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Please do something about permanent stealth


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The stealth effect should just max out at 5s to prevent stacking.

Then rework SA to give benefits for entering and leaving stealth rather than camping it, and rework SR or reduce its cooldown.

Why I've had to echo this since 2012 is beyond me.

Then just nerf stealth uptime on scrapper and mesmer and we're all set.

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@Swagger.1459 said:Sure it does... You say that there are sources of reveal, and I'm brining up the fact that you can remove reveal... I'm also bringing up the fact that GW2 doesn't have a fully developed stealth system in competitive modes, like some other games had, or will implement... and that's part of the larger discussion at hand.

Again you did not add to the discussion between myself and the other two posters, since nothing you said has any bearing on what I stated and doesn’t change anything of what I stated, because you know someone else said there was no skills in gamer that can remove or stop stealth and another asked me to clarify what majority of classes meant, so bringing up SM has no relevance to either of those, them pesky facts, and bring up Dead games and upcoming games have zero bearing on this one since this is GW2 and not that Dead or that upcoming games. So try to keep it on topic.

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@MUDse.7623 said:

@MithranArkanere.8957 said:Like it or not, Stealth needs a fundamental change as a mechanic to keep it as a tool to engage and disengage, while preventing it to become a tool to avoid combat for too long, too often.

The reason stealth as it is is a problem is because maps are very large and open and it causes total invisibility without any tells. There's no narrow corridors and a limited number of places where someone can go while under stealth or spammable effects that can reveal them at any time like with Spies and Pyros in TF2 maps, so the longer stealth can last, the more uncertain the location of the cloaked character. When a character goes into stealth, the area where it could be gets larger and larger as time goes by. PBAoE reveal skills are not enough to act as a counter to this behavior since they have limited availability and tend to have long cooldowns and little use outside revealing.So, it all comes down to the invisibility lasting too long. With strong attacks, that leaves a thief all the time in the world to wait and land the hit. And if they can pump conditions, they can spam them and go into stealth and wait. There's no urgency to land a hit before stealth runs out, and if the enemy uses revealed, they can just run away and come back again under a long stealth.

Sooner or later more people will realize they GW2 needs a similarly controversial stealth change, since that style of permanent invisible stealth will not work in GW2's large and open maps.With open and wide combat areas, stealth can only be truly invisible for enough time to start running away or ready a stealth attack, then become partially visible, to reduce the "Uncertainty area" where a cloaked enemy can be after entering stealth.

your exact change suggestions aside. i disagree with your reasoning.what exactly do you gain by avoiding a conflict? can you win anything in this mode without leaving stealth? you cannot flip anything, you cannot kill any npc/player.if this game had a last man standing mode, then your claimes would be valid or if there could be done anything towards the goal of the mode while remaining in stealth.

avoiding and disengage/reengaging combat, as said above can aswell be done with mobility. so should you as well be prevented from running away from a fight with superior mobility? like when you leave the area were you started the fight without killing your target or dragging it along, you get teleported back to your target or die?

you can discuss stealth openers to be too strong for their tells. for example malicious backstab or some mesmer combos from stealth. but just the fact that you avoid a fight doesnt make you win anything, therefor it is not too strong. more so one has to choose utilities traits etc to have this stealth option and give up offensive potential or defensive potential that would help during the actual fighting.

Time. Skills have recharges and resource costs like initiative. If your assault fails and you can simply go into stealth to move away within a large area, then you can easily return with all skills fresh and try again.the same time is granted to the attacked person, if you can reliably defeat the stealther so well he can try and fail again -what of it?But if you have a limited time for 'invisible' stealth and past that time moving under stealth is partially visible, after you move away they will see you coming when you come back, and get ready for that. Stealth would still work for tactics, not letting the enemy know whether you are moving behind them or away, but only for a few seconds. Use it or lose, so to speak.

the only time i need longer stealth is against a group of opponents while i am solo, being partially visible would kill me there as stealth != invuln.Stealth that can stack and be maintained for too long also allows stacking lots of conditions on someone and wait them out. If that someone removes the conditions, stealth allows them to wait while hiding until the condition skills are ready again, and try again while the enemy has several of theircondition removal recharging.

condition are mostly applied by a hit, avoiding this hit will avoid the condition. therefore conditions are allways weaker then power damage as conditions can be avoided on application and removed before their damage is done. if the thief remained visible , how would you get rid of the conditions?

@Shadowcat.2680 said:Reveal skills are too scarce and often offer too little utility to slot just
on the off-chance
one will encounter a stealth reliant foe.

so either stealth heavy play is so weak noone uses it or its so weak you mostly can deal without using a reveal.just like you could run the first years in roaming without condi cleanse altho there always was the option to play condi, it was just deemed 'cheesy', because people didnt want to consider fighting conditions in their build as that would mean they have to give up stuff they need to fight other power builds. not every trait and skill is usefull against every opponent, but if you option not to use a reveal skill or trait, while you got one and then complain about not having enough reveal - thats on you.one thing also to be considered , this game is balanced around group play, therefore you are not supposed to solo deny any access to stealth especially if a build can as you say rely on stealth.

There are only 4 reveal skills that typically see use (Sic 'Em, Detection Pulse, Gaze of Darkness, and Spear of Justice). The last three are tied to HoT professions that struggle to stay viable after the release of PoF and scourge (hammer herald being the exception).

With PoF Anet gave reveal to one new elite only (spellbreaker). I don't know why they favored it so much in one expansion (three out of nine professions got it) and so little in the next.

yes i know wich ones are typically used. none of these are used specifically to apply reveal tho but because of secondary effects/skills that come with it. also the strongst one you forgot but it is a trait not a skill : lock on. it only goes on cd when actually revealing and has 2 seperate cooldowns of 20s each.again my point stays if you do not put in a reveal skill spcially to counter stealth , then stealth is not such a threat , not so common or both.

Lock On is fantastic for holosmith. I just wish Anet had left the engi traitlines of Alchemy and Inventions alone as their attempt to strengthen Inventions and weaken Alchemy left the traitlines seeming to be companions to each other, leaving other traitlines like Tools out in the cold when it comes to trait synergy.

My experience in WvW is that perma stealth thieves can definitely be a threat but they're less common than condi builds of various flavors or builds running a lot of cc. Stun breaks and condi clear take priority (for me) over reveal skills when those skills do neither.

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@Shadowcat.2680 said:

@MithranArkanere.8957 said:Like it or not, Stealth needs a fundamental change as a mechanic to keep it as a tool to engage and disengage, while preventing it to become a tool to avoid combat for too long, too often.

