Sniff needs a buff: 20 second cooldown + works on stealthed players — Guild Wars 2 Forums
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Sniff needs a buff: 20 second cooldown + works on stealthed players

Doug.4930Doug.4930 Member ✭✭✭
edited June 28, 2020 in WvW

I mean the skill is pretty useless as it stands. May as well give a tool to track down thieves hiding in keeps/towers.

Because any decent thief player won't be caught inside a keep by less than 10 people actively hunting them. Even without my nomad thief build evading 3-4 scouts inside a keep is trivial on a full glass build. On the rare occasion I trip a stealth trap I just mount up on my crowd control immune speed tank until the marked ends.

I mean I'm not even sure why sniff doesn't work on stealth players already. But even if it did, a map dot every 60 seconds wouldn't make much of a difference to me If I didn't want to be found/fought, so 20 seconds I think would be reasonable.

Comments

  • aleron.1438aleron.1438 Member ✭✭✭

    And since it's a feline, can we also get a skill to jump up to any tower and keep walls? It's only reasonable as well.

  • Doug.4930Doug.4930 Member ✭✭✭

    @aleron.1438 said:
    And since it's a feline, can we also get a skill to jump up to any tower and keep walls? It's only reasonable as well.

    I hate mounts as much as the next person, but seeing as its not Christmas and the chances of them being deleted is slim they may as well contribute something positive to the game.

    @DemonSeed.3528 said:
    That would essentially make the whole maps no man's land for thieves lol. Then you'd also get people just camping on mounts running around doing nothing but specifically trying to reveal stealthed opponents. It's already overkill with marked and reveal from sentries, watchtowers, skills, traits, traps n tricks. Funny thing is engi can even proc the reveal by dismounting or lancing with trait.
    I do find sniff useful as it is and if it received a cut in CD it shouldn't be more than 5-8s. I actually consider sniff one of the more useful and balanced skills on the warclaw and I use it a lot for engagements, positioning, and scouting out enemy positions. If it's going to do reveals then it might as well act as a gigantic radius "emp" that disables defenses from other classes like barriers/boons/blocks/etc just to level the playing field. Btw, many might not know this but sniff actually does make the ping sound when there is a stealthed opponent in it's vicinity, just not marked on map, at least from when I tested a while back (maybe changed now, haven't checked in a while). Usually I just chuck target painters, I know there are a few here that got really adept at the art of throwing target painters at thieves when they cross paths.

    I think you misunderstood my post. I am not advocating for it to reveal thieves or apply marked. I am saying that the thief or any other player for that matter should appear as a dot on the map regardless if they are stealthed or not.

  • Lahmia.2193Lahmia.2193 Member ✭✭✭✭

    @aspirine.6852 said:
    Without the use to sniff stealthed players what good is it for?

    Typically, for seeing that stacked enemy zerg behind the wall, that is about to push out of portal onto your group.

    "Surrender and serve me in life, or die and slave for me in death."

  • @aspirine.6852 said:
    Without the use to sniff stealthed players what good is it for?

    I usually use it to scout and get grisp how many enemies are in x objective and based on that decide if "it's worth to attack it" or to check where enemy is stacked. Kinda useful to a degree.
    I would rather fix a bug with sniff and jump at the same time(sniff goes on cd without activating properly).

  • Galmac.4680Galmac.4680 Member ✭✭✭

    I support the wish. To make all happy we could introduce a "paper box" to trap mounts, usable like siege blockers or supp traps.

    Praise Joko!

  • KrHome.1920KrHome.1920 Member ✭✭✭✭
    edited June 28, 2020

    With a cooldown reduction to 20s or even less, one player could basically perma-reveal the movement and the numbers of a whole zerg on the map. I don't care about zerging, but in all objectivity this is not balanced anymore.

    The same goes for revealing. I don't like the game's stealth mechanic, but this would just be another poor attempt to weaken a badly designed mechanic and at the end of the day only discriminate thieves. And again: I don't care about thieves, but in all objectivity this is not balanced anymore.

  • DemonSeed.3528DemonSeed.3528 Member ✭✭✭✭

    @Doug.4930 said:
    I think you misunderstood my post. I am not advocating for it to reveal thieves or apply marked. I am saying that the thief or any other player for that matter should appear as a dot on the map regardless if they are stealthed or not.

