Attempt at adding balance to dem stealthers

Tomtefan

Fledgling Freddie
Joined
Mar 5, 2004
Messages
58
Suggestions on balancing stealthers further and rewarding stealthers that solo compared to the ”shadowzerg”:

Suggestion 1: Change the str/con debuff to a str/dex debuff, this would strengthen SBs compared to the pierce/thrust wielding Infs/NSes while still reducing defensive skills over the board (against shield tanks it reduces block/parry chance and if evade is still based on dex/qui it reduces evade as well)

Suggestion 2: With this str/con debuff change PA will start to matter again in order to determine which player that wins the fight. In order to further promote this I suggest a 15-20~% PA damage boost overall.

Suggestion 3: Remaking the hamstring chain so people will feel rewarded for speccing in it to a high degree and making the cs line more valid for the overall assassins. Remake Leapers effect to a 6 second stun and totally revamp Ripper to the following:

When you actually perform the Ripper style on your opponent then you will get the following message: ”You successfully perform Ripper bla bla” and after the damage they get ”You dart your way through your opponents defense and rip a gaping hole in his body causing him to start bleeding uncontrollably”

He will get the following: ”<f00>s weapon slices through your body causing you a critical wound” (or something like that)

The bleed effect should overwrite all other bleeds and should be a 20 sec duration bleed with the frequency of 2 sec and variation between 10-40 damage per tick. (Subject of tweaking ofc but the general idea is high damaging varied bleed signaling the uncontrolled bleeding the wound causes).

Suggestion 4: Instead of finishing the melee triad as in ”DW halves evade/block and 2h halves parry and single does nada”, I suggest the following change. Remove DWs evade penalty and add it against arrows. That would strengthen archers against assassins as they shouldn’t really stand a chance of losing if they manage to pop the assassin at max bow range and have him evade 50~% of their arrows. (And it would partly compensate for the evade chance loss from the str/dex debuff)

Suggestion 5: Disable minstrels ability to stealth when they are grouped with another player in a RvR zone. This would reduce the overall whine directed towards the class without them losing any of their utility, (hell the class is still among the best in entire DAoC).

Suggestion 6: In order to strengthen the soloing stealthers against the shadowzerg I suggest something I saw implemented in a DAoC emulator project known as ”Dark Ages”. The system was simple but excellent. It made realm mates capable of seeing friendly stealthers from clipping range but the most important change was that stealth became weaker when there was more stealthers in the area. (As in if there were like 3 people within 800 units which was stealthed then they would lose 5-10 effective stealth~). I dont have any exact numbers for this suggestion but surely someone has some good feedback on it.

Suggestion 7: Another change which I suggest to improve the SB slightly against other assassin classes is giving them LA base damage calculation which looks like
65 + spec * 0,344 (current is 60 + spec * 0,344, shoot me if it isn’t for that’s what I remember), giving them a higher base damage successfully enabling them to spec higher CS if they intend to go for the classic critblade spec. (This would enable SBs with 44+16 LA spec to get 100% base damage with DR5 which is a subject of tweaking if required if Mythic intends to keep the uniqueness of characters and avoid raising their specpoints). <-- This might not be necessary after the str/con debuff change to a str/dex debuff due to WS/damage might get resolved through that solely.

Suggestion 8: With the change of the Hamstring chain to the above suggestion then the dragonfang whine would subside slightly. But in order to add utility to the thrust specline anyway I suggest adding a 10% dps debuff effect to the dragonfang style and making it chain off Pierce. Thus adding utility to thrust specced tanks but not removing it for the infils/mincers/scouts/whatever that specced 50 thrust.

Suggestion 9: With the boosted PA damage Vanish will have to be remade into the ”Get-away card” it was intended to be instead of being a free PA. I suggest revamping vanish into instantly moving/teleporting the player 500-700 units in a random direction and stealthing him giving his opponent time to react on the opponent vanishing etc. Add a message which the opponent gets upon player vanishing like: ”<f00> suddenly vanishes into the surroundings so fast that you lost track of him/her”. Of course disabling this ability in the vicinity of relic keeps for a obvious reason.