The reason stealth as it is is a problem is because maps are very large and open and it causes total invisibility without any tells. There's no narrow corridors and a limited number of places where someone can go while under stealth or spammable effects that can reveal them at any time like with Spies and Pyros in TF2 maps, so the longer stealth can last, the more uncertain the location of the cloaked character. When a character goes into stealth, the area where it could be gets larger and larger as time goes by. PBAoE reveal skills are not enough to act as a counter to this behavior since they have limited availability and tend to have long cooldowns and little use outside revealing.So, it all comes down to the invisibility lasting too long. With strong attacks, that leaves a thief all the time in the world to wait and land the hit. And if they can pump conditions, they can spam them and go into stealth and wait. There's no urgency to land a hit before stealth runs out, and if the enemy uses revealed, they can just run away and come back again under a long stealth.

Sooner or later more people will realize they GW2 needs a similarly controversial stealth change, since that style of permanent invisible stealth will not work in GW2's large and open maps.With open and wide combat areas, stealth can only be truly invisible for enough time to start running away or ready a stealth attack, then become partially visible, to reduce the "Uncertainty area" where a cloaked enemy can be after entering stealth.

your exact change suggestions aside. i disagree with your reasoning.what exactly do you gain by avoiding a conflict? can you win anything in this mode without leaving stealth? you cannot flip anything, you cannot kill any npc/player.if this game had a last man standing mode, then your claimes would be valid or if there could be done anything towards the goal of the mode while remaining in stealth.

avoiding and disengage/reengaging combat, as said above can aswell be done with mobility. so should you as well be prevented from running away from a fight with superior mobility? like when you leave the area were you started the fight without killing your target or dragging it along, you get teleported back to your target or die?

you can discuss stealth openers to be too strong for their tells. for example malicious backstab or some mesmer combos from stealth. but just the fact that you avoid a fight doesnt make you win anything, therefor it is not too strong. more so one has to choose utilities traits etc to have this stealth option and give up offensive potential or defensive potential that would help during the actual fighting.

Time. Skills have recharges and resource costs like initiative. If your assault fails and you can simply go into stealth to move away within a large area, then you can easily return with all skills fresh and try again.the same time is granted to the attacked person, if you can reliably defeat the stealther so well he can try and fail again -what of it?But if you have a limited time for 'invisible' stealth and past that time moving under stealth is partially visible, after you move away they will see you coming when you come back, and get ready for that. Stealth would still work for tactics, not letting the enemy know whether you are moving behind them or away, but only for a few seconds. Use it or lose, so to speak.

the only time i need longer stealth is against a group of opponents while i am solo, being partially visible would kill me there as stealth != invuln.Stealth that can stack and be maintained for too long also allows stacking lots of conditions on someone and wait them out. If that someone removes the conditions, stealth allows them to wait while hiding until the condition skills are ready again, and try again while the enemy has several of theircondition removal recharging.

condition are mostly applied by a hit, avoiding this hit will avoid the condition. therefore conditions are allways weaker then power damage as conditions can be avoided on application and removed before their damage is done. if the thief remained visible , how would you get rid of the conditions?

@Shadowcat.2680 said:Reveal skills are too scarce and often offer too little utility to slot just
on the off-chance
one will encounter a stealth reliant foe.

so either stealth heavy play is so weak noone uses it or its so weak you mostly can deal without using a reveal.just like you could run the first years in roaming without condi cleanse altho there always was the option to play condi, it was just deemed 'cheesy', because people didnt want to consider fighting conditions in their build as that would mean they have to give up stuff they need to fight other power builds. not every trait and skill is usefull against every opponent, but if you option not to use a reveal skill or trait, while you got one and then complain about not having enough reveal - thats on you.one thing also to be considered , this game is balanced around group play, therefore you are not supposed to solo deny any access to stealth especially if a build can as you say rely on stealth.

There are only 4 reveal skills that typically see use (Sic 'Em, Detection Pulse, Gaze of Darkness, and Spear of Justice). The last three are tied to HoT professions that struggle to stay viable after the release of PoF and scourge (hammer herald being the exception).

With PoF Anet gave reveal to one new elite only (spellbreaker). I don't know why they favored it so much in one expansion (three out of nine professions got it) and so little in the next.

yes i know wich ones are typically used. none of these are used specifically to apply reveal tho but because of secondary effects/skills that come with it. also the strongst one you forgot but it is a trait not a skill : lock on. it only goes on cd when actually revealing and has 2 seperate cooldowns of 20s each.again my point stays if you do not put in a reveal skill spcially to counter stealth , then stealth is not such a threat , not so common or both.

Lock On is fantastic for holosmith. I just wish Anet had left the engi traitlines of Alchemy and Inventions alone as their attempt to strengthen Inventions and weaken Alchemy left the traitlines seeming to be companions to each other, leaving other traitlines like Tools out in the cold when it comes to trait synergy.

My experience in WvW is that perma stealth thieves can definitely be a threat but they're less common than condi builds of various flavors or builds running a lot of cc. Stun breaks and condi clear take priority (for me) over reveal skills when those skills do neither.

see they are not common enough or not powerful enough for you to take those skills. again if stealth was strong , people would run revealing skills mainly for the reveal and everything else on it as bonus and not ask for skills they like to get reveal as a bonus.

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@MUDse.7623 said:

@MithranArkanere.8957 said:Like it or not, Stealth needs a fundamental change as a mechanic to keep it as a tool to engage and disengage, while preventing it to become a tool to avoid combat for too long, too often.

The reason stealth as it is is a problem is because maps are very large and open and it causes total invisibility without any tells. There's no narrow corridors and a limited number of places where someone can go while under stealth or spammable effects that can reveal them at any time like with Spies and Pyros in TF2 maps, so the longer stealth can last, the more uncertain the location of the cloaked character. When a character goes into stealth, the area where it could be gets larger and larger as time goes by. PBAoE reveal skills are not enough to act as a counter to this behavior since they have limited availability and tend to have long cooldowns and little use outside revealing.So, it all comes down to the invisibility lasting too long. With strong attacks, that leaves a thief all the time in the world to wait and land the hit. And if they can pump conditions, they can spam them and go into stealth and wait. There's no urgency to land a hit before stealth runs out, and if the enemy uses revealed, they can just run away and come back again under a long stealth.

