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A better "fix" to permastealth... (be polite)

wyndrarchwyndrarch Member Posts: 147
edited December 2014 in The Thieves' Den
...if permastealth is really the problem that needs fixing. But this topic isn't to discuss what fixes the TR does or doesn't need in order to balance PvP. Let's assume for this topic that permastealth is the horrible end-all jagged shard of glass that is disrupting PvP.

Based off this assumption, I'm interested to hear what tweaks could be made to help combat permastealth without nerfing regular stealth (remembering that the devs themselves have stated that they have no desire to remove permastealth, only to make it more difficult).

I have a suggestion, although I have no idea if it's possible within the limits of the Neverwinter Engine:

Have a stealth bar's total capacity diminish over time, in addition to regular stealth depletion.

You could even call it PvP stealth depression. I can think of two ways to implement this, either:

a) Each full refill to a stealth bar (after the first refill) while in stealth gives diminished returns. First refill is 100%, then 85%, then 70%, then 55%, finally capping at 40%.

Obviously these numbers aren't set in stone, it could just as easily be 100%, 80%, 60%, 40%.

b) Have the total capacity of the stealth bar diminish over time, similar to how stealth does already, but at a much slower rate. Again, this should be only to a certain capping point, perhaps 40% as I suggested above.

In either case, the stealth bar should return to normal upon exiting stealth, for any reason. This way permastealth is still technically possible, but very difficult to achieve without specific builds, powers, and stats (basically how it used to be). "A" is my preferred option, just because it's easier for the TR to keep track of.

Alternatively, the other day rayrdan suggested going with the changes currently proposed by the devs (dealing damage reveals you) but having the effects not take place until a TR has been in stealth for at least 10 seconds. I like this idea too, but as a non-perma user I have a bias to like anything that doesn't affect me.

Do any of you have alternate ideas?
Post edited by Unknown User on

Comments

  • mjytreszmjytresz Member Posts: 500 Arc User
    edited December 2014
    Let's take one of the squishiest classes, nerf the mechanic that keeps it alive, and offer nothing in return.

    Man, these suggestions get better every day.
    Broken mechanics, broken class designs, lack of actual content, and over zealous, bronze-age moderation?

    Go Cryptic!
    PS - I quit.
  • mat44444mat44444 Member Posts: 116 Arc User
    edited December 2014
    Hi

    You could just simply get rid of BNS or SS - that would make any perma harder regardless of tree
  • k9madrushk9madrush Member Posts: 534 Bounty Hunter
    edited December 2014
    Im ok with the 2 second reveal but they should give us something in return in order to survive outside stealth my suggestion is placing us in "ethereal form" 100% crit chance and granting us bonus damage reduction and increase movement speed until stealth meter is empty, it will not make the rogues OP since everyone can retaliate and it will improve QoL.
  • grac3n77grac3n77 Member, NW M9 Playtest Posts: 234 Arc User
    edited December 2014
    I always suggest that let them give DC and CW a true sight encounter and SW a blind encounter which is simple to do and program. and if you are not a DC,CW and SW you can buy a ward which you can insert in your pocket inventory.
  • wyndrarchwyndrarch Member Posts: 147
    edited December 2014
    mjytresz wrote: »
    Let's take one of the squishiest classes, nerf the mechanic that keeps it alive, and offer nothing in return.

    Man, these suggestions get better every day.

    I'm not a fan of stealth being nerfed with nothing in return either, but if it absolutely must happen, I'd rather suggest alternatives that are less devastating than the current proposed change. I'm sure you're not happy with the proposed fix. Neither am I, but I'm not about to just do nothing while it happens.
    mat44444 wrote: »
    Hi

    You could just simply get rid of BNS or SS - that would make any perma harder regardless of tree

    Hello Matt. :)

    That's a good point, although I wonder if that might cripple permastealth too much as those powers are undoubtedly the foundation of it (or at least were). Also, I don't know if the devs would want to go in the direction of completely removing 1 or 2 powers - not that I'm saying they couldn't either.

    I haven't been playing as long as others though; is this something that has happened in previous modules? The removal or total change to the nature of a power?
    k9madrush wrote: »
    Im ok with the 2 second reveal but they should give us something in return in order to survive outside stealth my suggestion is placing us in "ethereal form" 100% crit chance and granting us bonus damage reduction and increase movement speed until stealth meter is empty, it will not make the rogues OP since everyone can retaliate and it will improve QoL.

