Adjust stealth group penalty

Started 4 Oct 2020
by bluefalcon420
in Suggestions
as the penalty is now, you cant even run a 3 man without being popped by visible characters.

its pretty ridiculous.
Sun 4 Oct 2020 11:08 PM by ExcretusMaximus
bluefalcon420 wrote:
Sun 4 Oct 2020 10:42 PM
as the penalty is now, you cant even run a 3 man without being popped by visible characters.

its pretty ridiculous.

I agree, they need to increase it by 500%.
Mon 5 Oct 2020 1:22 AM by bluefalcon420
how about some moderation please? my suggestions are not trolls.
Mon 5 Oct 2020 1:22 AM by gotwqqd
ExcretusMaximus wrote:
Sun 4 Oct 2020 11:08 PM
I agree, they need to increase it by 500%.
Agree
Per added stealthed player
Mon 5 Oct 2020 3:19 AM by thirian24
bluefalcon420 wrote:
Sun 4 Oct 2020 10:42 PM
as the penalty is now, you cant even run a 3 man without being popped by visible characters.

its pretty ridiculous.

Youre not going to get any sympathy for stealth groups, especially the way the **no bad words pls** edited by Uthred archers are currently.
Mon 5 Oct 2020 4:12 AM by ExcretusMaximus
bluefalcon420 wrote:
Mon 5 Oct 2020 1:22 AM
how about some moderation please? my suggestions are not trolls.

Moderation for what? Agreeing with you? You want the penalty adjusted, so do I. We're on the same side.
Mon 5 Oct 2020 6:44 AM by bluefalcon420
I think the penalty should be dynamic based on the size of the opposing group. So a fg would have the same chance of seeing a fg of sneaks as a solo visible would have of seeing a solo stealther. as it is now, a fg can easily see a 3 man of sneaks. That's stupid. where's the balance in that? coupled with no mez blade.

shesh.
Mon 5 Oct 2020 6:46 AM by bluefalcon420
maybe decrease run speed for visible toons the larger the group you're in. supplement that lost speed with a skald bringing you back to normal speed. should be costs to grouping, right?
Mon 5 Oct 2020 8:15 AM by Sepplord
imo the stealthpenalty for grouping is not well implemented...i agree in that point
The main issues though isn't that it is too strong, but that it doesn't have the results it intended to (from my limitied POV as i can only guess)

The stealth penalty was successful in changing the amount of grouped assassins and has reduced the amount of assassinheavy groups, as they need to be close to each other and near the victims run-path to initiate. That makes them suspectible to being detected and with the grouppenalty made them easy "fodder".
The result wasn't though that the amount of stealthgroups decreased, the compositions just changed from balanced/assassinheavy stealthgroups to archerheavy groups.

Against assassinheavy groups there was still counterplay possible to some degree with fast reaction times and them missplaying their opener. I am not saying it wasn't annoying or that assassin-zerg were no issue...but it isn't even close to what happens when the same happens but on 2000-3000range.

Archergroups can spread out and can stand far away from the run-routes they camp. They are also much safer than assassins (even considering vanish). And it's just going to get worse with nearsight-shots coming into the game


Tl;Dr: The stealthpenalty didn't decrease the stealtherissue, it worsened it by shifting player from assassingroups into archergroups
Mon 5 Oct 2020 8:38 AM by gotwqqd
bluefalcon420 wrote:
Mon 5 Oct 2020 6:44 AM
I think the penalty should be dynamic based on the size of the opposing group. So a fg would have the same chance of seeing a fg of sneaks as a solo visible would have of seeing a solo stealther. as it is now, a fg can easily see a 3 man of sneaks. That's stupid. where's the balance in that? coupled with no mez blade.

shesh.
A full group doesn’t need to see 3 stealthers
Mon 5 Oct 2020 1:59 PM by Spiegal
The other day there was about 10 alb Stealther in front on Bled, that was ridiculous lol
and how many times I saw 4 rangers in a square formation just destroying smallman.

No empathy for you
Mon 5 Oct 2020 3:32 PM by thirian24
Delete stealth from the game. Itll fix the issue
Mon 5 Oct 2020 4:23 PM by Delsaer
Making stealth not function when grouped with other stealthers would be a good change, or make it only put them in ghost form but not invisible. That way if a group has 1 archer/assassin with them for whatever reason they can still stealth to scout or use openers/get into a keep/etc. but if it is a group of stealthers then it doesn’t work.
Mon 5 Oct 2020 6:38 PM by Cruella
I saw a stealth group in df yesterday on my lvl 36 paladin half a room in front of me. Seems a bit over the top. And im no sneak player.

What about doing it like in warhammer. When you use stealth... your stealthed for like 30-60 seconds and pop up again. Then you get a cooldown of like
6 seconds to restealth again. Enough time to ambush your target.
Mon 5 Oct 2020 6:55 PM by DinoTriz
I'm starting to feel sorry for the devs.

This game is a non-stop complaint.

I'm not saying that OP is wrong about his suggestion. There very well may be an issue with stealth group visibility. I don't know.

What I do know is that whenever a dev pushes a lever forward because enough players complain, another two levers move back and a whole new set of players start to complain.

I just feel for the devs. That's like being stuck in a nightmare scenario. They make Twilight Zone episodes about that probably.

Anyway, wish you well in your suggestion and I hope the devs find their inner peace and balance.

Namaste.
Mon 5 Oct 2020 10:32 PM by Gildar
Just decrease again archer dmg like before the boost they made ... problem solved.

You dont ask to yourself why some month ago archers wasn't a problem ? And why after archery boost Devs made 50% of players exp an archer ?
Because now archers are op and do too high damage.
Lower back archery damages and problem is solved
Tue 6 Oct 2020 3:43 AM by gotwqqd
Spiegal wrote:
Mon 5 Oct 2020 1:59 PM
The other day there was about 10 alb Stealther in front on Bled, that was ridiculous lol
and how many times I saw 4 rangers in a square formation just destroying smallman.

No empathy for you
Did the party get split up?

Also regarding fixes with groups....it don’t matter many don’t group anyway. The fix needs to be based on a large proximity radius
Tue 6 Oct 2020 6:21 AM by Rov
Yes half stealthers damage my 50% by every other stealther that joins the group aswell.
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