Sooner or later more people will realize they GW2 needs a similarly controversial stealth change, since that style of permanent invisible stealth will not work in GW2's large and open maps.With open and wide combat areas, stealth can only be truly invisible for enough time to start running away or ready a stealth attack, then become partially visible, to reduce the "Uncertainty area" where a cloaked enemy can be after entering stealth.

your exact change suggestions aside. i disagree with your reasoning.what exactly do you gain by avoiding a conflict? can you win anything in this mode without leaving stealth? you cannot flip anything, you cannot kill any npc/player.if this game had a last man standing mode, then your claimes would be valid or if there could be done anything towards the goal of the mode while remaining in stealth.

avoiding and disengage/reengaging combat, as said above can aswell be done with mobility. so should you as well be prevented from running away from a fight with superior mobility? like when you leave the area were you started the fight without killing your target or dragging it along, you get teleported back to your target or die?

you can discuss stealth openers to be too strong for their tells. for example malicious backstab or some mesmer combos from stealth. but just the fact that you avoid a fight doesnt make you win anything, therefor it is not too strong. more so one has to choose utilities traits etc to have this stealth option and give up offensive potential or defensive potential that would help during the actual fighting.

Time. Skills have recharges and resource costs like initiative. If your assault fails and you can simply go into stealth to move away within a large area, then you can easily return with all skills fresh and try again.the same time is granted to the attacked person, if you can reliably defeat the stealther so well he can try and fail again -what of it?But if you have a limited time for 'invisible' stealth and past that time moving under stealth is partially visible, after you move away they will see you coming when you come back, and get ready for that. Stealth would still work for tactics, not letting the enemy know whether you are moving behind them or away, but only for a few seconds. Use it or lose, so to speak.

the only time i need longer stealth is against a group of opponents while i am solo, being partially visible would kill me there as stealth != invuln.Stealth that can stack and be maintained for too long also allows stacking lots of conditions on someone and wait them out. If that someone removes the conditions, stealth allows them to wait while hiding until the condition skills are ready again, and try again while the enemy has several of theircondition removal recharging.

condition are mostly applied by a hit, avoiding this hit will avoid the condition. therefore conditions are allways weaker then power damage as conditions can be avoided on application and removed before their damage is done. if the thief remained visible , how would you get rid of the conditions?

@Shadowcat.2680 said:Reveal skills are too scarce and often offer too little utility to slot just
on the off-chance
one will encounter a stealth reliant foe.

so either stealth heavy play is so weak noone uses it or its so weak you mostly can deal without using a reveal.just like you could run the first years in roaming without condi cleanse altho there always was the option to play condi, it was just deemed 'cheesy', because people didnt want to consider fighting conditions in their build as that would mean they have to give up stuff they need to fight other power builds. not every trait and skill is usefull against every opponent, but if you option not to use a reveal skill or trait, while you got one and then complain about not having enough reveal - thats on you.one thing also to be considered , this game is balanced around group play, therefore you are not supposed to solo deny any access to stealth especially if a build can as you say rely on stealth.

There are only 4 reveal skills that typically see use (Sic 'Em, Detection Pulse, Gaze of Darkness, and Spear of Justice). The last three are tied to HoT professions that struggle to stay viable after the release of PoF and scourge (hammer herald being the exception).

With PoF Anet gave reveal to one new elite only (spellbreaker). I don't know why they favored it so much in one expansion (three out of nine professions got it) and so little in the next.

yes i know wich ones are typically used. none of these are used specifically to apply reveal tho but because of secondary effects/skills that come with it. also the strongst one you forgot but it is a trait not a skill : lock on. it only goes on cd when actually revealing and has 2 seperate cooldowns of 20s each.again my point stays if you do not put in a reveal skill spcially to counter stealth , then stealth is not such a threat , not so common or both.

Lock On is fantastic for holosmith. I just wish Anet had left the engi traitlines of Alchemy and Inventions alone as their attempt to strengthen Inventions and weaken Alchemy left the traitlines seeming to be companions to each other, leaving other traitlines like Tools out in the cold when it comes to trait synergy.

My experience in WvW is that perma stealth thieves can definitely be a threat but they're less common than condi builds of various flavors or builds running a lot of cc. Stun breaks and condi clear take priority (for me) over reveal skills when those skills do neither.

see they are not common enough or not powerful enough for you to take those skills. again if stealth was strong , people would run revealing skills mainly for the reveal and everything else on it as bonus and not ask for skills they like to get reveal as a bonus.

I wouldn't mind seeing more reveal skills in the game spread out over more professions. Deadeye could've even gotten one in their rework (it would've made sense thematically; the deadeye has you in his sights).

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@Shadowcat.2680 said:

@MithranArkanere.8957 said:Like it or not, Stealth needs a fundamental change as a mechanic to keep it as a tool to engage and disengage, while preventing it to become a tool to avoid combat for too long, too often.

The reason stealth as it is is a problem is because maps are very large and open and it causes total invisibility without any tells. There's no narrow corridors and a limited number of places where someone can go while under stealth or spammable effects that can reveal them at any time like with Spies and Pyros in TF2 maps, so the longer stealth can last, the more uncertain the location of the cloaked character. When a character goes into stealth, the area where it could be gets larger and larger as time goes by. PBAoE reveal skills are not enough to act as a counter to this behavior since they have limited availability and tend to have long cooldowns and little use outside revealing.So, it all comes down to the invisibility lasting too long. With strong attacks, that leaves a thief all the time in the world to wait and land the hit. And if they can pump conditions, they can spam them and go into stealth and wait. There's no urgency to land a hit before stealth runs out, and if the enemy uses revealed, they can just run away and come back again under a long stealth.

Sooner or later more people will realize they GW2 needs a similarly controversial stealth change, since that style of permanent invisible stealth will not work in GW2's large and open maps.With open and wide combat areas, stealth can only be truly invisible for enough time to start running away or ready a stealth attack, then become partially visible, to reduce the "Uncertainty area" where a cloaked enemy can be after entering stealth.

your exact change suggestions aside. i disagree with your reasoning.what exactly do you gain by avoiding a conflict? can you win anything in this mode without leaving stealth? you cannot flip anything, you cannot kill any npc/player.if this game had a last man standing mode, then your claimes would be valid or if there could be done anything towards the goal of the mode while remaining in stealth.

avoiding and disengage/reengaging combat, as said above can aswell be done with mobility. so should you as well be prevented from running away from a fight with superior mobility? like when you leave the area were you started the fight without killing your target or dragging it along, you get teleported back to your target or die?

you can discuss stealth openers to be too strong for their tells. for example malicious backstab or some mesmer combos from stealth. but just the fact that you avoid a fight doesnt make you win anything, therefor it is not too strong. more so one has to choose utilities traits etc to have this stealth option and give up offensive potential or defensive potential that would help during the actual fighting.

