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Stealth Solution.....

naezgulnaezgul Member Posts: 374

Keep everything as it is in DAOC except you drop out of stealth after moving for 1.5 seconds. Now tie in an ability which costs 

"realm points" that can boost that time by .5 seconds up to a max of say 4 seconds.

5th tier progression 

for archers the added caveat of attacking prevents stealthing for 30 seconds

Comments

  • Ice-QueenIce-Queen Member UncommonPosts: 2,483
    I hope to goodness stealth is nothing like it was in DAOC for CU. Walking around invisible as a shadowblade and my nightshade, when I wanted to attack someone, I was going to win, unless by chance a zerg came about while I was killing there was 0 chance I would die. Invisible stealth coupled with huge opening hitters is incredibly overpowered and stupid.

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    What happens when you log off your characters????.....
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    Dark Age of Camelot

  • naezgulnaezgul Member Posts: 374

    The small change I propose is a huge change. Movement is what being under stealth was powerful.

    now getting close to target will be very tough, but you can try.....and you are able to scout as many want.

  • meddyckmeddyck Member UncommonPosts: 1,282
    There really was only one major problem with stealth in DAOC: the Perforate Artery + Crippling Death combo. Copy DAOC's stealth except leave out or greatly nerf the assassin opener from stealth attack and it would be fine.

    DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer

  • KarraptathidKarraptathid Member Posts: 78

    That would kill of the assassin class entirely.  They have to move to the kill by stealth or it's unlikely they will succeed.  Arrow chuckers don't have to have stealth (although it's mighty handy) to accomplish their mission, but assassin is completely based on stealth movement else they are nothing but a poison using Zerker.   As far as spending RPs for extra time, that would be like adding extra DPS by costing  RPs to DPS/Tanks per swing which is not very attractive, IMO.

     

     

    Midranki - To us, Thidranki Faste is not just some center keep, it's our field Guild Hall.
    Camelot Unchained's Kickstarter - Warrior Forever

  • FearumFearum Member UncommonPosts: 1,175
    He pretty much said in another post that there will be healer-tank-mage and maybe a bard class so there is no room for stealthers at launch. If he adds a archer type class I would like to see them get a camouflage so they can hide in a bush or shadows but if they move they would come out of camo, while in camo it adds nothing to attacks, its only there so they can scout and not be seen from a distance. Make it so that they can be seen from a certain distance though so you would have to be in a good hiding place to not get caught. These always invisible classes are crap and add nothing to games. 
  • naezgulnaezgul Member Posts: 374
    Originally posted by DMKano

    For how long do you have to stop before you can move again to remain stealthed?

    I think the idea is good, but in actual gameplay it would be far too frustrating with the stop and go approach.

    I still prefer having permanent stealth like in DAoC but also having classes that have passive ability to uncover stealth. That would keep it pretty fair.

     

    Half a second would be good enough pause.....

  • KarraptathidKarraptathid Member Posts: 78
    Originally posted by Tayah
    I hope to goodness stealth is nothing like it was in DAOC for CU. Walking around invisible as a shadowblade and my nightshade, when I wanted to attack someone, I was going to win, unless by chance a zerg came about while I was killing there was 0 chance I would die. Invisible stealth coupled with huge opening hitters is incredibly overpowered and stupid.

    Primary function of  rogue classes in DAoC was to take out cloth wearing spell chuckers.  Problem was they could also do that to heavy tanks.  Joe Bagofdonuts with average combat skills (player, not the character) playing a tank should have little to fear from a rogue class even in the best scenerio for the rogue.  Spell chuckers, OTOH, should have him very worried.

    Midranki - To us, Thidranki Faste is not just some center keep, it's our field Guild Hall.
    Camelot Unchained's Kickstarter - Warrior Forever

  • naezgulnaezgul Member Posts: 374
    Originally posted by Karraptathid
    Originally posted by Tayah
    I hope to goodness stealth is nothing like it was in DAOC for CU. Walking around invisible as a shadowblade and my nightshade, when I wanted to attack someone, I was going to win, unless by chance a zerg came about while I was killing there was 0 chance I would die. Invisible stealth coupled with huge opening hitters is incredibly overpowered and stupid.

