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Stealth Rework Inspiration From The Past!


Swagger.1459

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Let's check out some really great Stealth designs from a game called City of Heroes!

A fully developed stealth system…

Your stealthy “thief” class design…

Had a special stealth skill for every build…

And every class could have stealth skills if chosen…

So If everyone had access to stealth, what makes the “thief” class so special?

So what were the counters to all this stealth stuff?

  • Attacking and being attacked (essentialy being in combat) made you lose stealth AND prevented you from using stealth for a period of time.
  • Walking into an AoE effect made you lose stealth and flagged the player for combat.
  • See this again… https://paragonwiki.com/wiki/Stealth_and_Perception

Yes, I did create a some amazing Stealth ideas based off of a fusion of City of Heroes and Guild Wars 2! Enjoy!

Ty for reading this super suggestion!!! Have a great one!!!

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@Leonidrex.5649 said:TLDR for people that dont feel like reading this kitten.the game is so different its like comparing wow combat to gw2 combat and saying 1s stun is as good in gw2 as it is in wow

Yeah thats just his gimmick. He keeps bringing up city of heroes and tries to make GW2 like it. Ignoring that City of Heroes failed for a reason.

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Reveal on starting any animation besides walk, dodge, and jump? No block/miss/evaded forgiveness

Tbh I don't actually care about stealth outside of cases like Holo and even then I'm running MBT. Reveal on starting an attack adds more counterplay though.

If I had my way I'd only let thieves and the mesmers stealth.

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  • 1 month later...

@"Leonidrex.5649"

The point of the info was sharing ideas about stealth designs for the devs to read. The devs encourage the use of references when bringing up ideas.

Also, you skipped the last bit where I took inspiration from stealth designs in CoH and put them into a GW2 combat setting. Quote below...


Yes, I did create a some amazing Stealth ideas based off of a fusion of City of Heroes and Guild Wars 2! Enjoy!

https://en-forum.guildwars2.com/discussion/110960/amazing-new-way-to-rework-and-buff-stealth-for-competitive-gameplay-so-awesome

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@Swagger.1459 said:@"Leonidrex.5649"

The point of the info was sharing ideas about stealth designs for the devs to read. The devs encourage the use of references when bringing up ideas.

Also, you skipped the last bit where I took inspiration from stealth designs in CoH and put them into a GW2 combat setting. Quote below...


Yes, I did create a some amazing Stealth ideas based off of a fusion of City of Heroes and Guild Wars 2! Enjoy!

https://en-forum.guildwars2.com/discussion/110960/amazing-new-way-to-rework-and-buff-stealth-for-competitive-gameplay-so-awesome

games are very different and stealth have different reasons to be there. for example I could have given you example how Dark Templar from starcraft is permanently invisible and attacking does not reveal them, yet its balanced. But its moot point, game is DIFFERENT, stealth for those game is different and it does different things despite being similar.

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@Leonidrex.5649 said:

The point of the info was sharing ideas about stealth designs for the devs to read. The devs encourage the use of references when bringing up ideas.

Also, you skipped the last bit where I took inspiration from stealth designs in CoH and put them into a GW2 combat setting. Quote below...

Yes, I did create a some amazing Stealth ideas based off of a fusion of City of Heroes and Guild Wars 2! Enjoy!

games are very different and stealth have different reasons to be there. for example I could have given you example how Dark Templar from starcraft is permanently invisible and attacking does not reveal them, yet its balanced. But its moot point, game is DIFFERENT, stealth for those game is different and it does different things despite being similar.

It makes zero difference that the games are different. I shared information and took some elements from that stealth version and incorporated them into a stealth idea for gw2... Did you not bother to read the last part?? Do you not realize games take different elements and inspiration from each other?

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I do believe that if powerful skills actually self revealed like Death Judgement, it would be a lot easier to have reactive counter play. It's not exactly difficult to achieve either nor force extremely complex reworks to Anet.

Add 2 Second Reveal effect to Powerful skills when they are used in Stealth no matter their combo finisher, takes care of most issues with Stealth because it'll nerf duration from fields as they cannot be spammed on self such as Cluster Bombs and it'll also ask for more teamwork to improve the duration.

Given one Thief would still be able to still give large amount of Stealth around but not to self, we also know how Heartseeker works with combo fields, not being in stealth means no reveal, therefor the classic combo can still be done but only once every time, so other than duration nothing really changed.

Sounds good to me.

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@Shao.7236 said:I do believe that if powerful skills actually self revealed like Death Judgement, it would be a lot easier to have reactive counter play. It's not exactly difficult to achieve either nor force extremely complex reworks to Anet.

Add 2 Second Reveal effect to Powerful skills when they are used in Stealth no matter their combo finisher, takes care of most issues with Stealth because it'll nerf duration from fields as they cannot be spammed on self such as Cluster Bombs and it'll also ask for more teamwork to improve the duration.

Given one Thief would still be able to still give large amount of Stealth around but not to self, we also know how Heartseeker works with combo fields, not being in stealth means no reveal, therefor the classic combo can still be done but only once every time, so other than duration nothing really changed.

Sounds good to me.

HS should cost 4 instead of 3, and refund 1 when used against enemy, same with clusters. this would go a long way to stop stealth spamming.this change alone would remove like 3s from every long stealth thief does. Over time it would add up.edit. HS would refund 1 ini when used to target enemy that is in range.clusters would refund 1 ini when detonated

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