Stealthers gonna have to rethink tactics with TOA

K

Krakatau

Guest
Not being that active myself in RvR...
But since I can't stand waiting for people to show up at mpk for 1 hour, I've mostly played my SB when I DO try some RvR...

I'm more like a crafting/PvE whore...

But with these changes,....geez

1: Why craft at all ?
2: Why even try RvR with a SB at all ?
3: Why do I even bother paying the subs ?
 
R

Rulke-RM

Guest
Originally posted by Krakatau
50 Krakatau CrazyCrafter™ <LGM Weaponsmith capped @ 1085 skill> -gimped warrior
50 Medicus The Melee Healer™ <LGM Spellcrafter capped @ 1049 skill> - aug healer
50 Onoi <LGM Tailorer capped @ 1165 skill> - summoning SM
50 Ronniejames <Noob in clownish colours> - gimped SB
50 Dream - shaman Buffer supreme
50 Medicusa - healer pac/mend
50 Greensleeves - dark RM
50 Caveman - savage
50 Medicinae - shaman cave
50 Bavald - thane
47 Loreley - berzerker (people say they're gimped - I'd say they kill fast as hell :] )
43 Ritchie - hunter
41 Candice - My love - <LGM Armorer capped @ 1165 skill> <AFK on vacation in Hagall> - skald
40 Krakel - BD
+ a few more....


I'm sure you can find another class to play :p
 
B

beck-uk

Guest
I think all these ML abilities and such like are going to really change rvr from what it is now. Maybe make things a lot more interesting (lots more options in battle) or maybe not.

The ability in question here does seem very overpowered. 5 minute re-cast timer means that each person with this ability can have 3 activated nodes at any one time (unless one is destroyed etc). If a stealthed person from an enemy realm enters the covered area they can be seen (in shadow form) by everyone in your realm?? harsh.

This will change the whole keep taking roles of wall climbers in a defended keep (assuming at least one person in the keep has this ability). This impact alone is very damaging as keep taking using stealth is a fun passtime enjoyed by many. (not for much longer :( )

A few ideas on changes...

1) if this is not in already I would definitely want a message telling me when I have entered a nodes area (so that I know when I can be seen and start hiding behind trees etc). Also a message telling me when I have left a nodes area. Otherwise I may think im happily stealthing along and I see 4 mids running in my direction.... Hmmm, are they just taking their normal route through emain or can they actually see me? BANG! I guess it was the latter :(

If I know im 'exposed' and the above happens I can bust out of stealth into mach 5. A luxoury our assasin friends will not have. Unless they get a ToA drop that has sos charges on it! :p

2) 15 minutes is a long time, maybe change the duration to 1 minute and re-cast time to 15 minutes or something.

3) Maybe change it so that only the node caster can see the 'exposed' stealthers. Will still be able to tell ppl where you are etc but may give you that little bit more time to run! :p

4) as after 15 minutes a single guy can have 3 of these babys up I would like to see the range reduced to something like 800 so that the node guy has to use a bit more thought and place em in a kinda of triangular formation to get the most out of em. Obviously you could have more than one person placing these things so a reduced area is not out of the question.

5) idea: maybe change it so that the node 'pulses' once every minute. When this pulse happens, if you are stealthed and in the area of the node a check is done against your stealth lvl (maybe factor in distance to the node too) and their is a chance that you are 'exposed' for a 1 minute period. This way, stealthers will have even more reasons to go high stealth and ppl with low stealth will be 'exposed' for the full 15 minutes as they will fail the check on every pulse.

A similar idea would be the same but if you fail the check you are 'exposed' for only a few seconds. It would be like a horror film lol, the pulse goes off and suddenly you see 5 wraith like people heading in your direction! After a few seconds they vanish again and then BANG! Eeeek (time to run me thinks) ;)

With a few tweaks the above idea could make the ability a more reasonable proposition (not sure how hard to implement though). Otherwise in its current state this will be very hurtful to stealthers.

Anyway as ppl have said, by the time we get ToA (including all the balance patches that will come with it) this ability hopefully will have been changed for the good of the game. Plus we will have already read up on the best ways round it etc. :)
 
S

Shike

Guest
Originally posted by Tesla Monkor
Yay. It got nerfed.

NEW THINGS AND BUG FIXES

- Prescience Node now has the proper 5 minute recast timer.

Now all they need to do is fix the range bug. Once you enter the Node area you are revealed, but when you leave it you are still visible up to clip plane. Buuuug.


nonono, until its classified as a bug its still working as intended :)
 
O

old.Xarr

Guest
apparently you can also have only one node at a time now too... (that's what they said on the vnboards atleast).
 