    I may have misunderstood you. But what I meant was that the ping would reveal on mini map, and not actually give the reveal debuff on enemy. I can see this working if it was implemented in a way such that there was a delay introduced as it polled to update the thieves position so as not to give a true pixel position, so maybe like a 1-1½s delay like an after image or alternatively, it could just put the dot in a small random 130 radius, enough to give position to aoe or cleave.

  • Teratus.2859Teratus.2859 Member ✭✭✭✭

    CD is fine really but yes marking stealthed players on the map is something a number of us have asked for.
    Should also be a different colour too so stealthed players are easily distinguished from non stealthed players marks.

    If anything i'd rather have the marked duration increased rather than the CD decreased.

  • aspirine.6852aspirine.6852 Member ✭✭✭✭

    @Lahmia.2193 said:

    @aspirine.6852 said:
    Without the use to sniff stealthed players what good is it for?

    Typically, for seeing that stacked enemy zerg behind the wall, that is about to push out of portal onto your group.

    Weird, I can just see that on the screen, why use the sniff for that :D

  • cryorion.9532cryorion.9532 Member ✭✭✭

    Detect stealthed players yes, but leave cooldown on 60 seconds. All I need is to know if there is someone in the objective, so I can bother with traps/reveal skills.

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭

    buff sniff and get rid of revealed from sentries and watchtowers.

    Te lazla otstara.

  • ArchonWing.9480ArchonWing.9480 Member ✭✭✭✭
    edited June 28, 2020

    There's way enough mount campers as it is, that it'd basically make stealth useless. And not just thieves use stealth.

    I would just like it if sniff showed the enemy dots to all allies in the area. That would actually be useful.

  • Virdo.1540Virdo.1540 Member ✭✭✭✭

    oh yes please make them sniff invisible players.

    Only because we cant see them doesnt mean they have sprayed deodorant everywhere too.

  • primatos.5413primatos.5413 Member ✭✭✭

    Buffing sniff is useless as long as thieves keep perma evading and restealth they will be gone again in seconds...building toxic mechanics and then bring more toxic bs to counter it is some sort of ..meeeeh...

  • Bigpapasmurf.5623Bigpapasmurf.5623 Member ✭✭✭✭

    TBH I could have sworn it works for stealthed players. I mean when someone goes stealth I see em on my map after a sniff.

    Red = Dead...or someone runs away. Either way it's gone.
    twitch.tv/TRMC
    Lover of Jumping puzzles, Squirrels, WvW, and Taimi
    CLOK Commander and all around nice bro

  • Mil.3562Mil.3562 Member ✭✭✭
    edited June 29, 2020

    @Doug.4930 said:

    @aleron.1438 said:
    And since it's a feline, can we also get a skill to jump up to any tower and keep walls? It's only reasonable as well.

    I hate mounts as much as the next person, but seeing as its not Christmas and the chances of them being deleted is slim they may as well contribute something positive to the game.

    @DemonSeed.3528 said:
    That would essentially make the whole maps no man's land for thieves lol. Then you'd also get people just camping on mounts running around doing nothing but specifically trying to reveal stealthed opponents. It's already overkill with marked and reveal from sentries, watchtowers, skills, traits, traps n tricks. Funny thing is engi can even proc the reveal by dismounting or lancing with trait.
    I do find sniff useful as it is and if it received a cut in CD it shouldn't be more than 5-8s. I actually consider sniff one of the more useful and balanced skills on the warclaw and I use it a lot for engagements, positioning, and scouting out enemy positions. If it's going to do reveals then it might as well act as a gigantic radius "emp" that disables defenses from other classes like barriers/boons/blocks/etc just to level the playing field. Btw, many might not know this but sniff actually does make the ping sound when there is a stealthed opponent in it's vicinity, just not marked on map, at least from when I tested a while back (maybe changed now, haven't checked in a while). Usually I just chuck target painters, I know there are a few here that got really adept at the art of throwing target painters at thieves when they cross paths.

    I think you misunderstood my post. I am not advocating for it to reveal thieves or apply marked. I am saying that the thief or any other player for that matter should appear as a dot on the map regardless if they are stealthed or not.

    Then what is the point of having stealth skill in WvW? Might as well remove them from WvW, or is this what you want in the first place?