Time. Skills have recharges and resource costs like initiative. If your assault fails and you can simply go into stealth to move away within a large area, then you can easily return with all skills fresh and try again.the same time is granted to the attacked person, if you can reliably defeat the stealther so well he can try and fail again -what of it?But if you have a limited time for 'invisible' stealth and past that time moving under stealth is partially visible, after you move away they will see you coming when you come back, and get ready for that. Stealth would still work for tactics, not letting the enemy know whether you are moving behind them or away, but only for a few seconds. Use it or lose, so to speak.

the only time i need longer stealth is against a group of opponents while i am solo, being partially visible would kill me there as stealth != invuln.Stealth that can stack and be maintained for too long also allows stacking lots of conditions on someone and wait them out. If that someone removes the conditions, stealth allows them to wait while hiding until the condition skills are ready again, and try again while the enemy has several of theircondition removal recharging.

condition are mostly applied by a hit, avoiding this hit will avoid the condition. therefore conditions are allways weaker then power damage as conditions can be avoided on application and removed before their damage is done. if the thief remained visible , how would you get rid of the conditions?

@Shadowcat.2680 said:Reveal skills are too scarce and often offer too little utility to slot just
on the off-chance
one will encounter a stealth reliant foe.

so either stealth heavy play is so weak noone uses it or its so weak you mostly can deal without using a reveal.just like you could run the first years in roaming without condi cleanse altho there always was the option to play condi, it was just deemed 'cheesy', because people didnt want to consider fighting conditions in their build as that would mean they have to give up stuff they need to fight other power builds. not every trait and skill is usefull against every opponent, but if you option not to use a reveal skill or trait, while you got one and then complain about not having enough reveal - thats on you.one thing also to be considered , this game is balanced around group play, therefore you are not supposed to solo deny any access to stealth especially if a build can as you say rely on stealth.

There are only 4 reveal skills that typically see use (Sic 'Em, Detection Pulse, Gaze of Darkness, and Spear of Justice). The last three are tied to HoT professions that struggle to stay viable after the release of PoF and scourge (hammer herald being the exception).

With PoF Anet gave reveal to one new elite only (spellbreaker). I don't know why they favored it so much in one expansion (three out of nine professions got it) and so little in the next.

yes i know wich ones are typically used. none of these are used specifically to apply reveal tho but because of secondary effects/skills that come with it. also the strongst one you forgot but it is a trait not a skill : lock on. it only goes on cd when actually revealing and has 2 seperate cooldowns of 20s each.again my point stays if you do not put in a reveal skill spcially to counter stealth , then stealth is not such a threat , not so common or both.

Lock On is fantastic for holosmith. I just wish Anet had left the engi traitlines of Alchemy and Inventions alone as their attempt to strengthen Inventions and weaken Alchemy left the traitlines seeming to be companions to each other, leaving other traitlines like Tools out in the cold when it comes to trait synergy.

My experience in WvW is that perma stealth thieves can definitely be a threat but they're less common than condi builds of various flavors or builds running a lot of cc. Stun breaks and condi clear take priority (for me) over reveal skills when those skills do neither.

see they are not common enough or not powerful enough for you to take those skills. again if stealth was strong , people would run revealing skills mainly for the reveal and everything else on it as bonus and not ask for skills they like to get reveal as a bonus.

I wouldn't mind seeing more reveal skills in the game spread out over more professions. Deadeye could've even gotten one in their rework (it would've made sense thematically; the deadeye has you in his sights).

first we just had stealth, then we got reveal. after a while reveal skills, then more of em and now the first reveal remove. with more reveal will surely come more reveal remove. now if you rely on stealth you will take any reveal remove you can, but will you take any reveal you can if people already dont use their reveal, then adding more reveal and anti reveal will favor those using anti reveal.

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@BlaqueFyre.5678 said:

@Swagger.1459 said:Sure it does... You say that there are sources of reveal, and I'm brining up the fact that you can remove reveal... I'm also bringing up the fact that GW2 doesn't have a fully developed stealth system in competitive modes, like some other games had, or will implement... and that's part of the larger discussion at hand.

Again you did not add to the discussion between myself and the other two posters, since nothing you said has any bearing on what I stated and doesn’t change anything of what I stated, because you know someone else said there was no skills in gamer that can remove or stop stealth and another asked me to clarify what majority of classes meant, so bringing up SM has no relevance to either of those, them pesky facts, and bring up Dead games and upcoming games have zero bearing on this one since this is GW2 and not that Dead or that upcoming games. So try to keep it on topic.

Sure I did. I added an additional fact to you answering a question, and additional thoughts for all posters about the stealth issue. This thread is not about any 1 or 2 people, it’s about ongoing problems with stealth mechanics, that are now exasperated.

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@Swagger.1459 said:

@Swagger.1459 said:Sure it does... You say that there are sources of reveal, and I'm brining up the fact that you can remove reveal... I'm also bringing up the fact that GW2 doesn't have a fully developed stealth system in competitive modes, like some other games had, or will implement... and that's part of the larger discussion at hand.

Again you did not add to the discussion between myself and the other two posters, since nothing you said has any bearing on what I stated and doesn’t change anything of what I stated, because you know someone else said there was no skills in gamer that can remove or stop stealth and another asked me to clarify what majority of classes meant, so bringing up SM has no relevance to either of those, them pesky facts, and bring up Dead games and upcoming games have zero bearing on this one since this is GW2 and not that Dead or that upcoming games. So try to keep it on topic.

Sure I did. I added an additional fact to you answering a question, and additional thoughts for all posters about the stealth issue. This thread is not about any 1 or 2 people, it’s about ongoing problems with stealth mechanics, that are now exasperated.

That additional fact had zero relevance to the discussion myeself anf those others were having, since no one stated there was no counter to Reveal, it was about Reveal existing and it existing on the majority of classes,.#context,.#rc and all the other added irrelevant anecdotes that you brought up about A Dead game and a game that doesn’t exist gets since you know they aren’t Gw2.

So please try to stay on topic and not derail the thread.

But back on topic of the Thread, @DeceiverX.8361 has the best way of going about managing this as I have also stated similar things in previous threads, promote the active use of stealth through entering/leaving and not camping

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@BlaqueFyre.5678 said:

@Swagger.1459 said:Sure it does... You say that there are sources of reveal, and I'm brining up the fact that you can remove reveal... I'm also bringing up the fact that GW2 doesn't have a fully developed stealth system in competitive modes, like some other games had, or will implement... and that's part of the larger discussion at hand.

