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Changes to stealth

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terrio99
Posts: 60

Changes to stealth

Post#1 » Mon Oct 31, 2016 10:45 pm

Currently think stealth is a bit weak and not quite how it worked in live. I know the check to see stealthed targets is different then it was in live. Only issue with that is that think the check should be a little harder. I feel I get spotted really easily and damage shouldn't unstealth you. Amount of times I have stealthed as a SH arrow hits me and unstealths me putting on cool down are uncountable.

I have a couple of ideas to change stealth. I don't want to make it overpowered but want to make it a little more viable considering it is the core concept/mechanic of WH/WE.

1) Make it so can cast while taking damage. Completely stopping the cast when take any damage sucks. A tank can keep you from stealthing with there ranged attacks or a SH can just kill you since either kite you if you try and attack them since no gap closer or burn you down if you try and run.

2) Shorter cast time. With this wouldn't need change the that damage stops cast. Could time the cast or more options in pvp to break LoS.

3) Shorter cool down. Breaking stealth killing a target only to be killed unless the target is truly away from any ally bc you have a 30 sec cool down on your core mechanic.

4) Cool down starts right after cast. Now I don't think this would be to OP b/c you could put a delay on AP regeneration when exiting stealth like it combat so if you keep restealthing you will run out of AP to maintain it. Also if you burn all you AP to kill a target could only restealth for a short period and if you come out of stealth before 30sec still have what ever is left.

5) Casting bullets or kisses while stealthed. Make more use and better utilize other bullets/kisses for your potential target. Feel like more WH/WE use outgoing heal regardless.

I am not saying apply all suggestions. I think one or two would make them feel more like assassin classes and little more active in group combat rather then stealthing attacking, maybe killing target, if don't die wait for stealth to pop back up.

Out of ideas I thought of I would like 1* and 4*. 1* would make it so could use stealth as an escape if don't get focused down, really easy to do, and 4* would make it more fun and challenging managing AP.

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Gachimuchi
Posts: 525

Re: Changes to stealth

Post#2 » Tue Nov 01, 2016 5:48 am

Currently it is an initiative check vs enemy initative. If yours is lower than theirs, you are spotted. Or atleast I think that's how it works. I don't know how quickly it polls or if its only a % based chance but most of my healers sit at around 300 and WH/WEs never sneak up on me. I always see them first.

Having to get an additional stat to make your 30s cd gap-close actually do its job seems like a raw deal imo.
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Chaoself
Posts: 218

Re: Changes to stealth

Post#3 » Tue Nov 01, 2016 6:26 am

Please no, dont touch anything more of WE/WH. We are already useless to be even more. NO.

terrio99
Posts: 60

Re: Changes to stealth

Post#4 » Tue Nov 01, 2016 7:54 am

Chaoself wrote:Please no, dont touch anything more of WE/WH. We are already useless to be even more. NO.
Trying to make them less useless and improving there class mechanic would do that.
Gachimuchi wrote:Currently it is an initiative check vs enemy initative. If yours is lower than theirs, you are spotted. Or atleast I think that's how it works. I don't know how quickly it polls or if its only a % based chance but most of my healers sit at around 300 and WH/WEs never sneak up on me. I always see them first.

Having to get an additional stat to make your 30s cd gap-close actually do its job seems like a raw deal imo.
thank you

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wiscel
Posts: 487

Re: Changes to stealth

Post#5 » Tue Nov 01, 2016 8:05 am

I'm happy with my WE, changing Kisses during stealth would be a nice feature. I'd rather see not getting npc aggro whilst in stealth.
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terrio99
Posts: 60

Re: Changes to stealth

Post#6 » Tue Nov 01, 2016 8:36 pm

wiscel wrote:I'm happy with my WE, changing Kisses during stealth would be a nice feature. I'd rather see not getting npc aggro whilst in stealth.

That would be nice too. Be nice to not worry about champ aggro when sneaking into a keep

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Nemoel
Posts: 63

Re: Changes to stealth

Post#7 » Tue Nov 01, 2016 10:16 pm

I like the idea of changing Kisses/Bullets during stealth. You could change to outgoing healdebuff if your next target is a healer. I would also suggest to make Fleet-Footed/Sigil of Sigmar castable during stealth.
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Azarael
Posts: 5332

Re: Changes to stealth

Post#8 » Tue Nov 01, 2016 11:11 pm

Gachimuchi wrote:Currently it is an initiative check vs enemy initative. If yours is lower than theirs, you are spotted. Or atleast I think that's how it works. I don't know how quickly it polls or if its only a % based chance but most of my healers sit at around 300 and WH/WEs never sneak up on me. I always see them first.

Having to get an additional stat to make your 30s cd gap-close actually do its job seems like a raw deal imo.
The check has three components:

- Opposed Initiative: Scales the spot distance, which is 30ft by default.
- Flanking: Reduces spot check distance by 60% if the WE or WH is flanking the target.
- Chance to spot based on target's proximity to WE/WH relative to total spot distance.

In practice, you won't get spotted at 30ft very often.

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Deadpoet
Posts: 325

Re: Changes to stealth

Post#9 » Tue Jan 31, 2017 12:22 pm

So, if I understand correctly, as a potential WE/WH victim, the higher your initiative is compared to the stealth class, the farther you will be able to spot him/her coming.

Would pumping initiative through the roof make it likely that the WE/WH would be spotted even under 30ft? Is it worth stacking initiative considerably? it would be for me if it also ensured a much higher chance to spot the assassin, as I would get the reduced % to be crit benefit on the side, and make a initiative-centric character.

Sulorie
Posts: 7461

Re: Changes to stealth

Post#10 » Tue Jan 31, 2017 12:35 pm

terrio99 wrote: 1) Make it so can cast while taking damage. Completely stopping the cast when take any damage sucks. A tank can keep you from stealthing with there ranged attacks or a SH can just kill you since either kite you if you try and attack them since no gap closer or burn you down if you try and run.

2) Shorter cast time. With this wouldn't need change the that damage stops cast. Could time the cast or more options in pvp to break LoS.
I actually see the opposite happen. Hitting them with ranged attacks once per second and they just disappear.
I wouldn't mind to improve the efficiency of stealth but then again your ranged snare was buffed a lot compared to live. ;)
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