    DemonSeed has given some of the best reasons why it will be an overkill when we already have MARKED AND REVEALED within a huge range from sentries, watchtowers, skills and traits, traps, paints and tricks and more. WvW is not only about catching thieves and mesmers :D

  • Doug.4930Doug.4930 Member ✭✭✭

    @DemonSeed.3528 said:

    @Doug.4930 said:
    I think you misunderstood my post. I am not advocating for it to reveal thieves or apply marked. I am saying that the thief or any other player for that matter should appear as a dot on the map regardless if they are stealthed or not.

    I may have misunderstood you. But what I meant was that the ping would reveal on mini map, and not actually give the reveal debuff on enemy. I can see this working if it was implemented in a way such that there was a delay introduced as it polled to update the thieves position so as not to give a true pixel position, so maybe like a 1-1½s delay like an after image or alternatively, it could just put the dot in a small random 130 radius, enough to give position to aoe or cleave.

    Would this really be practical in the field? The ping doesn't follow the thief, it would simply have a dot on the map at the thieves position at the moment sniff was pressed. In my experience maining DE, the chances of a mounted player sniffing while I'm already engaged in a fight and then the enemy being able to look down at their mini map and use that information to land hits on me would be very slim. Even if it were the case, It would be easier if players stayed on their mounts sniffing me instead of leaping off and ganking. A 2v1 with my position being shown on the mini map once every 20 seconds is a far easier fight to win than a 3v1. Besides, most classes have access to actual reveals these days, so sitting on the mount sniffing me every 20 seconds to help their teammates would in 90% of cases be less effective than dismounting and revealing.

    @Mil.3562 said:

    @Doug.4930 said:

    @aleron.1438 said:
    And since it's a feline, can we also get a skill to jump up to any tower and keep walls? It's only reasonable as well.

    I hate mounts as much as the next person, but seeing as its not Christmas and the chances of them being deleted is slim they may as well contribute something positive to the game.

    @DemonSeed.3528 said:
    That would essentially make the whole maps no man's land for thieves lol. Then you'd also get people just camping on mounts running around doing nothing but specifically trying to reveal stealthed opponents. It's already overkill with marked and reveal from sentries, watchtowers, skills, traits, traps n tricks. Funny thing is engi can even proc the reveal by dismounting or lancing with trait.
    I do find sniff useful as it is and if it received a cut in CD it shouldn't be more than 5-8s. I actually consider sniff one of the more useful and balanced skills on the warclaw and I use it a lot for engagements, positioning, and scouting out enemy positions. If it's going to do reveals then it might as well act as a gigantic radius "emp" that disables defenses from other classes like barriers/boons/blocks/etc just to level the playing field. Btw, many might not know this but sniff actually does make the ping sound when there is a stealthed opponent in it's vicinity, just not marked on map, at least from when I tested a while back (maybe changed now, haven't checked in a while). Usually I just chuck target painters, I know there are a few here that got really adept at the art of throwing target painters at thieves when they cross paths.

    I think you misunderstood my post. I am not advocating for it to reveal thieves or apply marked. I am saying that the thief or any other player for that matter should appear as a dot on the map regardless if they are stealthed or not.

    Then what is the point of having stealth skill in WvW? Might as well remove them from WvW, or is this what you want in the first place?

    DemonSeed has given some of the best reasons why it will be an overkill when we already have MARKED AND REVEALED within a huge range from sentries, watchtowers, skills and traits, traps, paints and tricks and more. WvW is not only about catching thieves and mesmers :D

    Look you can read my post history. The only class I really play after coming back to this game is thief. I'm not on a crusade to #deletestealth. Personally I think marked is insane, and really should be toned down. 2 seconds is not stealthing for a long time. Tbh marked should allow 4-6 seconds of stealth but have a 10 second reveal which DE's can't remove, like a super reveal, to allow short bursts of stealth but punish perma stealth. But that's another topic.

    The fact is that thieves hiding inside keeps is just a bit too easy, and I should know because I've done it numerous times. My solution would provide a solution that would allow players to track down permastealth thieves without actually damaging the classes ability to fight in the field.

  • Shiyo.3578Shiyo.3578 Member ✭✭✭✭

    A better solution is to nerf stealth uptime in WvW by AT LEAST 50%.