Again you did not add to the discussion between myself and the other two posters, since nothing you said has any bearing on what I stated and doesn’t change anything of what I stated, because you know someone else said there was no skills in gamer that can remove or stop stealth and another asked me to clarify what majority of classes meant, so bringing up SM has no relevance to either of those, them pesky facts, and bring up Dead games and upcoming games have zero bearing on this one since this is GW2 and not that Dead or that upcoming games. So try to keep it on topic.

Sure I did. I added an additional fact to you answering a question, and additional thoughts for all posters about the stealth issue. This thread is not about any 1 or 2 people, it’s about ongoing problems with stealth mechanics, that are now exasperated.

That additional fact had zero relevance to the discussion myeself anf those others were having, since no one stated there was no counter to Reveal, it was about Reveal existing and it existing on the majority of classes,.#context,.#rc and all the other added irrelevant anecdotes that you brought up about A Dead game and a game that doesn’t exist gets since you know they aren’t Gw2.

So please try to stay on topic and not derail the thread.

Sure, and I added to the ongoing facts being talked about, as part of a discussion on stealth stuff. Maybe some players knew, maybe they didn’t know about the reveal counter... This is a discussion about permasteath so I’m sharing some info and thoughts. That’s how conversations go and evolve.

There are obvious issues here with stealth that need to be discussed and explored, but if you don’t like what a poster posts then you are free to ignore.

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@Swagger.1459 said:

@Swagger.1459 said:Sure it does... You say that there are sources of reveal, and I'm brining up the fact that you can remove reveal... I'm also bringing up the fact that GW2 doesn't have a fully developed stealth system in competitive modes, like some other games had, or will implement... and that's part of the larger discussion at hand.

Again you did not add to the discussion between myself and the other two posters, since nothing you said has any bearing on what I stated and doesn’t change anything of what I stated, because you know someone else said there was no skills in gamer that can remove or stop stealth and another asked me to clarify what majority of classes meant, so bringing up SM has no relevance to either of those, them pesky facts, and bring up Dead games and upcoming games have zero bearing on this one since this is GW2 and not that Dead or that upcoming games. So try to keep it on topic.

Sure I did. I added an additional fact to you answering a question, and additional thoughts for all posters about the stealth issue. This thread is not about any 1 or 2 people, it’s about ongoing problems with stealth mechanics, that are now exasperated.

That additional fact had zero relevance to the discussion myeself anf those others were having, since no one stated there was no counter to Reveal, it was about Reveal existing and it existing on the majority of classes,.#context,.#rc and all the other added irrelevant anecdotes that you brought up about A Dead game and a game that doesn’t exist gets since you know they aren’t Gw2.

So please try to stay on topic and not derail the thread.

Sure, and I added to the ongoing facts being talked about, as part of a discussion on stealth stuff. Maybe some players knew, maybe they didn’t know about the reveal counter... This is a discussion about permasteath so I’m sharing some info and thoughts. That’s how conversations go and evolve.

There are obvious issues here with stealth that need to be discussed and explored, but if you don’t like what a poster posts then you are free to ignore.

Again it had zero relevance to what myself and those others were discussing, same with you bringing up other games, they don’t have any relevance in this discussion since this is Gw2 not either of those non existent games. So please stay on topic.

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@BlaqueFyre.5678 said:

@Swagger.1459 said:Sure it does... You say that there are sources of reveal, and I'm brining up the fact that you can remove reveal... I'm also bringing up the fact that GW2 doesn't have a fully developed stealth system in competitive modes, like some other games had, or will implement... and that's part of the larger discussion at hand.

Again you did not add to the discussion between myself and the other two posters, since nothing you said has any bearing on what I stated and doesn’t change anything of what I stated, because you know someone else said there was no skills in gamer that can remove or stop stealth and another asked me to clarify what majority of classes meant, so bringing up SM has no relevance to either of those, them pesky facts, and bring up Dead games and upcoming games have zero bearing on this one since this is GW2 and not that Dead or that upcoming games. So try to keep it on topic.

Sure I did. I added an additional fact to you answering a question, and additional thoughts for all posters about the stealth issue. This thread is not about any 1 or 2 people, it’s about ongoing problems with stealth mechanics, that are now exasperated.

That additional fact had zero relevance to the discussion myeself anf those others were having, since no one stated there was no counter to Reveal, it was about Reveal existing and it existing on the majority of classes,.#context,.#rc and all the other added irrelevant anecdotes that you brought up about A Dead game and a game that doesn’t exist gets since you know they aren’t Gw2.

So please try to stay on topic and not derail the thread.

Sure, and I added to the ongoing facts being talked about, as part of a discussion on stealth stuff. Maybe some players knew, maybe they didn’t know about the reveal counter... This is a discussion about permasteath so I’m sharing some info and thoughts. That’s how conversations go and evolve.

There are obvious issues here with stealth that need to be discussed and explored, but if you don’t like what a poster posts then you are free to ignore.

Again it had zero relevance to what myself and those others were discussing, same with you bringing up other games, they don’t have any relevance in this discussion since this is Gw2 not either of those non existent games. So please stay on topic.

I brought up a fact about reveal mechanics and alternative stealth system ideas and thoughts... in a topic about permastealth issues...

Doesn’t matter what game they are from, they are stealth mechanic ideas. You act as if game developers don’t look for, and share, ideas about game mechanics...

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@Swagger.1459 said:

@Swagger.1459 said:Sure it does... You say that there are sources of reveal, and I'm brining up the fact that you can remove reveal... I'm also bringing up the fact that GW2 doesn't have a fully developed stealth system in competitive modes, like some other games had, or will implement... and that's part of the larger discussion at hand.

Again you did not add to the discussion between myself and the other two posters, since nothing you said has any bearing on what I stated and doesn’t change anything of what I stated, because you know someone else said there was no skills in gamer that can remove or stop stealth and another asked me to clarify what majority of classes meant, so bringing up SM has no relevance to either of those, them pesky facts, and bring up Dead games and upcoming games have zero bearing on this one since this is GW2 and not that Dead or that upcoming games. So try to keep it on topic.

Sure I did. I added an additional fact to you answering a question, and additional thoughts for all posters about the stealth issue. This thread is not about any 1 or 2 people, it’s about ongoing problems with stealth mechanics, that are now exasperated.

That additional fact had zero relevance to the discussion myeself anf those others were having, since no one stated there was no counter to Reveal, it was about Reveal existing and it existing on the majority of classes,.#context,.#rc and all the other added irrelevant anecdotes that you brought up about A Dead game and a game that doesn’t exist gets since you know they aren’t Gw2.

So please try to stay on topic and not derail the thread.

Sure, and I added to the ongoing facts being talked about, as part of a discussion on stealth stuff. Maybe some players knew, maybe they didn’t know about the reveal counter... This is a discussion about permasteath so I’m sharing some info and thoughts. That’s how conversations go and evolve.

