Perma stealth Rogues are become real problem in PvP simple because they is no counter to them, you cant fight back so its just a playground to them, they is a very simple way to counter the problem that won't impact on there PvE environment.
When rogues attack from stealth they become semi-visible and attackable by players (not npc's)... they still however get there full combat advantage, also if they stop attacking they will vanish again compleately
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Rogues are not the only problem in pvp right now, tho this is a idea to tackle the rogue issue.
Cloud of Steel: This power now has 8 maximum charges, down from 12.
[*]Duelist's Flurry: When the bleed portion of this power is at 10 stacks, further applications now recalculate damage in addition to refreshing the duration.
[*]Feat: Speed Swindle: This feat is now properly considered a Control effect for calculations and procs.
[*]Lurker's Assault: This power now grants 5 / 10 / 15% bonus Crit Severity, instead of 20 / 40 / 60% bonus damage.
[*]Stealth: At-will powers used from stealth will now partially deplete the Stealth Meter.
Perma-stealth seems to have taken some heavy hits with today's Patch Preview Patch Notes.
I am sooooo happy. Perma stealth - that bugged, cheesy class will now actually have to fight and PvP. This makes the PvP world so so so so much better.
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inexgravMember, Neverwinter Beta UsersPosts: 0Arc User
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Perma-stealth seems to have taken some heavy hits with today's Patch Preview Patch Notes.
finally.....