Suggestion 10: Increasing damage of the nightshades magic line (Midnight Strike and Lance of Night) by 25-30% overall and making the spells base themselves on CS spec for variation in order to enhance the feeling of the nightshade being a ”stealthy spellcaster” instead of just having a random instashout every now and then.

Suggestion 11: Changing shadowrun into something which would actually fit the God of Trickery, (Loki). Without trying to imply anything I would actually want to see a type of ”flashbang” being implemented as the SBs unique RA. What I was thinking is a ability which turns the entire screen white for a few seconds enabling the SB to get away or use the entire situation for his advantage (People with some control of the situation might still be able to use their styles successfully and keep themselves /sticked but it’s at least better overall then Shadowrun). This is a single target ability with a 30(?) min timer which affects only the target of it. Duration of the effect and strength of the brightness is also a matter of discussion…

Please do note that I’m a Albion player at heart and could never successfully list other realms problems without failure.

These suggestions are partly based on a test which me and Yussef performed earlier which made it safe to assume that %-ual gain in WS = %-ual gain in damage, if I manage to dig out the data used in the test I will post that also later. Also these suggestions are totally a fiction of my mind which makes them a matter of opinion.

The meaning about this post is (hopefully) serious feedback and I accept flames as long as you motivate WHY it sucks. In the end this might turn into something worth sending to mythic but as I came to Flamershouse I might be in for a hard time. :touch:

Do not turn this into a discussion about buffbots and their individual performance please as it's a quite old topic and all there is to say about them has been said at least twice.

Play nice now children ;)
 

Glendower

Fledgling Freddie
Joined
Jan 10, 2004
Messages
51
heheheheh!

If you think any sort of "balance" will be coming to stealthers, where they as a group have the highest percentage of dual accounts, you are deluding yourself.

Maybe if enough of the regular players quit over the issue, it will then be addressed. There is pressure building to include that aspect of the game in the Frontiers changes.
 

Tomtefan

Fledgling Freddie
Joined
Mar 5, 2004
Messages
58
It's not primarly about balance between stealthers and other classes such as (hybrids,tanks,caster,support) but it's meant mostly about stealther vs stealther balance. Even with the antistealther node added and stealth lore assassins are still the bane of themselves (as in you face mostly other stealthers when you play a stealther) :)
 

Asty

Fledgling Freddie
Joined
Jan 21, 2004
Messages
805
Some very good ideas there, definitely think CS line should be made more important and PA damage raised.
 

Smurflord

Fledgling Freddie
Joined
Dec 22, 2003
Messages
697
I have to agree with some of the comments here, mainly about making CS worth speccing in again.

The Critical Strike from stealth use to serve it's function. One almighty surprise attack, and then a few mediocre other styles to finish them off with. But with the increase in armours, spellcrafting, RAs, ablatives etc etc, this has been utterly neutered.
I respecced to mercfil, not because I wanted to be uber or l33t or fotm or anything (anyone who knows me knows I'm not like that), but simply I got fed up of PA only hitting for 10-20% of a persons life. Many is the time that I PAed a hunter, only yo be hit back for more damage by their anytime style. It makes a mockery of it.

Surprise attacks is what the assassin classes are ALL about. Make CS worth a damn again, and we'll stop being light tanks again and go back to being what we were supposed to be.

Let's hope the style review they are working on addresses these issues.
 