  • TinkTinkPOOF.9201TinkTinkPOOF.9201 Member ✭✭✭✭

    No.

    Sniff is already a wall hack, you don't need to be able to spam it. Yes, high stealth, high evade etc etc thief builds are a problem, but that doesn't mean something else needs to be power creeped, that means these thief builds need to be looked at.

    As to those who don't think Sniff is useful, it's used for going into a keep or tower that is contested and Sniffing and seeing where the attackers are without even trying, this makes havoc even harder, which was just about killed with tactics and passives. It's also used by attackers to see if a zerg or scout is inside, it can also be used in zerg battles, like DBL or SMC where there is lots of room and hiding spots to see if a zerg is stacked behind a wall waiting to veil push or portal bomb. I mean "radar" hacking used to be complained about often, then anet went and added it into the game....Now we are wanting it buffed? GG man.

    "When you power creep the game and make it so that spam gameplay is nearly as effective as deep knowledge and nuance, the quality of players will decrease." -Exedore

  • Turkeyspit.3965Turkeyspit.3965 Member ✭✭✭✭

    The best way to buff Sniff is to teach your average rando how to use it. That a large percentage of your pug zerg just stands afk outside of a keep, rather than mounted and using sniff, is ample evidence of the lack of knowledge on how to use this ability and its potential.

  • I like it.
    Reset Thieves are out of control since the damage patch -- you can't kill them before they get out of range and reset. At least let us know where they're running to.

  • Doug.4930Doug.4930 Member ✭✭✭

    @TinkTinkPOOF.9201 said:
    No.

    Sniff is already a wall hack, you don't need to be able to spam it. Yes, high stealth, high evade etc etc thief builds are a problem, but that doesn't mean something else needs to be power creeped, that means these thief builds need to be looked at.

    Fair points but the problem is those builds are not a problem outside of keeps. I don't really care if some DE or acro daredevil runs nomad gear in the field. Same reason I don't care about any build that can run away whenever it likes. Its free to run away to its hearts content. I don't think we should nerf class mechanics because of a single very specific issue. Use a scalpel not a bat.

    As to those who don't think Sniff is useful, it's used for going into a keep or tower that is contested and Sniffing and seeing where the attackers are without even trying, this makes havoc even harder, which was just about killed with tactics and passives. It's also used by attackers to see if a zerg or scout is inside, it can also be used in zerg battles, like DBL or SMC where there is lots of room and hiding spots to see if a zerg is stacked behind a wall waiting to veil push or portal bomb. I mean "radar" hacking used to be complained about often, then anet went and added it into the game....Now we are wanting it buffed? GG man.

    Fair points, I can't really comment on the zergling point of view as I only ever roam. But it would appear all those issues you brought up are already present with a 60 second cooldown. Reducing it to 20 seconds wouldn't really affect those aspects. One sniff is all thats needed to see a zerg stacked/hiding etc. Furthermore during a zerg fight both servers have that many mounted players that a reduced cooldown again wouldn't really be noticeable.

    I do see where you're coming from and like I said my zerging experience is basically zero. The only solution to the problems you brought up would be to delete mounts. Which would be a dream come true, but it isn't going to happen I'm afraid.

  • Tom.5914Tom.5914 Member ✭✭

    @Vornollo.5182 said:
    I'm still of a mind that Mounts shouldn't serve any purpose but Horizontal mobility.
    As soon as you get in Player Combat, get dismounted.
    Get rid of the damage on it and get rid of the instant-stomp.
    At the very, very, very least, make them vulnerable to CC effects.

    Mount stomp is the best thing ever against these stupid rezzers or rallybots !

  • TinkTinkPOOF.9201TinkTinkPOOF.9201 Member ✭✭✭✭

    @Doug.4930 said:

    @TinkTinkPOOF.9201 said:
    No.

    Sniff is already a wall hack, you don't need to be able to spam it. Yes, high stealth, high evade etc etc thief builds are a problem, but that doesn't mean something else needs to be power creeped, that means these thief builds need to be looked at.

    Fair points but the problem is those builds are not a problem outside of keeps. I don't really care if some DE or acro daredevil runs nomad gear in the field. Same reason I don't care about any build that can run away whenever it likes. Its free to run away to its hearts content. I don't think we should nerf class mechanics because of a single very specific issue. Use a scalpel not a bat.