I

Indiana Jones

Guest
so its still active during 15 min, but there is a 5 min recast time

makes sense, by the time the node has been used, the caster can create new one :doh:
 
O

old.linnet

Guest
Cancelling the husband seems a bit harsh :)

edited to add: Isn't there rumoured to be some power in the Sojourner line that will cancel out the mines. Sucks to be a non-minstrel or archer, I guess ;)
 
I

Indiana Jones

Guest
Originally posted by Rulke-RM
2 things:

1-Assassin's have been able to kill casters with impunity since day 1, but when casters can see assassins, and then have to melee to uncover them still, its overpowered?

2- The stealther population is far to high and squeezed into to small an area, add the fact they have no natural enemy and theres nothing to keep them in check. New RvR zones might help alleviate the overpopulation proplems though.

I have played all types of class in this game, casters and stealthers included, and i have no sympathy for assassin classes, they have been on top far to long.

not only casters can see the assasins, everyone who belongs the same realm as the caster who created the node, can see the stealther afaik.
Further more, with node like this you completly screw up the assasins. We have to wear one of the weakest kinds of armor and now the remove our major weapon: critical strike. Backstab and PA have to be performed stealthed. If you see us coming, you can simply run away.
What would you do if they gave assassins a node, or better a mine that made all magic impossible during 15 min.
 
J

Jaem

Guest
its just like an ingame radar cheat thingy that only works for stealth classes :/

TS you have to choose out of other RA's, and then again thats 60 sec active 30 min recast... don't see how they can give non-stealth classes something by far better.
 
F

Frealaf

Guest
Never thought I'd see the day when I would be standing side by side with Alb stealthers, but I have to agree with Beck and Indianna's views on this subject.

The nerf to 5min recasting still allows a lone caster to have three of them up which if set in a line, would create a 'belt' with a coverage of 4500 x 1500 units. Just imagine if we could drop mines creating an equivalent null magic zone.

I think Mythic have gone a little over the top with these ML abilities and have ruined a lot of class defining abilities e.g. I'm sure Cave Shammies are not happy about the availability of group cure disease.

I do feel that this will still impair the scouting role that rogues do. On at least two occasions I have sat in Odin's Gate watching an Alb relic force build up. I would not have been able to get as close and scout in as much detail with these spot lights all over the place. Im sure assasins will think twice now before poking their head over a keep wall to set GT too.


Frealaf Ulfwerenar 50 Hunter Prydwen

P.S. Sorry about hitting you 4 times in one volley last night Indianna. Was a freak event and I hope you saw the funny side (have a screeny if you are interested).
 
R

Rulke-RM

Guest
Originally posted by Indiana Jones
not only casters can see the assasins, everyone who belongs the same realm as the caster who created the node, can see the stealther afaik.
Further more, with node like this you completly screw up the assasins. We have to wear one of the weakest kinds of armor and now the remove our major weapon: critical strike. Backstab and PA have to be performed stealthed. If you see us coming, you can simply run away.

If it's a solo caster you have 15 seconds to get to him and preform a CS move.
If its a fg or more, you have 15 seconds to get 1500 away.

It won't matter anyway. Mythic will wait until every caster has bought a copy of ToA and then they will nerf it to hell

Originally posted by Indiana Jones
What would you do if they gave assassins a node, or better a mine that made all magic impossible during 15 min.

That sounds almost as stupidly overpowered as being able to walk completly undetected to a class and 1 or 2 hit them, even if they are standing beside the lord at a level 10 keep. Also, there are mana draining and spell cast-speed decrease zone MLs.
 
I

Indiana Jones

Guest
Originally posted by Rulke-RM
If it's a solo caster you have 15 seconds to get to him and preform a CS move.
If its a fg or more, you have 15 seconds to get 1500 away.


oh right, we are supposed to recognise the casting movements? Are we supposed to run every time a grp appears now?
 
T

Turamber

Guest
It's on a 5 minute retimer, it takes 15 seconds to cast the spell.

Think about it - which caster in their right mind will stop in the middle of nowhere to cast this spell in the hope of unstealthing somebody? Absolutely nobody.

What WILL happen is that casters passing milegates with their buddies will routinely do it. This just spells the end of stealthers camping milegates, not the end of stealthers as such.

In any event - from what I've seen of the abilities so far there will be plenty of balancing and counter abilities.

I had hoped that the master levels would re-balance the game between tanks and casters as that is out of whack, but not seen anything much in that respect. I live in hope...
 
R

Rulke-RM

Guest
Originally posted by Indiana Jones
oh right, we are supposed to recognise the casting movements?

Heaven forbid assassin classes actually having to think!
 
T

Tesla Monkor

Guest
I suspect that Sojourner Masterlevel 7 (Resistance of the Ancients) will help people to resist all the skills we've seen pass so far.

(I'm only guessing here, though). This is a line both minstrels and all archers can choose. (And you'd be insane not to), but assassins do not get this choice.

