Stealth

Started 3 May 2018
by Bebop86
in Suggestions
Pets don't deaggro after losing vision of their targets on earlier patches, and to be honest it's anti fun af. How about pets who technically who no longer have vision on a target deaggro.
Thu 3 May 2018 6:26 PM by Jabstar
I'm trying to decypher what you wrote. are you asking for pets to deaggro stealthed players (and out of visual range)? In that case i agree or do you want pets to stick on stealthed targets?
Thu 3 May 2018 8:00 PM by Krishprolls
Don't be so harsh He is asking for pets to stop following a player after he went stealth mode (not seen anymore by the pet, visual range or not).

I do agree with this feature to be removed (if ever it is "on" on Phoenix server); I've always felt it as a developping bug: when you stealth, you stealth. Pets don't have a super power allowing them to see into the shadow world!
Tue 3 Jul 2018 11:47 PM by Isavyr
If assassins were actually about subtlety, and balance, then sure. Since they're more of a blunt force attacker that happens to have near-immunity (stealth) and able to 1:1 most classes, I am against them having the ability to stealth during pet's pursuit.

Most assassins want this feature because they want to kill one person, get away without the pesky effects of someone sending a pet against them, return into semi-invulnerability via stealth, and then pop more targets. They want no price to be paid for failed kills, or successful (but dangerous) kills.

Basically, do we think assassins need to be stronger? I think not. Until stealthers are better balanced, with weaker stealth perhaps, or a rehaul (not gonna happen), I strongly vote no.
Wed 4 Jul 2018 5:30 PM by Gohanz
There is someone that has never played a stealther ^^
Yes they are strong, but if you get 1v1'ed by one on a tank you're pretty bad. Also, no speed, no buffs, takes ages for them to get somewhere to fight and 9/10 a caster sees the stealther having just killed someone, can't get in range to nuke but can stick a pet on to guarantee a ranged add. There's a reason that pets deaggroed stealthers on live, and that's cos it's a broken ass mechanic
Wed 4 Jul 2018 5:33 PM by Uthred
Moved to Suggestions.
Fri 6 Jul 2018 2:39 AM by Isavyr
Gohanz wrote:
Wed 4 Jul 2018 5:30 PM
There is someone that has never played a stealther ^^
Yes they are strong, but if you get 1v1'ed by one on a tank you're pretty bad. Also, no speed, no buffs, takes ages for them to get somewhere to fight and 9/10 a caster sees the stealther having just killed someone, can't get in range to nuke but can stick a pet on to guarantee a ranged add. There's a reason that pets deaggroed stealthers on live, and that's cos it's a broken ass mechanic

I used to exclusively play infiltrator, nice try. And if you're having trouble with tanks, maybe you ought to vary your game-play.

And no, a pet being sent on you isn't a guaranteed death, nor is it as easy to have a pet sent on you as you imply, as it requires 1500 range or so (quite close). With smart placement, you can discreetly rid yourself of most pets, or even better, avoid them in the first place. If pets are a continual problem, you should question why you had a pet on you in the first place.

I can't comment on why Live did anything, but to use Live as the golden standard is laughable considered their long history of failed mechanics. Again, I'll repeat myself: I'm not entirely against it. If the assassin inhabited a better place than mostly ganking/griefing, then I would be for it. But assassins don't need the buff.
Fri 6 Jul 2018 8:13 PM by megatron
No.. Pets were set up to work exactly this way for a reason. I'm not going into it any further than to say that the stealther balancing act is a tough one and the "track" ability was definitely implemented as a balance to the stealther's ability to snipe rps and disappear...especially ranged stealth.
Fri 6 Jul 2018 10:16 PM by l00ri
I can live with both versions, but ...

If a Stealther hides a player can't see and attack him anymore, why should a pet miraculously see them, follow them and attack them (unless they have detect hidden like Naburit Drinkers) ? There are a lot of yellow mobs that don't see stealthers normally, but if its controlled by a player it gets some superpowers that allow them to see stealthers ?