    So, when we're revealed in stealth we essentially gain Unstoppable? I agree that it wouldn't make us anymore OP since we already have 100% crit strike from stealth, but I'm worried that might spur on complaints about "super fast invulnerable rouges".
  • tohidujaktohidujak Member Posts: 12 Arc User
    edited December 2014
    I'm not sure why this game doesn't have difficulty checks. Add a stealth stat to TR's, and give everyone a perception stat, say 1% increase per point of int or wis. Add bonuses to pvp gear, for each. That way, if a TR wants to focus stealth, he has to prioritize it in his build. Each time he enters line of sight of another player, his stealth skill check has to overcome their perception difficulty check to remain invisible to them.
  • kweassakweassa Member Posts: 2,390 Arc User
    edited December 2014
    tohidujak wrote: »
    I'm not sure why this game doesn't have difficulty checks. Add a stealth stat to TR's, and give everyone a perception stat, say 1% increase per point of int or wis. Add bonuses to pvp gear, for each. That way, if a TR wants to focus stealth, he has to prioritize it in his build. Each time he enters line of sight of another player, his stealth skill check has to overcome their perception difficulty check to remain invisible to them.

    So you want a certain class's entire defense system to rely on random chance?

    Woohoo, good stuff.

    I suggest we deploy the same principles to ALL classes, instead of this bigoted dounle standard that would leash only the TRs.
      Unstoppable will 'check' against the attacker's WIS? INT? whatever stat, and if it fails, will fail to protect from CC
      Any abilities CW/SW/DCs use, since they are spells, will 'check' for concentration when under attack. If fails, the spell/ability fails. This is an actual mechanic that exists in real D&D!
      The HR will 'check' EVERY ability that requires to fire with a bow, against the target's DEX stat. If fails, attacks miss
      The GF block is now no longer manual, it's auto, and it 'checks' to see if blocks succeed or fail


    Such lovely biases and double standards. :rolleyes:
    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • tohidujaktohidujak Member Posts: 12 Arc User
    edited December 2014
    I agree as far as CC. It's probably the only way to separate "control" wizards from "damage" CW's. And it lets you take control immunity out of the game. So, same thought as the perception check; if the class attempting to control another class has a control bonus less than the defending player's control resist, the attempt fails. Then add control resist to such powers as Unstoppable, block, ITC, etc. High enough that if the controller doesn't specifically spec for it, he would fail.
    And, by the way; I play my TR everyday. Don't be so quick to assume bias ;).
  • mirkraagmirkraag Member Posts: 7 Arc User
    edited December 2014
    tohidujak wrote: »
    I'm not sure why this game doesn't have difficulty checks. Add a stealth stat to TR's, and give everyone a perception stat, say 1% increase per point of int or wis. Add bonuses to pvp gear, for each. That way, if a TR wants to focus stealth, he has to prioritize it in his build. Each time he enters line of sight of another player, his stealth skill check has to overcome their perception difficulty check to remain invisible to them.

    I see your point but the problem with that is if you don't focus on stealth then the whole mechanic will become totally useless which doesn't seem very fair compared to the other class mechanics.
  • tohidujaktohidujak Member Posts: 12 Arc User
    edited December 2014
    I should probably clarify; the base stealth skill check would be more than enough to overcome most player's perception checks, when not attacking. Remove the current mechanism (stealth drain via at-wills), and the proposed mechanism (guaranteed visibility for 2 seconds via at-wills), and add a drastic penalty to the stealth skill check when attacking (against the attacked player's perception check). Not enough to guarantee visibility, but enough that if you didn't build specifically build for it, it's more likely. So, say saboteur tree gets a bonus to their stealth check, while scoundrel and executioner don't. This also allows for significant counter play via build customization, most specifically for premade pvp'ers. You can build a class, (CW for example) with high perception checks, who you can send to contest/ clear a TR on a node.

    I started a thread on this here, if anyone's into that sorta thing:
    http://nw-forum.perfectworld.com/showthread.php?811601-Difficulty-Checks-(Warning-wall-of-text)&p=9690481#post9690481
  • mjytreszmjytresz Member Posts: 500 Arc User
    edited December 2014
    wyndrarch wrote: »
    I'm not a fan of stealth being nerfed with nothing in return either, but if it absolutely must happen, I'd rather suggest alternatives that are less devastating than the current proposed change. I'm sure you're not happy with the proposed fix. Neither am I, but I'm not about to just do nothing while it happens.