There are obvious issues here with stealth that need to be discussed and explored, but if you don’t like what a poster posts then you are free to ignore.

Again it had zero relevance to what myself and those others were discussing, same with you bringing up other games, they don’t have any relevance in this discussion since this is Gw2 not either of those non existent games. So please stay on topic.

I brought up a fact about reveal mechanics and alternative stealth system ideas and thoughts... in a topic about permastealth issues...

Doesn’t matter what game they are from, they are stealth mechanic ideas. You act as if game developers don’t look for, and share, ideas about game mechanics...

You brought up a reveal counter in a discussion between three people that wasn’t about Counters to Reveal in any way shape or form, and bringing up non existent games in a discussion about a different existing game is really off topic since those games have zero Relevance especially since they don’t even exist in the market.

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@BlaqueFyre.5678 said:

@Swagger.1459 said:Sure it does... You say that there are sources of reveal, and I'm brining up the fact that you can remove reveal... I'm also bringing up the fact that GW2 doesn't have a fully developed stealth system in competitive modes, like some other games had, or will implement... and that's part of the larger discussion at hand.

Again you did not add to the discussion between myself and the other two posters, since nothing you said has any bearing on what I stated and doesn’t change anything of what I stated, because you know someone else said there was no skills in gamer that can remove or stop stealth and another asked me to clarify what majority of classes meant, so bringing up SM has no relevance to either of those, them pesky facts, and bring up Dead games and upcoming games have zero bearing on this one since this is GW2 and not that Dead or that upcoming games. So try to keep it on topic.

Sure I did. I added an additional fact to you answering a question, and additional thoughts for all posters about the stealth issue. This thread is not about any 1 or 2 people, it’s about ongoing problems with stealth mechanics, that are now exasperated.

That additional fact had zero relevance to the discussion myeself anf those others were having, since no one stated there was no counter to Reveal, it was about Reveal existing and it existing on the majority of classes,.#context,.#rc and all the other added irrelevant anecdotes that you brought up about A Dead game and a game that doesn’t exist gets since you know they aren’t Gw2.

So please try to stay on topic and not derail the thread.

Sure, and I added to the ongoing facts being talked about, as part of a discussion on stealth stuff. Maybe some players knew, maybe they didn’t know about the reveal counter... This is a discussion about permasteath so I’m sharing some info and thoughts. That’s how conversations go and evolve.

There are obvious issues here with stealth that need to be discussed and explored, but if you don’t like what a poster posts then you are free to ignore.

Again it had zero relevance to what myself and those others were discussing, same with you bringing up other games, they don’t have any relevance in this discussion since this is Gw2 not either of those non existent games. So please stay on topic.

I brought up a fact about reveal mechanics and alternative stealth system ideas and thoughts... in a topic about permastealth issues...

Doesn’t matter what game they are from, they are stealth mechanic ideas. You act as if game developers don’t look for, and share, ideas about game mechanics...

You brought up a reveal counter in a discussion between three people that wasn’t about Counters to Reveal in any way shape or form, and bringing up non existent games in a discussion about a different existing game is really off topic since those games have zero Relevance especially since they don’t even exist in the market.

Told you I added a stealth fact of my own... Again, doesn’t matter where they are from, it’s idea sharing... You may not like it, and that’s your prerogative, but this thread is not about any individual poster... It’s about issues with permastealth...

If you have any ideas to share, then share... If you want to ignore feedback, then ignore feedback... simple right?

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@AfroMetal.5394 said:

@MUDse.7623 said:if he camps stealth he will be long in stealth wich means your cooldowns will be up again. if he uses shadowstep every time that is on 50s cd base or reduced 40s so enough time to recover. if he goes in and out of stealth quickly, then you should be able to counter preassure as thieves also do have cooldowns on escape skills.

there is no way to
force
him not to stalk you forver, same as there is no way to force a zerg comming towards you to line up and 1 on 1, one after the other. if the person is doing that all the time you are online and transfers to keep following you tho, then report.

sure it might be annoying, but it is not strong. stealth wont kill you , a oneshot might but those are two seperate things.

the recent patch to DE pushes them not to remain in stealth and stalk but to attack and gives them more safety doing it, while stealthed malice gain was nerfed alot. but it doesnt take stealth away from them, just makes them less of a thread when stealthed. wich is good. now i can play a build that can still infiltrate keeps without worry about anti stealth trap spamm and without the need to go for a oneshot gimmick. i personally havent seen a deadeye even trying to stealth camp since patch, apart from my self. and i run into alot of them , probably people testing stuff. try playing it yourself and see how stupid it is with the new patch to stalk a target you will have a hard time not feeling useless thats far from strong.

yes stealth kills me because they can engage and disengage whenever it fits them, so i get kited to death easily, with almost no counterplay to.it, except luckily oneshotting them, which is no real counterplay at allit is not stealth that kills you, because while they stealth you regain resources, cooldowns, endurance, hp etc.if i just engage, dont disengage with stealth but kill you on first engage, then you got a better chance i guess? i would probably need to spamm some evades or invuln or what ever in that time so you feel like you got a chance , because you are fighting back!i killed way more people while they were stealthed then while they were invuln / evading.and to your keep infiltrating stuff, that kitten is bs aswell, no one should be able to be unseen in a keep for that long, they know you are there, they cant fight you 1v1 rly, so there have to be multiple ppl in that keep, looking for some single cancerous thief so he cant flip the objectiv, drawing multiple ppl from the zerg or get them so bored that they commit suicide and you can flip the objective on purpose. there is no argument that would legitimate that kind of gameplay, thats just dumb

yes i know i should not be able to bother more then 1 person at a time, thats why those roaming guilds allways keep ganking solo roamers, wich pushed me to play with more and more escape potential, till i now can escape even zergs in their keeps. thats very cancerous of those roaming guilds.stealth is one of the main reasons ive almost completely stopped roaming and thus almost completely stopped playing this game, because wvw is the only mode i play and only playing in a zerg gets boring quickpeople grouping up to outnumber other roamers is the reason i took a few breaks, then i started to stealth.

ive read your regaining resources while thief is stealthed argument the first time dude, and its absolute BS, nobody can gain that much health back while not using high cd skills, i WILL have stuff on cd if i got bursted like that, its not like the thief needs to stay in stealth for 30-40sec, he just needs it to gain some distance and come at me again after my defensive stuff ran out

resources mean either some hp if you have regeneration still up or passive heal skills / traits and cooldowns, every second they are gone your cooldowns come closer to be ready again. same for the thief.now if the thief doesnt need as much time to recover all his cooldowns / hp etc. that means the thief needs too low resources to heal , deal damage, cc or escape. or it means your vulnerability windows are too long as the they are longer then the thief needs to recover, that can either be you having too long cooldowns or wasting too much per engage of the thief.for example thief vs warrior:if warrior is terrible, the thief will kill him on 1. engage. if the warrior is average then maybe on 2nd or 3rd. if the warrior is good it will either be endless or till either side makes a mistake.most people that die to this poking playstyle (and no you do not need stealth for it, you can aswell do that with mobility) do so because they invest too much in one of the engages wich leaves them vulnerable for the next.

but all this is not a stealth issue, you dont need stealth to reset and reengage. every thief build that does not have near infite evades is doing this or the thief will lose any encounter.