Perhaps, for once, archers are left without repercussions of the actions taken against assassins. However, ML7 to cancel ML2 sounds a little harsh. (But logically... All MLs seem to have a counterpart at some other point in another line).

ML7 will take months to archieve. ML2 takes a week.
 
I

Indiana Jones

Guest
Originally posted by Rulke-RM
Heaven forbid assassin classes actually having to think!

assassins don't require intelligence... :)
 
R

Rulke-RM

Guest
And to the people commenting that it's wrong to introduce something that nullifies another classes entire specline...

BAoD?
BoF?
SoS?
GP?
Det?
StT?

And how many of them adversely affect casters? :/
 
I

Indiana Jones

Guest
don't know all of those RA

but BoF, SoS, GP,... they all have a very high recast timers (30 min) and is effective during 30 sec - 1 min


5 min recast timer for a spell that works for 15 min... thats a bit too hard imo

30 min recast for 1 min spell, like True sight... that i would find normal
 
R

Rulke-RM

Guest
Group with 2 chanters and 2 druids, thats BAoD and GP on a 15 minute timer, which by the time you port back and buff up, is how often you will fight them. Det 5 (75% resistance to all castable CC!!) is a slap in the face to all CCers.

Originally posted by Turambar
It's on a 5 minute retimer, it takes 15 seconds to cast the spell.

Think about it - which caster in their right mind will stop in the middle of nowhere to cast this spell in the hope of unstealthing somebody? Absolutely nobody.

Exactly, the only place stealther's will have to worry about these is at milegates and enemy TKs, and you can easilly pass a milegate as a friendly FG runs through. Less camping of milegates is a good thing imo
 
R

riv

Guest
imho some aspects of stealth are overpowered.

i only play casters, so i'll give my perspective on it:

with my rm, if a stealther approaches me, i'm pretty boned- since low hp, cloth armour, and blade-turn popping styles makes for one very dead caster.

with my bd, i have more of a chance. if they don't get in the one hit kill i might be able to lifetap them to death. its down to luck more than anything else.

for me stealthers are my bane, but at least i can own tanks... oh wait :)

for me, giving casters a bit of a chance vs stealthers is nice, but not this mad idea where you could cover the realm in nodes and uncover everyone.
 
B

bigchief

Guest
Its not just a case of noticing them cast it.

It lasts for 15mins. it could have been there 10mins before you arrive, start walking through the mg then o no wait theres a grp here and they can see you

/rel

Its bad enough as it is trying to get through mg's these days just from pbae/ae/gtae and other stealthers (of which there are many) without making every other class in the game able to see us too :(
 
F

Falcon

Guest
All the casters whining about stealthers really need to get a grip and try playing one, I know casters have a lot of issues right now but I've played both extensively and casters are in a far, far better position than stealthers.

If you're getting one shot by an assassin more often than once every 6months when an assassin is lucky enough to have strength relics, MotA3 bot buffs and a very lucky max crit then you seriously need to get some melee resists and SC'd armour and quit using dropped 89% qual armour or whatever it is that's making you so gimped.
 
A

Ardrias_Mid

Guest
I'd say interrupts and resists are what makes casters gimped, but thats not the issue :)
 
S

Shike

Guest
Rulke has a fair point actually.

Look over the nerfs casters been through lately, look around and see how many active ones there are left. Was it really fair to render many so many classes/speccs totally unviable in RVR? Isnt it good that they get some love? Is all about you, you and you that plays a stealther? It really seems like it sometimes.
 
T

Tranquil-

Guest
Lets hope this will be nerfed somewhat, but that they take their time before fixing it. That way lots of stealthers will quit before it's fixed. :p
 
T

Tesla Monkor

Guest
You lot realise that casters are still the most damaging class out there, bar none? You don't have paper armor without a reason. :p
 
F

Faravid

Guest
Ohh ive just been recovering from the see hidden INSANITY wich made me end the game..

Starting up a new hunter and wtf is this.. yes i know that assassins is a big problem but no way in hell is this a solution.. this ML is going to be the end of stealthers i´d say.. and to quote someone who said "why would a caster stop in the middle of nothing to cast this.. well EMAIN isnt that big if we are talking in terms usual RvR and you can be sure that groups will stop for 5 secs every 5 mins to cover up almost whole of the area since knowing where some one is may lead TO RPS..

This is a fix in the line of "Berzerkers are owerpowerd must nerf, Kills the zerk as a class and also kills all kobold SBs", since Zerkers where overpowerd we must Raise the Merc dmg now merc is SILLY overpowerd and to add it on we get a new "light tank in mid wich just takes over the Zerkers overpowerness"

The guys that are making this game got to have 0 play time, cause no patching they have ever made has really "BALANCED" the game.. just "UNBALANCED" it in another way...
 

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