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Amazing new way to rework and buff Stealth for competitive gameplay!!! So awesome!!!


Swagger.1459

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These are 2 suggestions I’d like to propose for Stealth mechanics for the game!

1- This would be the simplified suggestion...

Stealth effects used while out of combat or not Revealed- Same as now. Skills function to make the player(s) not visible.

Stealth effects while a player is flagged for combat or Revealed- Player(s) remain visible, but visually translucent (“cloaked” if you will). Stealth skills used while in combat are treated as a damage mitigation Boon, similar to Protection. This Boon could offer 20% damage reduction to Direct and Condition damages while in effect.

Sample scenario-

Mesmer drops https://wiki.guildwars2.com/wiki/Mass_Invisibility on their team to get the jump on a group or to break targeting. Then enemy necros drop AoEs revealing the Mesmer’s group and flagging them for combat. Although the Mesmer’s group is now visible, they are translucent and carry a “cloak” damage mitigation buff of -20% to Direct and Condition damage for the duration of the Mass Invisible skill.

OR

2- In addition to increasing boon duration, Concentration could be a stat that provides a player Stealth “perception”....

So let’s look at some simple numbers...

10% Concentration would provide 100 radius Stealth perception.

22% Concentration would provide 220 radius Stealth perception.

43% Concentration would provide 430 radius Stealth perception.

...

...

100% Concentration would provide 1,000 radius Stealth perception... and this is where it is maxed.

(As above) Additionally, all Stealth skills could be worked to provide X% power and condition damage reduction while Stealth is active so it would still be useful even if detected...

Reveal remains as is to prevent the use of the “invisibility” portion of Stealth...

Changes like these provide better counterplay to Stealth. It creates more useful build options with gears and foods. Stealth now becomes more of a safety skill, and requires more intelligent use, as opposed to allowing players to attack freely from any position on the battlefield without fear...

These ideas would bring way more balance and team utility to Stealth mechanics in the game.

Ty for reading!

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@"Swagger.1459" said:These are 2 suggestions I’d like to propose for Stealth mechanics for the game!

1- This would be the simplified suggestion...

Stealth effects used while out of combat or not Revealed- Same as now. Skills function to make the player(s) not visible.

Stealth effects while a player is flagged for combat or Revealed- Player(s) remain visible, but visually translucent (“cloaked” if you will). Stealth skills used while in combat are treated as a damage mitigation Boon, similar to Protection. This Boon could offer 20% damage reduction to Direct and Condition damages while in effect.

Sample scenario-

Mesmer drops https://wiki.guildwars2.com/wiki/Mass_Invisibility on their team to get the jump on a group or to break targeting. Then enemy necros drop AoEs revealing the Mesmer’s group and flagging them for combat. Although the Mesmer’s group is now visible, they are translucent and carry a “cloak” damage mitigation buff of -20% to Direct and Condition damage for the duration of the Mass Invisible skill.

OR

2- In addition to increasing boon duration, Concentration could be a stat that provides a player Stealth “perception”....

So let’s look at some simple numbers...

10% Concentration would provide 100 radius Stealth perception.

22% Concentration would provide 220 radius Stealth perception.

43% Concentration would provide 430 radius Stealth perception.

...

...

100% Concentration would provide 1,000 radius Stealth perception... and this is where it is maxed.

(As above) Additionally, all Stealth skills could be worked to provide X% power and condition damage reduction while Stealth is active so it would still be useful even if detected...

Reveal remains as is to prevent the use of the “invisibility” portion of Stealth...

Changes like these provide better counterplay to Stealth. It creates more useful build options with gears and foods. Stealth now becomes more of a safety skill, and requires more intelligent use, as opposed to allowing players to attack freely from any position on the battlefield without fear...

These ideas would bring way more balance and team utility to Stealth mechanics in the game.

Ty for reading!

thank you for providing me daily dose of forum funzies, not all heroes wear capes.at this point im all in for it, introduce all amazing forum ideas, what a clown fiesta it would be

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@"Swagger.1459" said:These are 2 suggestions I’d like to propose for Stealth mechanics for the game!

1- This would be the simplified suggestion...

Stealth effects used while out of combat or not Revealed- Same as now. Skills function to make the player(s) not visible.

Stealth effects while a player is flagged for combat or Revealed- Player(s) remain visible, but visually translucent (“cloaked” if you will). Stealth skills used while in combat are treated as a damage mitigation Boon, similar to Protection. This Boon could offer 20% damage reduction to Direct and Condition damages while in effect.

Sample scenario-

Mesmer drops https://wiki.guildwars2.com/wiki/Mass_Invisibility on their team to get the jump on a group or to break targeting. Then enemy necros drop AoEs revealing the Mesmer’s group and flagging them for combat. Although the Mesmer’s group is now visible, they are translucent and carry a “cloak” damage mitigation buff of -20% to Direct and Condition damage for the duration of the Mass Invisible skill.

OR

2- In addition to increasing boon duration, Concentration could be a stat that provides a player Stealth “perception”....

So let’s look at some simple numbers...

10% Concentration would provide 100 radius Stealth perception.

22% Concentration would provide 220 radius Stealth perception.

43% Concentration would provide 430 radius Stealth perception.

...

...

100% Concentration would provide 1,000 radius Stealth perception... and this is where it is maxed.

(As above) Additionally, all Stealth skills could be worked to provide X% power and condition damage reduction while Stealth is active so it would still be useful even if detected...

Reveal remains as is to prevent the use of the “invisibility” portion of Stealth...

Changes like these provide better counterplay to Stealth. It creates more useful build options with gears and foods. Stealth now becomes more of a safety skill, and requires more intelligent use, as opposed to allowing players to attack freely from any position on the battlefield without fear...

These ideas would bring way more balance and team utility to Stealth mechanics in the game.

Ty for reading!

Reminds me of the times when kids used to read the funnies in the sunday paper.

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