Damon_D

Fledgling Freddie
Joined
Dec 23, 2003
Messages
585
some nice idea's

str/con buff changed to WS/con debuff , not str/dex thank you very much
 

Tomtefan

Fledgling Freddie
Joined
Mar 5, 2004
Messages
58
Damon_D said:
some nice idea's

str/con buff changed to WS/con debuff , not str/dex thank you very much

You missed the entire point of removing the con part of the str/con debuff. It's not mainly for putting pure str assassins at a better position against str/dex weaponbased assassins but it's more for forcing people to rely on PA to do their initial damage instead of going for the "unstyled" blow and still removing 400-500~hp with their str/con debuff. :x
 

Damon_D

Fledgling Freddie
Joined
Dec 23, 2003
Messages
585
Nahh didnt realy miss it , but its just that this " we must do all dmg via pa " thing just puts infil's on top again , atleast as long as they can afford to drop more points into stealth , due to 2,5x spec points , especialy at low RR SB's and NS's will be at a dis-advantage here. The classes need's to be given equal amount of points , and then tweak em from there imho
But I guesse ws/con debuff wont help much there either , because yet again the xtra points make it so infil's can have higher env spec , guesse we could make it ws/dex but that would prob be to heavy in the SB' s favour , and hammer the NS to hard...You have some realy nifty ideas , but its not easy to balance these buggers , and aslong as we dont get equal spec points its not realy possible imho......
 

Tomtefan

Fledgling Freddie
Joined
Mar 5, 2004
Messages
58
Damon_D said:
Nahh didnt realy miss it , but its just that this " we must do all dmg via pa " thing just puts infil's on top again , atleast as long as they can afford to drop more points into stealth , due to 2,5x spec points , especialy at low RR SB's and NS's will be at a dis-advantage here. The classes need's to be given equal amount of points , and then tweak em from there imho
But I guesse ws/con debuff wont help much there either , because yet again the xtra points make it so infil's can have higher env spec , guesse we could make it ws/dex but that would prob be to heavy in the SB' s favour , and hammer the NS to hard...You have some realy nifty ideas , but its not easy to balance these buggers , and aslong as we dont get equal spec points its not realy possible imho......

I doubt mythic will change the amount of specpoints again so lets stick to suggestions without trying to change that, I do know that lowrr NSes aren't on par with lowrr infils but instead they grow exceedingly powerful at higher RRs (Hi AP3 + af charge + mop3-4 + conc haste)... SBs is given a higher LA base damage which is equal to 15~ free LA spec levels which would free enough points for them to reach a decent level of CS. (If that LA base damage change would prove required or not with the str/con debuff change).
 

Glendower

Fledgling Freddie
Joined
Jan 10, 2004
Messages
51
Go post your suggestions with your class TL.

There ae links to all of thier boards at VN if you dont already know where they are.

Posting here does nothing since Mythic doesn't read these boards :(

As to the rest; Yes, Infils are overpowered in several ways vs other stealthers, but that is just another symptom of the basic unbalanced BS that stealth as a whole is in this game.

Sloppy and poorly thought-out as are most things involving game structure, unfortunately.

I see Mythic is advertising for new employees again, lol!
 

Tomtefan

Fledgling Freddie
Joined
Mar 5, 2004
Messages
58
The plan is to send it to some TL when it has matured enough, but I still need a bit more feedback before I will send it... :)
 

mts

Fledgling Freddie
Joined
Dec 25, 2003
Messages
742
some very nice suggestions.. you should really post this on the developers round table thingy at the vn boards.
 

Mavl

Fledgling Freddie
Joined
Dec 22, 2003
Messages
191
Tomtefan said:
Suggestion 4: Instead of finishing the melee triad as in ”DW halves evade/block and 2h halves parry and single does nada”, I suggest the following change. Remove DWs evade penalty and add it against arrows. That would strengthen archers against assassins as they shouldn’t really stand a chance of losing if they manage to pop the assassin at max bow range and have him evade 50~% of their arrows. (And it would partly compensate for the evade chance loss from the str/dex debuff)

dw against shields, 2h against parry, 1h against evade would be best. The game is not just about stealthers you know.

Tomtefan said:
Suggestion 5: Disable minstrels ability to stealth when they are grouped with another player in a RvR zone. This would reduce the overall whine directed towards the class without them losing any of their utility, (hell the class is still among the best in entire DAoC).

"Aahh look! theres that mincer trying to sneak past us again! lets gank him with our fg, he cannot be grouped anyway."

Also, you are aware that this would actually disable a whole specline(which ppl do put pts in) while grouped ?