This did not make any sense and Mythic fixed it which was correct imho. (Patch 1.88b, April 2007)

Just because it was on live at this exact patchlevel doesn't mean it has to be in the game despite the fact that its completely stupid. ;-)
Sat 7 Jul 2018 1:38 AM by Bethoc
l00ri wrote:
Fri 6 Jul 2018 10:16 PM
I can live with both versions, but ...

If a Stealther hides a player can't see and attack him anymore, why should a pet miraculously see them, follow them and attack them (unless they have detect hidden like Naburit Drinkers) ? There are a lot of yellow mobs that don't see stealthers normally, but if its controlled by a player it gets some superpowers that allow them to see stealthers ?

This did not make any sense and Mythic fixed it which was correct imho. (Patch 1.88b, April 2007)

Just because it was on live at this exact patchlevel doesn't mean it has to be in the game despite the fact that its completely stupid. ;-)

It could also be said that a character 'stealthing' by becoming completely invisible is miraculous, stupid, and quite the superpower. Gameplay balance and fun factor should trump realism, and pets are only a minor situational counter to stealthers, who have an enormous advantage over any visible class by being able to choose their own battles and disengage when it doesn't suit them.

I don't have much sympathy for the ones who misjudge their strength and think they should still be able to get away with zero consequence. They already do that well enough.
Sat 7 Jul 2018 8:35 AM by Clydde
l00ri wrote:
Fri 6 Jul 2018 10:16 PM
If a Stealther hides a player can't see and attack him anymore, why should a pet miraculously see them, follow them and attack them (unless they have detect hidden like Naburit Drinkers) ?


Pets are wolves /dog known for their powerful ability to smell scents. Therefore, they can smell many things they can't see...yet. Your pet dog smells you coming back home way before he can see you. Incredible isn't it?

You find it stupid? Well, maybe it is, but not as much as somebody vanishing in front of everybody's eyes. It's a GAME, therefore it is subject to rules that try to balance as much as possible so everybody can have fun.

Popping from nowhere, killing a guy and vanishing without any possible retaliation is not balanced. Killing somebody and having to escape a pet chasing you adds adrenalyne to this. Instead of just waiting for the timer that says "Hey let's kill somebody", you have a timer that puts the kill in perspective.
Sat 7 Jul 2018 9:36 AM by l00ri
The only class that can "vanish instantly in front of everyone's eyes" would be the infiltrator and he has to spend 10 realm points (with 30 minutes re-use) to do that at this patchlevel, everyone else has to be out of combat for 10 seconds before they can stealth again, should be enough time for a group/zerg.

As I said I can (and did) live with both versions, but it makes no sense logically how re-stealth with a pet chasing a stealther worked back on live at this patchlevel.
Tue 10 Jul 2018 3:27 PM by Zottya
Clydde wrote:
Sat 7 Jul 2018 8:35 AM
l00ri wrote:
Fri 6 Jul 2018 10:16 PM
If a Stealther hides a player can't see and attack him anymore, why should a pet miraculously see them, follow them and attack them (unless they have detect hidden like Naburit Drinkers) ?


Pets are wolves /dog known for their powerful ability to smell scents. Therefore, they can smell many things they can't see...yet. Your pet dog smells you coming back home way before he can see you. Incredible isn't it?


Does my pet fish do this? I want to know?!?! ooooh ooooh what about my guinea pig?!?!?! My parakeet?!?!?!
Tue 10 Jul 2018 3:52 PM by Twizzy
Bebop86 wrote:
Thu 3 May 2018 4:32 AM
Pets don't deaggro after losing vision of their targets on earlier patches, and to be honest it's anti fun af. How about pets who technically who no longer have vision on a target deaggro.

How about ALL mobs deaggro if we stealth out of combat with them. Why don't they just stop in their tracks, their health doesnt get to start regen until after they get back from where they chased from.... This would make stealth work a lot better!
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