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Suggestion: Cut stealth duration by 50%

Posted: Tue Apr 14, 2026 9:24 pm
by culland
Given the new play style is to run around as groups of stealthers it seems appropriate to change stealth to a combat initiator role, but not prolonged stealth that limits people's ability to avoid a group like they could any other group of players.

Also lets make it so that its harder to get back into stealth.

Finally if you detect someone in stealth and you hit them with a direct hit (not AOE), then the stealth should break.

Re: Suggestion: Cut stealth duration by 50%

Posted: Tue Apr 14, 2026 9:55 pm
by gersy
i agree that stealth should likely be reduced in potency. i believe that the correct path for achieving this is via uptime reduction.

a solution to this would be balancing it around 30 sec max duration and a 30 second cooldown (half of what it is now, assuming the character has the standard 60rr+ 300 AP pool) would be sufficient. this can be easily done by increasing the AP cost per second required for maintaining stealth from the current value of 5 to a new value of 10.

stealth should be balanced around being an initiation tool and "gap closer" in my opinion - not a tool to use to hide for extended periods of time until the right moment to pop out and insta kill a player who is significantly weaker than you.

however i disagree about allowing any form of damage (irregardless of aoe or single target) to break stealth once it is already active. this works in other games but in my opinion this wouldn't go over so well here, especially if it was paired with the aforementioned nerf.

Re: Suggestion: Cut stealth duration by 50%

Posted: Wed Apr 15, 2026 12:22 am
by eldriyth
"How about NO?!" - Dr. Evil

Honestly, before you bash the only 2 stealth classes in the game you should roll one first. Your idea is pathetic and selfish.