Tomtefan said:
Suggestion 6: In order to strengthen the soloing stealthers against the shadowzerg I suggest something I saw implemented in a DAoC emulator project known as ”Dark Ages”. The system was simple but excellent. It made realm mates capable of seeing friendly stealthers from clipping range but the most important change was that stealth became weaker when there was more stealthers in the area. (As in if there were like 3 people within 800 units which was stealthed then they would lose 5-10 effective stealth~). I dont have any exact numbers for this suggestion but surely someone has some good feedback on it.

This game is designed around grouping, and this mechanic would be against the game design.
The easiest solution for the problem of a load of stealthers killing you would be if your stealth lvl didnt increase your chance to see other stealthers(you can see other stealthers as good as normal ppl can see them) . This way stealthers do not see eachother = no stealther gangbangs at milegates. Dont want to be rolled over? Do not pop in crowded place, but you are free to pass by. You are an assasin, go assasinate someone. Of course this would prevent stelthers from "guarding" some caster, but when was the last time you did this? ^^ Ofc this will never be implemented as we already have stealth lore etc. But adding a penalizing mechanic isnt the best way either.

Tomtefan said:
Suggestion 9: With the boosted PA damage Vanish will have to be remade into the ”Get-away card” it was intended to be instead of being a free PA. I suggest revamping vanish into instantly moving/teleporting the player 500-700 units in a random direction and stealthing him giving his opponent time to react on the opponent vanishing etc. Add a message which the opponent gets upon player vanishing like: ”<f00> suddenly vanishes into the surroundings so fast that you lost track of him/her”. Of course disabling this ability in the vicinity of relic keeps for a obvious reason.

People cant just teleport, and this ability isnt magical.
Adding a short timer during which you cannot atack from stealth would be better.
 

Marczje

Fledgling Freddie
Joined
Jan 1, 2004
Messages
1,719
When I saw the thead I thought lets flame some of his ideas.. but heck, you pointed out several very nice ideas.. 1 thing u did forget though, I know you're an alb player.. but you have to admit that besides changing the AP ability for a ns dragonfang should be adressed also..
 

Shike

Can't get enough of FH
Joined
Dec 24, 2003
Messages
3,936
ooook.. here goes.

Tomtefan said:
Suggestion 1: Change the str/con debuff to a str/dex debuff, this would strengthen SBs compared to the pierce/thrust wielding Infs/NSes while still reducing defensive skills over the board (against shield tanks it reduces block/parry chance and if evade is still based on dex/qui it reduces evade as well)

Id rather see it as a pure WSdebuff and nothing else. That way you need to land PA, period.

Tomtefan said:
Suggestion 2: With this str/con debuff change PA will start to matter again in order to determine which player that wins the fight. In order to further promote this I suggest a 15-20~% PA damage boost overall.

No thanks, remove crits 1st, I dont want to get PAd by infils for 1200+ damage tbh :) PA shud work as critshot, no crits at all, only damage calculated from specc and dps/delay. Then you can increase overall damage on PA. It also favors infils the most since they can specc very high CS and suffer no penalty for it like SBs and NSs but it doesnt really change the situation as is today.

Tomtefan said:
Suggestion 3: Remaking the hamstring chain so people will feel rewarded for speccing in it to a high degree and making the cs line more valid for the overall assassins. Remake Leapers effect to a 6 second stun and totally revamp Ripper to the following:

When you actually perform the Ripper style on your opponent then you will get the following message: ”You successfully perform Ripper bla bla” and after the damage they get ”You dart your way through your opponents defense and rip a gaping hole in his body causing him to start bleeding uncontrollably”

He will get the following: ”<f00>s weapon slices through your body causing you a critical wound” (or something like that)

The bleed effect should overwrite all other bleeds and should be a 20 sec duration bleed with the frequency of 2 sec and variation between 10-40 damage per tick. (Subject of tweaking ofc but the general idea is high damaging varied bleed signaling the uncontrolled bleeding the wound causes).

seems fine and is kinda in line what the new infTL has written aswell.