    As to those who don't think Sniff is useful, it's used for going into a keep or tower that is contested and Sniffing and seeing where the attackers are without even trying, this makes havoc even harder, which was just about killed with tactics and passives. It's also used by attackers to see if a zerg or scout is inside, it can also be used in zerg battles, like DBL or SMC where there is lots of room and hiding spots to see if a zerg is stacked behind a wall waiting to veil push or portal bomb. I mean "radar" hacking used to be complained about often, then anet went and added it into the game....Now we are wanting it buffed? GG man.

    Fair points, I can't really comment on the zergling point of view as I only ever roam. But it would appear all those issues you brought up are already present with a 60 second cooldown. Reducing it to 20 seconds wouldn't really affect those aspects. One sniff is all thats needed to see a zerg stacked/hiding etc. Furthermore during a zerg fight both servers have that many mounted players that a reduced cooldown again wouldn't really be noticeable.

    I do see where you're coming from and like I said my zerging experience is basically zero. The only solution to the problems you brought up would be to delete mounts. Which would be a dream come true, but it isn't going to happen I'm afraid.

    The builds are a problem outside of keeps as well, no build should have absolute ability to get away. They also don't run away in full, they reset the fight over and over until they catch you off guard or on CD, this is not ok. In a PvP matchup with point holding it's not an issue, but in open world it is. The builds ARE the problem, just because you find it annoying only in once instance does not justify the build existing, nor does it give reason to power creep something else, this is the mind set that got us to the insane power creep we had before, "oh, this is broken, so buff this! Well, now that is broken, so buff that, and this, and that". You yourself are admitting it's an issue, but want to use it as a reason to buff something rather than fix the cause.

    Yes, it will impact those fights, as the Sniff only works for a short duration, dropping the CD means it can almost be spammed to keep high up time on monitoring the other side. Situational awareness is a thing that seems to be lost on people, people used to understand where to stand and what to push, but now they don't have to, now you just push a button to be able to see where people are who are not in LoS or even rendered.

    "When you power creep the game and make it so that spam gameplay is nearly as effective as deep knowledge and nuance, the quality of players will decrease." -Exedore

  • ASP.8093ASP.8093 Member ✭✭✭

    "I only ever roam"

    "The skill is useless as it stands"

    WHAT? You aren't popping it off every time you round a corner into a camp to make sure three people and a ballista aren't parked there desperate to gank you? You aren't hitting it before you Lance-engage to see whether your target has some allies running to their rescue?

  • Doug.4930Doug.4930 Member ✭✭✭
    edited June 30, 2020

    @ASP.8093 said:
    "I only ever roam"

    "The skill is useless as it stands"

    WHAT? You aren't popping it off every time you round a corner into a camp to make sure three people and a ballista aren't parked there desperate to gank you? You aren't hitting it before you Lance-engage to see whether your target has some allies running to their rescue?

    Perhaps I haven't been using it to its full effectiveness. But truthfully to you all your questions no, I've never really used it like that because I never felt I've needed too. With name tags being so visible and the game being 3rd person I can't say that any non stealthed player or players are ever really able to get the drop on me. Maybe its years playing arma for the past decade maybe had an effect? Regardless I can't say i've fallen for any trap like the one you described, nor do I think I ever would unless I'm watching something on my other monitor and auto running, which I'm sure has happened more than once.

    @TinkTinkPOOF.9201 said:

    @Doug.4930 said:

    @TinkTinkPOOF.9201 said:
    No.

    Sniff is already a wall hack, you don't need to be able to spam it. Yes, high stealth, high evade etc etc thief builds are a problem, but that doesn't mean something else needs to be power creeped, that means these thief builds need to be looked at.

    Fair points but the problem is those builds are not a problem outside of keeps. I don't really care if some DE or acro daredevil runs nomad gear in the field. Same reason I don't care about any build that can run away whenever it likes. Its free to run away to its hearts content. I don't think we should nerf class mechanics because of a single very specific issue. Use a scalpel not a bat.

    As to those who don't think Sniff is useful, it's used for going into a keep or tower that is contested and Sniffing and seeing where the attackers are without even trying, this makes havoc even harder, which was just about killed with tactics and passives. It's also used by attackers to see if a zerg or scout is inside, it can also be used in zerg battles, like DBL or SMC where there is lots of room and hiding spots to see if a zerg is stacked behind a wall waiting to veil push or portal bomb. I mean "radar" hacking used to be complained about often, then anet went and added it into the game....Now we are wanting it buffed? GG man.