...are you serious...ok its not stealth alone, izs the fact that they got stealth, INSANE mobility, incredible amounts of dodges, blinds and bursta class with that much stealth should have a drawback atleast in mobility, it cant be that someone can easily run away from 4 or 5 ppl, nobody should be able to do that, if 5ppl rly want you dead you should be dead, atleast when you were in melee range once, ofc not when they are still 1500 range away, but when you get melee and 5 ppl decide to chase you, you should be a deadman walking, you dont even rly have to juke them with stealth, because of the mobility, remobe stealth, or mobility, both is just too much honestly, its just frustrating to play against that cancerous playstyle

Ah yes, you talking about solo spellbreakers that kite around 30+ zergs?

show me one, pls i beg you, no spellbreaker can survive even 3 ppl that read their skills and know when to use them, try again pls

Really thanks for lowering difficulty threshold, cause couldn't find those of more trollish situaton when spellbreaker give his all into running away from zerg trying to kill him (for some they may be fun, but for some may be considered boring or shameful because no killing and running from fight) and I do not have time to look for really accurate evidence vid that would support my claim (~30 ppl zerg). Still got sth nice for you (3+ ppl):
And next one, careful, spoiler - this spellbreaker will die at the end, but how long he/she played around...

both vids almost a year old now, so many nerfs in the meantime, also enemies didnt read their skills, (they hardly even use anything) like i mentioned before, try again boi

@BlaqueFyre.5678 said:

@Dami.5046 said:yes, yes the three times yes. I have never played a game that at least some professions didn't have a skill that could see thru 'hide/stealth, even for a few seconds. I don't even mean a counter, a bone fide ' i can see you skill '

The Majority of classes have skills which apply the Reveal Debuff which removes stealth and stops the gaining of stealth outside of one elite with a decent cast time..... so the game has skills that counter and reveals stealth players

those skills dont rly are viable, are hard to hit especially if he blinked away or just walked into another direction, and have to be equipped before the thief engages, nobody uses them while running around normally, because they are sooo bad

@reddie.5861 said:

@MUDse.7623 said:if he camps stealth he will be long in stealth wich means your cooldowns will be up again. if he uses shadowstep every time that is on 50s cd base or reduced 40s so enough time to recover. if he goes in and out of stealth quickly, then you should be able to counter preassure as thieves also do have cooldowns on escape skills.

there is no way to
force
him not to stalk you forver, same as there is no way to force a zerg comming towards you to line up and 1 on 1, one after the other. if the person is doing that all the time you are online and transfers to keep following you tho, then report.

sure it might be annoying, but it is not strong. stealth wont kill you , a oneshot might but those are two seperate things.

the recent patch to DE pushes them not to remain in stealth and stalk but to attack and gives them more safety doing it, while stealthed malice gain was nerfed alot. but it doesnt take stealth away from them, just makes them less of a thread when stealthed. wich is good. now i can play a build that can still infiltrate keeps without worry about anti stealth trap spamm and without the need to go for a oneshot gimmick. i personally havent seen a deadeye even trying to stealth camp since patch, apart from my self. and i run into alot of them , probably people testing stuff. try playing it yourself and see how stupid it is with the new patch to stalk a target you will have a hard time not feeling useless thats far from strong.

yes stealth kills me because they can engage and disengage whenever it fits them, so i get kited to death easily, with almost no counterplay to.it, except luckily oneshotting them, which is no real counterplay at allit is not stealth that kills you, because while they stealth you regain resources, cooldowns, endurance, hp etc.if i just engage, dont disengage with stealth but kill you on first engage, then you got a better chance i guess? i would probably need to spamm some evades or invuln or what ever in that time so you feel like you got a chance , because you are fighting back!i killed way more people while they were stealthed then while they were invuln / evading.and to your keep infiltrating stuff, that kitten is bs aswell, no one should be able to be unseen in a keep for that long, they know you are there, they cant fight you 1v1 rly, so there have to be multiple ppl in that keep, looking for some single cancerous thief so he cant flip the objectiv, drawing multiple ppl from the zerg or get them so bored that they commit suicide and you can flip the objective on purpose. there is no argument that would legitimate that kind of gameplay, thats just dumb

yes i know i should not be able to bother more then 1 person at a time, thats why those roaming guilds allways keep ganking solo roamers, wich pushed me to play with more and more escape potential, till i now can escape even zergs in their keeps. thats very cancerous of those roaming guilds.stealth is one of the main reasons ive almost completely stopped roaming and thus almost completely stopped playing this game, because wvw is the only mode i play and only playing in a zerg gets boring quickpeople grouping up to outnumber other roamers is the reason i took a few breaks, then i started to stealth.

ive read your regaining resources while thief is stealthed argument the first time dude, and its absolute BS, nobody can gain that much health back while not using high cd skills, i WILL have stuff on cd if i got bursted like that, its not like the thief needs to stay in stealth for 30-40sec, he just needs it to gain some distance and come at me again after my defensive stuff ran out

resources mean either some hp if you have regeneration still up or passive heal skills / traits and cooldowns, every second they are gone your cooldowns come closer to be ready again. same for the thief.now if the thief doesnt need as much time to recover all his cooldowns / hp etc. that means the thief needs too low resources to heal , deal damage, cc or escape. or it means your vulnerability windows are too long as the they are longer then the thief needs to recover, that can either be you having too long cooldowns or wasting too much per engage of the thief.for example thief vs warrior:if warrior is terrible, the thief will kill him on 1. engage. if the warrior is average then maybe on 2nd or 3rd. if the warrior is good it will either be endless or till either side makes a mistake.most people that die to this poking playstyle (and no you do not need stealth for it, you can aswell do that with mobility) do so because they invest too much in one of the engages wich leaves them vulnerable for the next.

but all this is not a stealth issue, you dont need stealth to reset and reengage. every thief build that does not have near infite evades is doing this or the thief will lose any encounter.