Tomtefan said:
Suggestion 4: Instead of finishing the melee triad as in ”DW halves evade/block and 2h halves parry and single does nada”, I suggest the following change. Remove DWs evade penalty and add it against arrows. That would strengthen archers against assassins as they shouldn’t really stand a chance of losing if they manage to pop the assassin at max bow range and have him evade 50~% of their arrows. (And it would partly compensate for the evade chance loss from the str/dex debuff)

No, remove the evades of arrows totally fgs, its plain silly and I have always thought so. Matrix ok.. daoc.. no. Otherwise it seems fine.

Tomtefan said:
Suggestion 5: Disable minstrels ability to stealth when they are grouped with another player in a RvR zone. This would reduce the overall whine directed towards the class without them losing any of their utility, (hell the class is still among the best in entire DAoC).

Now thats a weird solution really :) Even worse than what Mythic did to archers with see hidden tbh. Just remove stealth totally from them and give them something else more useful to a standard albgrp. Or make them unable to use any form of CC 1 min from they have been stealthed unless they get attacked 1st. The CC they carry around is what is tipping the balance totally regarding stealthers overall, not their ability to kill or take a beating. Many o' times have I jumped an archer or something else only to get stunned, mezzed by a mincer and then ganked by the flock of hyenas following.

Tomtefan said:
Suggestion 6: In order to strengthen the soloing stealthers against the shadowzerg I suggest something I saw implemented in a DAoC emulator project known as ”Dark Ages”. The system was simple but excellent. It made realm mates capable of seeing friendly stealthers from clipping range but the most important change was that stealth became weaker when there was more stealthers in the area. (As in if there were like 3 people within 800 units which was stealthed then they would lose 5-10 effective stealth~). I dont have any exact numbers for this suggestion but surely someone has some good feedback on it.

I am all for this as I have written in 3? posts before this. 3+ should start to penalize stealth in a small area of 750. 5+ should penalize 1000, etc, u get the picture.

Tomtefan said:
Suggestion 7: Another change which I suggest to improve the SB slightly against other assassin classes is giving them LA base damage calculation which looks like
65 + spec * 0,344 (current is 60 + spec * 0,344, shoot me if it isn’t for that’s what I remember), giving them a higher base damage successfully enabling them to spec higher CS if they intend to go for the classic critblade spec. (This would enable SBs with 44+16 LA spec to get 100% base damage with DR5 which is a subject of tweaking if required if Mythic intends to keep the uniqueness of characters and avoid raising their specpoints). <-- This might not be necessary after the str/con debuff change to a str/dex debuff due to WS/damage might get resolved through that solely.

I think the debuffchange would sort out the most probs tbh. Best way imo would be to take changes stepwise, carefully and wait and see.

Tomtefan said:
Suggestion 8: With the change of the Hamstring chain to the above suggestion then the dragonfang whine would subside slightly. But in order to add utility to the thrust specline anyway I suggest adding a 10% dps debuff effect to the dragonfang style and making it chain off Pierce. Thus adding utility to thrust specced tanks but not removing it for the infils/mincers/scouts/whatever that specced 50 thrust.

tis a good solution yep although I believe Mythics stylereview will deal with DF in an approperiate way.

Tomtefan said:
Suggestion 9: With the boosted PA damage Vanish will have to be remade into the ”Get-away card” it was intended to be instead of being a free PA. I suggest revamping vanish into instantly moving/teleporting the player 500-700 units in a random direction and stealthing him giving his opponent time to react on the opponent vanishing etc. Add a message which the opponent gets upon player vanishing like: ”<f00> suddenly vanishes into the surroundings so fast that you lost track of him/her”. Of course disabling this ability in the vicinity of relic keeps for a obvious reason.

No thanks, mincers already have a nice getawaycard in sos, infils dont really need one aswell in my humble opinion. Better solution is to simply do as someone else did suggest, dont allow attacks from stealth for 5s and its sorted.