    Fair points, I can't really comment on the zergling point of view as I only ever roam. But it would appear all those issues you brought up are already present with a 60 second cooldown. Reducing it to 20 seconds wouldn't really affect those aspects. One sniff is all thats needed to see a zerg stacked/hiding etc. Furthermore during a zerg fight both servers have that many mounted players that a reduced cooldown again wouldn't really be noticeable.

    I do see where you're coming from and like I said my zerging experience is basically zero. The only solution to the problems you brought up would be to delete mounts. Which would be a dream come true, but it isn't going to happen I'm afraid.

    The builds are a problem outside of keeps as well, no build should have absolute ability to get away. They also don't run away in full, they reset the fight over and over until they catch you off guard or on CD, this is not ok. In a PvP matchup with point holding it's not an issue, but in open world it is. The builds ARE the problem, just because you find it annoying only in once instance does not justify the build existing, nor does it give reason to power creep something else, this is the mind set that got us to the insane power creep we had before, "oh, this is broken, so buff this! Well, now that is broken, so buff that, and this, and that". You yourself are admitting it's an issue, but want to use it as a reason to buff something rather than fix the cause.

    Yes, it will impact those fights, as the Sniff only works for a short duration, dropping the CD means it can almost be spammed to keep high up time on monitoring the other side. Situational awareness is a thing that seems to be lost on people, people used to understand where to stand and what to push, but now they don't have to, now you just push a button to be able to see where people are who are not in LoS or even rendered.

    We can agree to disagree on runaway troll builds. Most classes can spec for disengage these days bar a spare few. I have no problem with them unless they can troll a keep (from the inside). I would prefer it if anet focused on certain condi builds that are mostly unbeatable when played with an ounce of competence.

    But rather than debating if the cure is worse than the disease how about making one change that may make everybody happy. Sniff is reduced to 20 seconds like I suggested however It no longer pings enemies who are not stealthed. That is to say, sniffs only purpose is now to ping stealthed players on the mini map. It can't be used to detect zergs hiding around corners, or zergs besieging a tower or scouts or havoc squads lying in wait with bali's etc etc. The only thing It will ping on the map would be players who are currently in stealth.

    Would that be an improvement?

  • DemonSeed.3528DemonSeed.3528 Member ✭✭✭✭

    What happens to players who play with short duration stealth? Will their dot disappear once they stop stealthing? As for it being used for pinging stealth exclusively, I don't think they will change it to that since the majority of players are not thieves or high stealth so they will probably keep its current functionality.

  • Doug.4930Doug.4930 Member ✭✭✭

    @DemonSeed.3528 said:
    What happens to players who play with short duration stealth? Will their dot disappear once they stop stealthing?

    The ping doesn't follow players like marked does. Its a single stationary flash ping. So all it would do is mark on the map where the stealthed player was at the moment sniffed was pressed.

    As for it being used for pinging stealth exclusively, I don't think they will change it to that since the majority of players are not thieves or high stealth so they will probably keep its current functionality.

    Thats the point though, if sniff is already unpopular amongst players because its a crutch mechanic used to show the enemy who are not within LOS, then change it so that it will no longer impact the majority of players and is only a tool in which to track down sneaky players.

  • Turkeyspit.3965Turkeyspit.3965 Member ✭✭✭✭

    @Doug.4930 said:
    Thats the point though, if sniff is already unpopular amongst players because its a crutch mechanic used to show the enemy who are not within LOS, then change it so that it will no longer impact the majority of players and is only a tool in which to track down sneaky players.

    I'm not going to defend GW2's iteration of stealth, but at the same, I won't support the notion that a mechanic many builds specifically trait into, can be negated by a player pushing their 2 key which has no cost, risk, or drawback.

    If a Rev or Engy (running Goggles) wants to run around trying to detect a stealthed player and succeeds, there was some effort/sacrifice involved, so that's fine by me.

  • Teratus.2859Teratus.2859 Member ✭✭✭✭
    edited June 30, 2020

    @Turkeyspit.3965 said:
    If a Rev or Engy (running Goggles) wants to run around trying to detect a stealthed player and succeeds, there was some effort/sacrifice involved, so that's fine by me.

