Stealth was always a bit OP mechanik for pvp.
As Stronghold came, TR just became god. I can hold any territory with my 2,5 TR, harassing enemies, killing catapults silently, etc.
Here's my idea (If it is possible within the boundaries of the game engine)
This is your sight of view. You can see the TR in different range, depending on where he is.
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A: The TR is in front of you. If he does not wear cloak of invisibility, you should see him. The range, where you can see him in stealth is relatively long. You can see him, if he is closer than 15-30 feet. (Choose the distance, I don't really know how much would be balanced. )
This cone could also vary, depending on what would be balanced (45-60-90 degrees cone, pick one)
B: TR is not directly in front of you, he attacks from the flank. You can see him, if he comes close. You can see him from 10-15 feets in stealth.
C: TR is behind you. You cant see him or target him.
This mechanik would mean, that TR has to use tactics and positioning to attack players. But it would also mean, that other players could counter his stealth.
Some other balancing issues:
Remove unmitigated damage sources from saboteur (Shadowy opportunity -> Backstab: You deal 4-20% more damage, if you are behind your target. This amount doubles in stealth. Bload soaked blades: If enemy you damaged dies, you deal 2-10% more damage for x seconds. Does not stack. etc
Shocking Execution: You should be able to onehit players from max hp. Rew: This power can only deal maximum 50% of your targets health (You could onehit enemies below 50% HP, but not from max health)
My story is truly a grand tale! Of course, any story about me is going to be grand simply by virtue of the main character.
Comments
Maybe that's needed.. Maybe it's not.
But that would certainly be the result of your proposed change.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
They did release it live, it was rolled back and deemed a poor implementation by the majority of the pvp community and developers alike.
I swear it wasn't so small back before mod 5. You have to be practically ontop of them at the moment, making stealth just a form of immortality again certain classes
and also the featured satirical comedic adventure "A Call for Heroes".
Not that so many people play Stronghold anymore, so nevermind after all.
Those rings seem OP, power creep is not the soultion IMO. But it can work against TRs. Wont save pvp though.
Dodge distance was increased because a good GWF could still land encounters right after a dodge roll on TR, TR's have the longest delay time before being to recast dodge.. so current distance is a must.
What is The fun of click click click q click click click e click click click r ....and being invisible is as fun as hunting a bear with an sniper and say "i defeated that beast"...
This is the only game when u can attack from range and remain invisible.
While a stealthed TR take (Cap) a node are the Border of his body Visible to all,
when he leaves the Cap field (area), he's again full stealth.
The 2 second stealth reveal on attacks? The devs almost had the answer, but did it wrong. It shouldn't have been a 'reveal on attack.'
What it should have been, was a 'reveal on last glimpse.'
Currently, stealth is revealed within a very close range, my guess is probably under 10~15ft. Within this distance the stealth is revealed, but as soon as the TR leaves that range targeting is lost. Not only is targeting lost, but in many cases powers that went into visual activation are cancelled as well.
This presents a huge problem for most people who fight TRs, in that even if the player is experienced and can correctly anticipate the movements, if he doesn't have a non-target AoE type attack, then there's no way to hit the TR at all -- even if you correctly guess its position and flush it out. As soon as it moves out of range it disappears even faster than restealthing... and at the current speeds the TR can move when in stealth... combined with the effects of a certain mount... along with the TR dodges... well...
Change it so that if you catch a 'glimpse' of a TR, then it remains for a short time, at least long enough to try and chase, or throw an attack or two. Maybe the 'glimpse' of the TR remains for 2 seconds.
Why this idea is good:
1. This rewards the players with better combat management, and keen insight/anticipation as to where the TR is and how it will move.
2. For TR players, it's not as devastating as the '2s reveal', but does force better positioning and better planning. It also reduces the efficiency of TRs on nodes. It's balancing, but not a one-sided, total nerf like the '2nd reveal' that basically negates the base concept of 'stealth' totally.
3. Class-wise, fast movers such as SWs and GWFs will have a much easier time in flushing out the TR.
4. Power-wise, utilitarian CCs - particularly roots and slows will become much more useful in hunting TRs down. It also gives some use for certain utilitarian powers with movement, such as Punishing Charge
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
I agree with morenthar that ITC needs to be changed as well and even on it a start would be that it drops when the TR attacks (assuming they could also make things like overloads and boons not count as actual attacks for this purpose).