Tomtefan said:
Suggestion 10: Increasing damage of the nightshades magic line (Midnight Strike and Lance of Night) by 25-30% overall and making the spells base themselves on CS spec for variation in order to enhance the feeling of the nightshade being a ”stealthy spellcaster” instead of just having a random instashout every now and then.

put in a speccAFbuff in it and every NS will be happy I promise ^^
seriosly, stealthy spellcaster... , put in some stuff inline with assassins and im fine with it, but a DD aint exactly what would defines stealthy spellcaster tbh. Put in a minor debuff, a snare, something useful! and im happy.

Tomtefan said:
Suggestion 11: Changing shadowrun into something which would actually fit the God of Trickery, (Loki). Without trying to imply anything I would actually want to see a type of ”flashbang” being implemented as the SBs unique RA. What I was thinking is a ability which turns the entire screen white for a few seconds enabling the SB to get away or use the entire situation for his advantage (People with some control of the situation might still be able to use their styles successfully and keep themselves /sticked but it’s at least better overall then Shadowrun). This is a single target ability with a 30(?) min timer which affects only the target of it. Duration of the effect and strength of the brightness is also a matter of discussion…

Wouldnt an ability that make others damage their allies be more in the line of the god's way?

Tomtefan said:
Please do note that I’m a Albion player at heart and could never successfully list other realms problems without failure.

These suggestions are partly based on a test which me and Yussef performed earlier which made it safe to assume that %-ual gain in WS = %-ual gain in damage, if I manage to dig out the data used in the test I will post that also later. Also these suggestions are totally a fiction of my mind which makes them a matter of opinion.

The meaning about this post is (hopefully) serious feedback and I accept flames as long as you motivate WHY it sucks. In the end this might turn into something worth sending to mythic but as I came to Flamershouse I might be in for a hard time. :touch:

Do not turn this into a discussion about buffbots and their individual performance please as it's a quite old topic and all there is to say about them has been said at least twice.

Play nice now children ;)

Actually, buffbots do matter alot, put all realmspeccs and timed spells on range as they did with mids end and im happy. Nobody can really whine about it then.
 

Tomtefan

Fledgling Freddie
Joined
Mar 5, 2004
Messages
58
Mavl said:
dw against shields, 2h against parry, 1h against evade would be best. The game is not just about stealthers you know.

Of course it isn't only about stealthers but I'm primarly looking for balance between the classes before moving onwards and balancing them against the remaining classes. This change would strengthen the critblades but weaken the other assassin classes. Will think about it though.

"Aahh look! theres that mincer trying to sneak past us again! lets gank him with our fg, he cannot be grouped anyway."

Also, you are aware that this would actually disable a whole specline(which ppl do put pts in) while grouped ?

InstaCC/mezz from stealth when in a group with other stealthers is something the other realms cannot counteract in any kind of way. I have been playing with Cirwan in a duo earlier some and seriously it was overpowered, 6 people as a duo? np. :eek:


This game is designed around grouping, and this mechanic would be against the game design.
The easiest solution for the problem of a load of stealthers killing you would be if your stealth lvl didnt increase your chance to see other stealthers(you can see other stealthers as good as normal ppl can see them) . This way stealthers do not see eachother = no stealther gangbangs at milegates. Dont want to be rolled over? Do not pop in crowded place, but you are free to pass by. You are an assasin, go assasinate someone. Of course this would prevent stelthers from "guarding" some caster, but when was the last time you did this? ^^ Ofc this will never be implemented as we already have stealth lore etc. But adding a penalizing mechanic isnt the best way either.

Perhaps it isn't, but either people like it or not stealtheradds is a problem not only for the stealthers themselves but for normal RvR as well. Few fights in emain between FGs are currently 1fg vs 1fg without any stealtheradds. This wouldn't only "defend" soloers, it would be a attempt to remove stealtheradds ala extreme from RvR.
People cant just teleport, and this ability isnt magical.
Adding a short timer during which you cannot atack from stealth would be better.

