ♂ ♂ <Old School> ♂ ♂ ♂
Re: WH/WE Changes
that how we got we /wh on live if u could last the stelth pop but most time if they picked the wrong target they would just use the staggerseflpunt and stealth away or if we saw them in stealth with initiative quick axe to save someoneJaycub wrote:what I mean is when you successfully cast stealth, any projectile attacks would be disjointed, not during the cast.
For instance on this server anyways a tank can mindlessly spam throw axe at you and it is impossible to stealth, because if you succeed in getting it off you will get thrown out 0.5-1 sec later from the axe hitting you.
I'm not sure if there is even projectiles in this game honestly... it might just be lag.
Re: WH/WE Changes
I don't get what you mean by disjointed in this contextJaycub wrote:what I mean is when you successfully cast stealth, any projectile attacks would be disjointed, not during the cast.

Yeah, pretty sure that's how it was on live. Except it didn't work if you just spammed it mindlessly: if they entered stealth *after* your 1st throw axe and *before* you could start second one (after gcd), they'd successfully stealth and get away (unless you then saw them in stealth obv). That's what I mean by having to time it, you'd wait until the stealth cast was at least halfway before using throw axe.Jaycub wrote:For instance on this server anyways a tank can mindlessly spam throw axe at you and it is impossible to stealth, because if you succeed in getting it off you will get thrown out 0.5-1 sec later from the axe hitting you.
Aetir
Re: WH/WE Changes
I am only talking about disjoint for the initial cast, not immunity to it if revealed via ini checks etc...
like if there is an axe toss in mid air coming at me but I got stealth off it should "disjoint" from me unless that person passed the ini check instantly.
like if there is an axe toss in mid air coming at me but I got stealth off it should "disjoint" from me unless that person passed the ini check instantly.
♂ ♂ ♂ <Lords of the Locker Room> ♂ ♂ ♂ <Old School> ♂ ♂ ♂
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Re: WH/WE Changes
Again not sure about 'disjoint' here but if you mean it should cancel and not kick you out of stealth, then no as I said I'm pretty sure that's how it worked on live. As long as the mid-air projectile hit you *after* you'd entered stealth, it'd kick you out of it. Hence why you had to time it: if it hit them before, they successfully entered stealth and got away (unless ofc you then got lucky and happened to detect them).Jaycub wrote:like if there is an axe toss in mid air coming at me but I got stealth off it should "disjoint" from me unless that person passed the ini check instantly.
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@Azarael Does cc still work on WH/WEs while stealthed? Should still be able to aoe root/stagger/kd them etc. Sounds like the change (correctly) only affects dmg but wanted to check, especially for the special case of abilities that simultaneously do aoe dmg and aoe cc.
Aetir
Re: WH/WE Changes
not to forget the dot aura of chosen and kotbsAzarael wrote:It was ridiculous, and it wasn't like live either.
As SM, if I saw a WE go into stealth near me, all I had to do was use WoH and the stealth would break.
thank u for fixing this.
the only things i would change in wh/we mechanics is to let the pistol or the throwing dagger proc a snare when it hits the back AND the side of the enemy. when fp runs out, all what is needed to kill/escape a wh/we is to cc and strafe-run away while using dots or instant range casts.
see it as a small compensation for not having reselute defense, witch was very essential for wh/we

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