    Problem is not all classes can do this.

    To use Ranger as an example.. Sic Em is the only skill they have that can reveal an enemy.. and it cannot be used without a valid target, so to reveal a thief you have to first be able to see the thief.. aka not in stealth.

    So Sic Em isn't actually a reveal skill at all, it's a stealth prevention skill which can be compeltely negated by Deadeyes since they can remove reveal and stealth themselves anyway giving most classes utterly no defense against these annoying stealth troll builds.
    This is why thiefs being able to run and reset encounters then re-engage instantly is a problem and extremely cheap behaviour that justifies so much thief hate as a result.

    Sniff at least getting the ability to show stealthed players on the map wouldn't be a bad thing.
    But reducing the CD would be, I don't agree with that change, as I said in my last post I would rather have the marked map icons appear for longer instead.

  • Turkeyspit.3965Turkeyspit.3965 Member ✭✭✭✭

    @Teratus.2859 said:

    @Turkeyspit.3965 said:
    If a Rev or Engy (running Goggles) wants to run around trying to detect a stealthed player and succeeds, there was some effort/sacrifice involved, so that's fine by me.

    Problem is not all classes can do this.

    To use Ranger as an example.. Sic Em is the only skill they have that can reveal an enemy.. and it cannot be used without a valid target, so to reveal a thief you have to first be able to see the thief.. aka not in stealth.

    So Sic Em isn't actually a reveal skill at all, it's a stealth prevention skill which can be compeltely negated by Deadeyes since they can remove reveal and stealth themselves anyway giving most classes utterly no defense against these annoying stealth troll builds.
    This is why thiefs being able to run and reset encounters then re-engage instantly is a problem and extremely cheap behaviour that justifies so much thief hate as a result.

    Sniff at least getting the ability to show stealthed players on the map wouldn't be a bad thing.
    But reducing the CD would be, I don't agree with that change, as I said in my last post I would rather have the marked map icons appear for longer instead.

    I'm not debating the efficacy of reveal skills, or if there are enough of them (hint: they suck, and there aren't) as it pertains to stealth in general. I'm simply saying that having a player, dismounted, running around and activating utilities is least giving up something to find and reveal a stealthed player - some efforts is involved. Same is true with dropping traps, etc.

    Having 50 people on discord where, in sequence, they press their #2 key and call out a stealthed players position is not a positive move for the game.

    I'm not defending stealth or the Teef class, and I'm onboard with removing perma-stealth from the game, but at the same time I'm saying that the Warclaw sniff ability is already useful, and giving players the ability to negate a profession mechanic, again with no cost, risk or drawback, is simply too much.

    Someone correct me here, but I've been under the belief that sniff will still emit the 'ping' warning on a stealth player, but won't reveal their presence on the map. So sniff can still be used to detect the presence of a stealthed player within range, it just won't display their location on the map. For me, that's sufficient.

    Oh, and nerf stealth. Kthxbye.

  • Caedmon.6798Caedmon.6798 Member ✭✭✭✭
    edited June 30, 2020

    Learn to lay down stealthtraps with your 10 people. You have the tools available and with a little bit of communication there can be traps allover that tower he's in. But no,with radars that reveal ,sentry's that reveal and 2 types of stealth denial traps + class specific reveals its Still not enough. What an absolute joke. And all of you run in your semi-blob with your guards sustaining your kitten while that stealthed guy is alone outplaying you and youre mad you can't catch him because you dont use that big brain of yours,yet you still want him nerfed. How casual do you want this game mode to become ?

    Let's put Npc's in towers that insta kill stealthed players,Yes!!!

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭
    edited July 1, 2020

    @ArchonWing.9480 said:
    There's way enough mount campers as it is, that it'd basically make stealth useless. And not just thieves use stealth.

    I would just like it if sniff showed the enemy dots to all allies in the area. That would actually be useful.

    Maybe could tell if there was some one stealthed with a diferent sound or something evry 120sec rather the 60sec, this couldbe added on a trait, but would just sound diferent(like a growl sound from the mount?) if there was a stealthed player in 1200-1500 range, still would not show off the dot .

    A snif that can only sniff what eyes can see :) F* logic, at leat let make it work more like a sniff????