Ever tried using vanish in it's current state..? The slightest hint of damage and voila, you are no longer hidden. And what do you mean with people cant just teleport and this ability isn't magical? I didn't ever see anything saying that it wasn't possible to perform but... If a timer is added and vanish is still kept in it's present state then it is truly useless, the opponent doesn't even lose his target atm.

pff it didn't allow me to put all within a quote, oh well :eek:
 

Tomtefan

Fledgling Freddie
Joined
Mar 5, 2004
Messages
58
Shike said:
ooook.. here goes.



Id rather see it as a pure WSdebuff and nothing else. That way you need to land PA, period.

That's a possible solution as well however then it's totally ineffective against casters but that might not be a primary concern in the end. I will give it some thought

No thanks, remove crits 1st, I dont want to get PAd by infils for 1200+ damage tbh :) PA shud work as critshot, no crits at all, only damage calculated from specc and dps/delay. Then you can increase overall damage on PA. It also favors infils the most since they can specc very high CS and suffer no penalty for it like SBs and NSs but it doesnt really change the situation as is today.

The PA equation would need to be remade if so and make it independant of high AF or something alike that, I have no real idea of the equation currently used for determining overall PA damage so cant really express myself further on that subject


No, remove the evades of arrows totally fgs, its plain silly and I have always thought so. Matrix ok.. daoc.. no. Otherwise it seems fine.

There is a slight possibility of you evading a arrow if you manage to calculate the trajectory of it before the person fires, a 50% evade reduction to arrows should be enough

Now thats a weird solution really :) Even worse than what Mythic did to archers with see hidden tbh. Just remove stealth totally from them and give them something else more useful to a standard albgrp. Or make them unable to use any form of CC 1 min from they have been stealthed unless they get attacked 1st. The CC they carry around is what is tipping the balance totally regarding stealthers overall, not their ability to kill or take a beating. Many o' times have I jumped an archer or something else only to get stunned, mezzed by a mincer and then ganked by the flock of hyenas following.

This is probably my weakest suggestion currently but as it is right now I do not see any other... If the minstrel is skilled then other realms are in some serious problem, especially when coupled with SoS.


I think the debuffchange would sort out the most probs tbh. Best way imo would be to take changes stepwise, carefully and wait and see.

That's why I added that it might not be needed to implement it if the debuffchange proves to be enough

tis a good solution yep although I believe Mythics stylereview will deal with DF in an approperiate way.



No thanks, mincers already have a nice getawaycard in sos, infils dont really need one aswell in my humble opinion. Better solution is to simply do as someone else did suggest, dont allow attacks from stealth for 5s and its sorted.

As I said earlier vanish in its current state would be a laugh with a 5second timer on attacks... But still thinking on a possible implementation which wouldn't gimp the RA totally but still avoid making it "I win"

put in a speccAFbuff in it and every NS will be happy I promise ^^
seriosly, stealthy spellcaster... , put in some stuff inline with assassins and im fine with it, but a DD aint exactly what would defines stealthy spellcaster tbh. Put in a minor debuff, a snare, something useful! and im happy.

As I am a infiltrator and parttime SB I haven't really got any idea of what a NS would find useful but still avoiding to overpower the class... Will give it some more thought

Wouldnt an ability that make others damage their allies be more in the line of the god's way?

This was also a suggestiion just out of the blue from myself and still is entirely a matter of discussion. It's purely theoretical in its current state... ;)

Actually, buffbots do matter alot, put all realmspeccs and timed spells on range as they did with mids end and im happy. Nobody can really whine about it then.

Possible solution yes but I cant even start to imagine the whine it would cause Oo

Yet again it doesn't allow me to post it all within the quote <smacks FH>
 

Tomtefan

Fledgling Freddie
Joined
Mar 5, 2004
Messages
58
Marczje said:
When I saw the thead I thought lets flame some of his ideas.. but heck, you pointed out several very nice ideas.. 1 thing u did forget though, I know you're an alb player.. but you have to admit that besides changing the AP ability for a ns dragonfang should be adressed also..

