Judgementday for stealthers!

C

Carlos Bananos

Guest
Originally posted by donttouchpoopy
Well think of the times you've been aided in rvr by stealthers?

Where they've been out as spotters around the frontier calling in enemy movements - I know I do it a lot.

Where you've been charged by enemy forces and archers have taken out their ranged attackers and support, or assassins have popped on their healers/support.

Where stealthers have gone on to keep walls to take down enemy archers/nukers/support to protect your door whackers.

Where a friendly stealther or two has provided cover for resting casters/groups - or gone after enemies attacking PvE'rs in DF.

We're your scouts, your skirmishers, harassers of enemy troops and cover.

or your fighting 1fg hibs, an 2fg stealthers pop on u.
 
V

.Venge

Guest
GOA sux, has always, will always..
instead of trying to hold on to their gamers, they seem to be trying to give em to WoW.. death 2 GOA :)
 
P

Puppetmistress

Guest
Originally posted by Ximadir
Well i sure hope they lower the focking restealth timer cause its a joke atm 9/10 sec when you can restealth again lol how you supposed to get away fast enough :(

We are supposed to be very fast killers then hide fast again.

Solo caster comes walking... Pa chain dead in the distance speed 5 alb zerg inc... Hit stealth.. You can not stealth you have been recently in combat..... Mincer closes in fast... Hit stealth... You cannot hide you have been recently in combat....Mincer mezzes you bam dead stealther only cause of that bloody long timer just make it 4/5 sec :(

They should make it so that stealthers remain stealthed when they attack so the bloody idiots wouldnt make such stupid idiotic requests.

If there's anything that should happen to the restealth-timer it should be UPPED. Or make it so that it takes 20-30 secs to get into full stealth but you slowly fade.

Its bullshit you can 'vanish in thin air' right in front of me
 
W

Whisperess

Guest
Originally posted by .Venge
GOA sux, has always, will always..
instead of trying to hold on to their gamers, they seem to be trying to give em to WoW.. death 2 GOA :)
Mythic, MYTHIC, MYTHIC

not Goa.
 
M

marczje

Guest
Ohh ffs this must be a fucking joke..
emain full of 1000 of those thingies, all over the road and on mg's.. they could have thought of better stuff :/
 
R

Rollie

Guest
Originally posted by Glottis_Xanadu
Shame an Alb scout has the pic of 10 mid stealthers on the mmg now.
You talk the talk, but do you walk the walk...
Regards, Glottis

would that be an organised zerg to counter 1.5fg alb stealthzerg?

i did see your name in the deathspam though glotzerg :)
 
D

Driwen

Guest
Originally posted by marczje
Ohh ffs this must be a fucking joke..
emain full of 1000 of those thingies, all over the road and on mg's.. they could have thought of better stuff :/

kill it with your pet or shoot at it? It only got 1hp and it might cost a lot of mana to cast, it atleast makes the group stand still for 13 secs at the same place (setting gt takes a sec), which you dont want to.
There will be some at mg's, but just make sure you are not at mg or again put pet on it restealth and hope your pet gets to kill it (thing has 1500 range and sending pet in probably too so you cast it and get out of range again).

Still I dont really like it, but have to see it in game to be sure what the effects actually are. However I doubt groups will stand still for this so they can cast it in the middle of emain. Besides you could ask your realmmates to wack these things when they run past them.
 
D

Driwen

Guest
Originally posted by Whisperess
not with /groundset :p

Still need to stand still press /groundset and start casting, which will take 13 secs and im hoping this cast time cant be improved by RA's or quickcast :/
 
S

Sichama

Guest
This is not as bad as it seems...as an ability its nothing special and if you can have only a set number of abilities i doubt it would be worth it.

Yes it will kinda move the stealthers "away" from the hot spots but i have great faith in the stealther community, of all realms.
I know all stealthers i have met, friends or foes, to be adaptive, resourcefull, inteligent players that enjoy their toon, so this is not a big issue imo, it may be hard at the start, but hey we are extremely familiar with hard starts. :)

In the end we will prevail.....
 
G

Glottis_Xanadu

Guest
Originally posted by Rollie
would that be an organised zerg to counter 1.5fg alb stealthzerg?

i did see your name in the deathspam though glotzerg :)

I got killed near dcx after 5 mid stealthers chased the 3 albs that were camping mmg from mmg to dcx...
But lets talk a bit more about zergs... how about the 3fgm roaming Emain right now, attacking 1 fga?
Hush little zergling...
That is all Mids do, cheat and zerg.
Regards, Glottis
 
S

salamurhaaja

Guest
Wee...