...are you serious...ok its not stealth alone, izs the fact that they got stealth, INSANE mobility, incredible amounts of dodges, blinds and bursta class with that much stealth should have a drawback atleast in mobility, it cant be that someone can easily run away from 4 or 5 ppl, nobody should be able to do that, if 5ppl rly want you dead you should be dead, atleast when you were in melee range once, ofc not when they are still 1500 range away, but when you get melee and 5 ppl decide to chase you, you should be a deadman walking, you dont even rly have to juke them with stealth, because of the mobility, remobe stealth, or mobility, both is just too much honestly, its just frustrating to play against that cancerous playstyle

wait, u want to remove thiefs mobility? did u ever play thief?go run thief and dont use any mobility skills bet u wont win a single fight vs any player that has a avarage skill lvl.

i said it needs a drawback, its just simply too damn unfair and frustrating for everybody who has to deal with thatcut down mobility or stealth durations/ ways to apply stealth

@Turk.5460 said:

@MUDse.7623 said:if he camps stealth he will be long in stealth wich means your cooldowns will be up again. if he uses shadowstep every time that is on 50s cd base or reduced 40s so enough time to recover. if he goes in and out of stealth quickly, then you should be able to counter preassure as thieves also do have cooldowns on escape skills.

there is no way to
force
him not to stalk you forver, same as there is no way to force a zerg comming towards you to line up and 1 on 1, one after the other. if the person is doing that all the time you are online and transfers to keep following you tho, then report.

sure it might be annoying, but it is not strong. stealth wont kill you , a oneshot might but those are two seperate things.

the recent patch to DE pushes them not to remain in stealth and stalk but to attack and gives them more safety doing it, while stealthed malice gain was nerfed alot. but it doesnt take stealth away from them, just makes them less of a thread when stealthed. wich is good. now i can play a build that can still infiltrate keeps without worry about anti stealth trap spamm and without the need to go for a oneshot gimmick. i personally havent seen a deadeye even trying to stealth camp since patch, apart from my self. and i run into alot of them , probably people testing stuff. try playing it yourself and see how stupid it is with the new patch to stalk a target you will have a hard time not feeling useless thats far from strong.

yes stealth kills me because they can engage and disengage whenever it fits them, so i get kited to death easily, with almost no counterplay to.it, except luckily oneshotting them, which is no real counterplay at allit is not stealth that kills you, because while they stealth you regain resources, cooldowns, endurance, hp etc.if i just engage, dont disengage with stealth but kill you on first engage, then you got a better chance i guess? i would probably need to spamm some evades or invuln or what ever in that time so you feel like you got a chance , because you are fighting back!i killed way more people while they were stealthed then while they were invuln / evading.and to your keep infiltrating stuff, that kitten is bs aswell, no one should be able to be unseen in a keep for that long, they know you are there, they cant fight you 1v1 rly, so there have to be multiple ppl in that keep, looking for some single cancerous thief so he cant flip the objectiv, drawing multiple ppl from the zerg or get them so bored that they commit suicide and you can flip the objective on purpose. there is no argument that would legitimate that kind of gameplay, thats just dumb

yes i know i should not be able to bother more then 1 person at a time, thats why those roaming guilds allways keep ganking solo roamers, wich pushed me to play with more and more escape potential, till i now can escape even zergs in their keeps. thats very cancerous of those roaming guilds.stealth is one of the main reasons ive almost completely stopped roaming and thus almost completely stopped playing this game, because wvw is the only mode i play and only playing in a zerg gets boring quickpeople grouping up to outnumber other roamers is the reason i took a few breaks, then i started to stealth.

ive read your regaining resources while thief is stealthed argument the first time dude, and its absolute BS, nobody can gain that much health back while not using high cd skills, i WILL have stuff on cd if i got bursted like that, its not like the thief needs to stay in stealth for 30-40sec, he just needs it to gain some distance and come at me again after my defensive stuff ran out

resources mean either some hp if you have regeneration still up or passive heal skills / traits and cooldowns, every second they are gone your cooldowns come closer to be ready again. same for the thief.now if the thief doesnt need as much time to recover all his cooldowns / hp etc. that means the thief needs too low resources to heal , deal damage, cc or escape. or it means your vulnerability windows are too long as the they are longer then the thief needs to recover, that can either be you having too long cooldowns or wasting too much per engage of the thief.for example thief vs warrior:if warrior is terrible, the thief will kill him on 1. engage. if the warrior is average then maybe on 2nd or 3rd. if the warrior is good it will either be endless or till either side makes a mistake.most people that die to this poking playstyle (and no you do not need stealth for it, you can aswell do that with mobility) do so because they invest too much in one of the engages wich leaves them vulnerable for the next.

but all this is not a stealth issue, you dont need stealth to reset and reengage. every thief build that does not have near infite evades is doing this or the thief will lose any encounter.

...are you serious...ok its not stealth alone, izs the fact that they got stealth, INSANE mobility, incredible amounts of dodges, blinds and bursta class with that much stealth should have a drawback atleast in mobility, it cant be that someone can easily run away from 4 or 5 ppl, nobody should be able to do that, if 5ppl rly want you dead you should be dead, atleast when you were in melee range once, ofc not when they are still 1500 range away, but when you get melee and 5 ppl decide to chase you, you should be a deadman walking, you dont even rly have to juke them with stealth, because of the mobility, remobe stealth, or mobility, both is just too much honestly, its just frustrating to play against that cancerous playstyle

DE has an incredible amount of dodges? More than other professions? I mean...maybe if you take SoA and use it's active you'll get one extra dodge every 30s...Please explain.

Simply using 40% endurance regen food allows for comparable dodges from the meta Mirage and Warrior/SB builds - and Mirage dodges are
better
.

well deadeye maybe not so much but i wasnt talking about that alone, the othet aspect have lots of stealth etc too, also you can still trait to get better vigor etcand the fact that the dodge stuff was your only argument tells alot

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@Velran.1052 said:It's completely unfun to play against, There is almost no counterplay with to it and still allows thieves to deal huge damage bursts and almost instantly go back to stealth. Even stealth traps aren't good enough because deadeye can cleanse revealed. Either completely change the way stacking stealth works or give us a lot more access to the revealed debuff. I mean every class, And atleast 1 skill/utility.

I have NP or issues with thieves...that said : Some classes get 5-6 sec reveal on LONG CD.THis is just silly and useless 99.99999% of the timeAny thief will shadow away or dodge or cleanse reveal and they keep attacking

How about ranger pets can spot stealth full time :)

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