I thought I did adress dragonfang by making it chain off pierce (which is the backstyle in thrust) and removing its stuncomponent and making it a 10% dps debuff... Numbers are still of course a subject of change :)
 

Tomtefan

Fledgling Freddie
Joined
Mar 5, 2004
Messages
58
cmon people, I know you want to say more about this then the things that has been said :D
 

cemi0

Can't get enough of FH
Joined
Dec 31, 2003
Messages
1,791
remove Minstrels instant mezz or what evah. Its really bad if you as stealther confuse a minstrel with a scout. Standing at the enemy milegate for 30sec unstealthed aint that much of a funny ride
 

Tomtefan

Fledgling Freddie
Joined
Mar 5, 2004
Messages
58
cemi0 said:
remove Minstrels instant mezz or what evah. Its really bad if you as stealther confuse a minstrel with a scout. Standing at the enemy milegate for 30sec unstealthed aint that much of a funny ride

err Minstrels dont have instant mezz, they do however have insta single target stun.
 

Ilum

Can't get enough of FH
Joined
Jan 21, 2004
Messages
1,774
most urgent step in stealth balancing is making changes so people play less stealthers to begin with :)
 
Joined
Feb 29, 2004
Messages
743
i liked some of the suggestions, but a few things:

1. DF - Already being addressed into a debuff i believe, possibly may change
2. The decreasing stealth when grp'd with other stealthers just wouldnt wash with Mythic.
I'd rather say NO more than 2 stealthers in a RvR Grp...2 stealthers i can handle as a friar if IP and Purge are up...8 i can not!!
before teh whine about this is a grp game blah blah..assasin classes are meant to be played more SOLO than grp.. when was the last time you saw a news item saying today 8 hit men assassinated so and so!! if they were meant to grp they would have some grp ability..but they dont.
3. Spec points are the main cause of whine about fotm infils... if you gave 2.5 to all i guarantee most of the DF whines as is would vanish..or rather place ALL on 2x spec pts :twak:
 

Damon_D

Fledgling Freddie
Joined
Dec 23, 2003
Messages
585
Not sure how to fix vanish , but plz DONT make it so that you have to be stealthed for 5+ sec's to attack , would seriously mess up peopel who use sprint-stealth-pa tactics, would also be silly if the Infil's got attacked by a NS/SB and could not fight back for 5 sec because he had used vanish to stealth , it somehow needs to be tied to the pa style, something like when you hit the vanish button your PA style grey's out for 5 sec's ???
 

Jaem-

Can't get enough of FH
Joined
Jan 20, 2004
Messages
2,498
Only obivous way to stop "stealthzerging" is to decrease their stealth rating, to stealthers when they enter the radius of each other, lets say 1000-1500. within 300 their completely visable(seen shade mode still).
 

Ctuchik

FH is my second home
Joined
Dec 23, 2003
Messages
10,467
one suggestion to the decrease of stealtgh in grp/whatnot would be (yes im gonna steal a idea from Planetside here) to make the stealther completly invisible while not moving. when he IS moving he is visible by 30% or just seen as the shademode stealth is atm.. OR u could make the shadow visible even if the stealther is stealthed... i mean.. walking in full sunlight and not even cast a shadow? isnt assassins and the like meant to work in shadows? ive always had a slight problem with that part...
 

Jaem-

Can't get enough of FH
Joined
Jan 20, 2004
Messages
2,498
I think if their seen moving, it will only make them stay in 1 place, IE camping MG's more, standing in front of MG doors waiting, and still doesn't address stealth groups, even says on Goa's webby that rogues are a solo class, I don't see why anyone would find it fun to fight people that are in lesser numbers to you.
 

Damon_D

Fledgling Freddie
Joined
Dec 23, 2003
Messages
585
Just as bad being zerged by roaming fg's as by fg's of infil's imho ...so the " make em half visible" might be a great idea for those peopel NOT playing a stealther , but its actualy the only defence we have against being hammered by the FG's crossing our path...well except for alb stealthers , they can allways just sos away....
 

Users who are viewing this thread

Top Bottom