    Primary function of  rogue classes in DAoC was to take out cloth wearing spell chuckers.  Problem was they could also do that to heavy tanks.  Joe Bagofdonuts with average combat skills (player, not the character) playing a tank should have little to fear from a rogue class even in the best scenerio for the rogue.  Spell chuckers, OTOH, should have him very worried.

    Agreed 

  • TumblebutzTumblebutz Member UncommonPosts: 322
    Originally posted by Karraptathid
    Originally posted by Tayah
    I hope to goodness stealth is nothing like it was in DAOC for CU. Walking around invisible as a shadowblade and my nightshade, when I wanted to attack someone, I was going to win, unless by chance a zerg came about while I was killing there was 0 chance I would die. Invisible stealth coupled with huge opening hitters is incredibly overpowered and stupid.

    Primary function of  rogue classes in DAoC was to take out cloth wearing spell chuckers.  Problem was they could also do that to heavy tanks.  Joe Bagofdonuts with average combat skills (player, not the character) playing a tank should have little to fear from a rogue class even in the best scenerio for the rogue.  Spell chuckers, OTOH, should have him very worried.

    That was the ORIGINAL function of Stealthers.  Then came the era of Bladeturn, /face, ridiculous casting speeds and thus was born the death of the Archer.  I vividly remember the quote from Sanya: Caster versus Archer isn't a good matchup for the Archer.

    The dominance of the Assassin was largely predicated on buffbots, legendary weapons and ToA crap.

    To your point, I agree... Assassin classes just got out of control, but that was more of a systemic failure.  They needed to dominate 1v1 because they were worthless in RvR.

    Emeryc Eightdrakes - Ranger of DragonMyst Keep - Percival

    RED IS DEAD!

  • ZiftylrhavicZiftylrhavic Member Posts: 222
    Originally posted by Tumblebutz
    To your point, I agree... Assassin classes just got out of control, but that was more of a systemic failure.  They needed to dominate 1v1 because they were worthless in RvR.

    That's the point. Basically, stealthers were created to be able to play solo, meaning :

    1  A need to avoid groups : stealth

    2  A need to have short fights so the enemy doesn't have time to get healed by friendly target : heavy DPS burst

    3 A need to escape once the kill is done : vanish (unbreakable instant stealth with speed bonus)

     

    The intell gathering part is very small, at least nowaday, and lots of players don't even tell to others when they see enemy movements.

     

    The way to have stealthers be useful in that game that, we shouldn't forget it, emphasizes on social interaction with the notions of realm pride and community, would be to have them to be able to gather informations on the enemy positions, cut their communication means or falsify them, or facilitate the job of allied forces by using sabotage skills.

     

    To make that you need to keep the stealth, maybe make it easier to detect by enemies so you have a chance to catch a spy watching from a distance, get rid of the DPS burst and vanish skill, and add new abilities to silence or listen to enemies, destroy siege weapons, weaken walls, etc

     

    That could also lead to sneaky crafter and houser classes for the siege weapons and walls sabotaging. We could even only allow those classes to have stealth, as to have no real fighters use it.

  • naezgulnaezgul Member Posts: 374
    Originally posted by naezgul

    Keep everything as it is in DAOC except you drop out of stealth after moving for 1.5 seconds. Now tie in an ability which costs 

    "realm points" that can boost that time by .5 seconds up to a max of say 4 seconds.

    5th tier progression 

    for archers the added caveat of attacking prevents stealthing for 30 seconds

    I'd like to add something ....tie in terrain , weather, sunny or not.

    best case...raining, night time among trees, DETECTION would be like in dark age.

    worse case. Sunny, clear, middle of plains or open grass(most travel routes) you would see them at clip range in the clear shimmer 

  • MireEternalMireEternal Member Posts: 3

    I hope stealth returns the way that i was in DAOC. Nothing like the feeling of being stalked like a type of prey.

    Mirelind Smiren RR10L8 Infiltrator.
    Old Guild member of Resurrection/Unrivaled Unity/Unholy Covonant/Ravenous
    & Tempestas.

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