<can't wait to spead those thingies to mg's whit RM>
 
W

Whisperess

Guest
Originally posted by Glottis_Xanadu
I got killed near dcx after 5 mid stealthers chased the 3 albs that were camping mmg from mmg to dcx...
But lets talk a bit more about zergs... how about the 3fgm roaming Emain right now, attacking 1 fga?
Hush little zergling...
That is all Mids do, cheat and zerg.
Regards, Glottis
That's all you do, bitch and whine.

Edit: not true, you moan and lie too, forgot those, soz
 
O

old.CrazyMuppet

Guest
This IS bad indeed... on multiple levels.

The ability itself is absurd and very very poorly thought through.

See Hidden (a 10 point RA, ONLY available to assassin classes) was nerfed to very short range and could only detect archer class and instrument class stealthers.

Now they made an ability that costs 0 Realm spec points, in ML2 (easy to get) that gives all casters True Sight, castable anytime, 1500 range(big) and it shows all stealth classes.

It's truly absurd.

And to all the people that say 'good to have all stealthers nerfed':

They can pull the same stunt to: Casters, Tanks, Instrument classes... there's no limit to what type of class can be crapped on by a Master Level ability they came up with.

This is the first time i actually think there's a few idiots designing this game.

And i can't believe 3Dknight didn't get this MLA blown out of the water... this essentially makes it impossible for stealthers to pass milegates.
 
B

BidAccount

Guest
Originally posted by Puppetmistress
They should make it so that stealthers remain stealthed when they attack so the bloody idiots wouldnt make such stupid idiotic requests.

If there's anything that should happen to the restealth-timer it should be UPPED. Or make it so that it takes 20-30 secs to get into full stealth but you slowly fade.

Its bullshit you can 'vanish in thin air' right in front of me

And its bs that you can wave your hands and make fireballs appear

or have a flaming sword

or get hit in the head with an axe and carry on fighting

or be raised from the dead

But shall we remember please that this is pretend and not real? In pretend world anything can happen.
 
O

old.chipper

Guest
i got a unique perspective i got a lvl 50 caster and a soon to be 50 shade

i think its a shit ability you all go on about MG fights are we forgetting about keeps ??
the one thing assasins can do is control the walls during a keep take well forget that now may as well take away there climb wall ability one of these on each corner and your destealthed before you even get over the wall this really is an absurd ML ability

true, assasins are gettin out of hand theres fgs of em runnin around these days something needed to be done this is complete overkill it will kill the assasin classes our main targets as assasins is to take out casters now that will be almost impossible you say it takes 13 secs to cast big wow there oh what about hte other 6 mages there that already casted it

to all those people whining about stealthers if you aint played one to high lvl stfu your just bitter cos you got ganked by one

oh wait a sec i keep getting killed by mid FOTM grps i demand a ML that stops healers casting and is un purgeable

EVERY realm has ways of detecting stealthers alb: reaver mid:SM hib:chanter

you keep going on about god mode how easy assasins have it lol i would guarntee most of you aint got a friggin clue what your on about my shade is only RR2 atm i HAVE to grp because infs are more powerful than me

most mages just wanna be able to stand there and spam there DD's without gettin pa'ed now whos gonna be on god mode lines of casters on the walls just spamming there nukes while there new abilities lie at the foot of MG steps

ive been saying for a while mages needed a boost this is too much if they insist on keeping this ML there gonna hace to look at assasins and how they are gonna be able survive i hope theres ML that can counter this if so it wont be so bad but until we know exaclty what all the ML's do in my eyes this is death to all stealther classes itll be back to frontiers outside realm fortresses ganking greys or the odd caster running alone

gee wont that be fun camping for hours to get 34 rp :rolleyes:
 
C

catalina

Guest
Originally posted by driwen
kill it with your pet or shoot at it? It only got 1hp and it might cost a lot of mana to cast, it atleast makes the group stand still for 13 secs at the same place (setting gt takes a sec), which you dont want to.
There will be some at mg's, but just make sure you are not at mg or again put pet on it restealth and hope your pet gets to kill it (thing has 1500 range and sending pet in probably too so you cast it and get out of range again).


I think we'll find that casters drop one off in MG gaterooms, this will stop EVERY stealther from passing an MG undetected. Add to this the ability to cast as many as they like (power permitting) and they can cover a huge area.

Keeptakes are gonna be a joke, it won't be possible for the attacking realm to get their assassins inside since a 1500 range can cover all climb points with a single cast. I've already stopped playing my infil due to stealthzergs, i see no reason to restart it once ToA is released.
 
A

Aussie-

Guest
when do they give something similar to stealthers so stealthers know they wont get addage from groups before the attack? :m00:
 
J

jox

Guest
Snipers will be in a better position. They can reach mages at range, perhaps even destroy that fricking orb with a wellplaced arrow. And rangers n hunters also have insta-speed to flee da zerg. Guess hunters pet will be even more useful.