    That's kind of the point.
    Why do you think TRs have been in such a bad state before? Because the forums were full of nothing but complaining beforehand. In the old days, it was a problem of "omg this invisible guy deft strike'd behind me and dazed me and killed me".
    Several dozen nerfs later, not only were TRs, for the most part, reduced to node campers and completely disregarded in most PvE, they were also one of the most scarce classes. Which made the most impact, a 15k TR or a 15k CW? The CW not only cleared nodes faster but held his own without the need for a 20 minute 1v1.

    Now, TRs get a damage boost and one tree is focused to maintaining stealth. What's everyone's problem? The damage TRs can do. What solution do they come up with? Nerf stealth.
    I can promise you this, 2 second sight or not, the dedicated TRs who actually know how to use the class are still going to wreck everything because our damage was ****ing untouched.

    Nerfing stealth is nothing more than a cheap cop-out to the current problem. Anyone who doesn't understand that invalidates their own claims. Seriously, go post in GD.
    Broken mechanics, broken class designs, lack of actual content, and over zealous, bronze-age moderation?

    Go Cryptic!
    PS - I quit.
  • wyndrarchwyndrarch Member Posts: 147
    edited December 2014
    mjytresz wrote: »
    Nerfing stealth is nothing more than a cheap cop-out to the current problem. Anyone who doesn't understand that invalidates their own claims. Seriously, go post in GD.

    That was completely unnecessary and uncalled for.

    Perhaps you didn't read:
    wyndrarch wrote: »
    ...if permastealth is really the problem that needs fixing. But this topic isn't to discuss what fixes the TR does or doesn't need in order to balance PvP. Let's assume for this topic that permastealth is the horrible end-all jagged shard of glass that is disrupting PvP.

    I'm quite aware that damage is the issue.

    Permastealth, while being its own issue, is not the cause of this new storm of lethality that has arisen from mod5, or the cacophonous uproar of complaints. It's the ludicrous damage. It was quite obvious in fact, because despite changing very little of my equipment I was suddenly almost one-hitting anyone in my GS range with an LB (and I'm on a lesser vorpal no less).

    Where we differ is as follows:

    1. I make no assumptions about your intelligence or experience based on statements you make that aren't 100% synergistic with mine.

    2. When an OP asks me not to debate a specific issue or to work on the basis of particular assumptions, I oblige them instead of exacerbating the situation.

    3. When I hear about a raging forest fire, I do my best to prepare in order to lessen the collateral. I don't just yell at it.

    You wanna debate about TR damage being too high? That's perfectly fine as I don't disagree with you. But not here, in this topic, which has nothing to do with TR damage.
  • mjytreszmjytresz Member Posts: 500 Arc User
    edited December 2014
    wyndrarch wrote: »
    I want to "debate" about everything that isn't the problem.

    Go ahead.
    That's the difference between us: I'm fighting the ****ty "fix", you're making threads about what-ifs.
    Broken mechanics, broken class designs, lack of actual content, and over zealous, bronze-age moderation?

    Go Cryptic!
    PS - I quit.
  • wyndrarchwyndrarch Member Posts: 147
    edited December 2014
    mjytresz wrote: »
    Go ahead.
    That's the difference between us: I'm fighting the ****ty "fix", you're making threads about what-ifs.

    Again with the assumptions, because this is obviously the only topic I've ever posted in and the only topic I've ever talked about, ever. >.<

    1. There are countless topics devoted to TR damage being too high; go post in one of those instead of harassing this one for not being about your chosen point of interest.

    2. You're fighting the wrong person.
  • mjytreszmjytresz Member Posts: 500 Arc User
    edited December 2014
    wyndrarch wrote: »
    Again with the assumptions, because this is obviously the only topic I've ever posted in and the only topic I've ever talked about, ever. >.<

    1. There are countless topics devoted to TR damage being too high; go post in one of those instead of harassing this one for not being about the only point of interest

    Ok .
    Broken mechanics, broken class designs, lack of actual content, and over zealous, bronze-age moderation?

    Go Cryptic!
    PS - I quit.
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited December 2014
    Please use the sticky folks. There's no reason to have multiple threads on this. It does no good for the devs to have multiple topics with feedback all over the place. Look before you post and post in the proper existing threads and forums. Thanks!

    Safe travels,
    Archmage Zebular of Mystryl

    PWE Community Moderator
This discussion has been closed.