Mincers dont depend on stealth in the same manner, they can zerg, so they aint completely fucked.

But assassins...lol:p

They really have to camp at tk's/mg's n roads to get any rp at all and those places will be swarming with orbs...
 
N

Nazghul-

Guest
Where do you read about the new MA's? I've been browsing through mythics site but can't find any real info.
 
L

loxleyhood

Guest
I lived through See Hidden, I'll live through this.
 
B

BidAccount

Guest
The reasurrance I take is that our donkey brained cousins across the water will spend two months k**king this all up and beta testing it before we get it.
 
A

Arnor

Guest
Originally posted by noaim
15s casttime...wonder if they work with QC :)


It did, isntead of taking 15secs to cast it took 1.3 with qc, but its been fixed.
 
M

Madkobold

Guest
Seems like those days having fun in DF will be over when/if this will be implemented......







-----------------

Mirlena, SB (logged in DF with bb, waiting......)
 
H

herjulf

Guest
Scary shit indeed, it will indeed be a game changer.

I also have read about stuff that gives 10% shorter casting time and 3% longer range.
Some guy had items now that in total gave him (on paper) 17% casting speed and 10% range.

And it also drops charged items with the Convoker ability u mention.

Also items with minstrel SoS charges...

whats next item with lvl50 stealth charges, with climb wall ability for tanks?
 
F

Flimgoblin

Guest
it sounds like it should have a few more limits...

e.g. only one per caster at a time.

the 15s cast time helps balance it a little since it's no longer quickcastable

up the power cost on it?

Looks like mythic are trying to make it just as hard for a stealther to get past a milegate as any other soloer...

(not that anyone can at the moment as they're all covered with assassins anyway)
 
W

Whisperess

Guest
Originally posted by Madkobold
Seems like those days having fun in DF will be over when/if this will be implemented......
-----------------

Mirlena, SB (logged in DF with bb, waiting......)
Not really - your prime targets in DF will most likely not have access to ML2 ( can't remember if it's lvl 45 or 50 requirement )
 
G

Gordonax

Guest
Originally posted by old.chipper
i got a unique perspective i got a lvl 50 caster and a soon to be 50 shade

i think its a shit ability you all go on about MG fights are we forgetting about keeps ??
the one thing assasins can do is control the walls during a keep take well forget that now may as well take away there climb wall ability one of these on each corner and your destealthed before you even get over the wall this really is an absurd ML ability

If I'm reading this ability correctly, these nodes have 1hp and can be hit. Therefore, you just sweep the walls with gtaoe before you send in the stealthers, and no problem.

What it will do is kill off stealthers camping milegates, and force them to roam a little further afield.

But we'll see: as with all these things, they haven't been testing in "real" situations yet, and until they are we don't know how bit the effect will be.
 
D

Driwen

Guest
Originally posted by catalina
I think we'll find that casters drop one off in MG gaterooms, this will stop EVERY stealther from passing an MG undetected. Add to this the ability to cast as many as they like (power permitting) and they can cover a huge area.

ok so your FG or zerg is running around in emain hunting other fgs/zergs. You are seriously gonna stand still for 13 secs so someone can cast this node? standing still for 13 secs at a place where it is useful (except mg's), isnt a smart idea imo. It leaves you vunerable to getting jumped. Besides the chance that you are there at the node when there is a stealther passing by isnt that big, well except around milegates off course.

About the gateroom, get your non stealther realmmates to clear that room every time they pass and kill the non stealthers around the mg. Or go with a stealthzerg to mg and kill the group that is at the mg. Unless off course they are in the gateroom, waiting for pbaoe. However then you could also just leave them alone and walk past the mg.

Keeptakes are gonna be a joke, it won't be possible for the attacking realm to get their assassins inside since a 1500 range can cover all climb points with a single cast. I've already stopped playing my infil due to stealthzergs, i see no reason to restart it once ToA is released.

get a GTAOE casters to blast the area clean of these nodes. They only have 1 hp so they will die as soon as any blast gets close to them. If you dont have GTAOE casters, get a few trebs up and some volleying archers. But yes it does make the fight harder, BUT this comes after the patch where most keeps have the 2nd inner door moved to protect the lordroom. So there is more fighting inside the courtyard and less time/need to use the climb points.
 
M

Madkobold

Guest
Originally posted by Whisperess
Not really - your prime targets in DF will most likely not have access to ML2 ( can't remember if it's lvl 45 or 50 requirement )


Was thinking more about lvl 50 chars who enter DF to PL alts or farm diamond seals they can easily place those little meanies at access points to the other realms entrance area.


---------------------

Mirlena, SB (logged in DF with bb, waiting.....)
 

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