Limited Hidden

Started 18 Oct 2018
by Belihal
in Suggestions
My suggestion is limit to 5 archers and 5 melee hidden per realm, so we r not heading to a stealther game.
Thu 18 Oct 2018 9:29 PM by defiasbandit
Just nerf steath if they are too close to eachother.
Fri 19 Oct 2018 1:12 AM by Cadebrennus
Make moving in stealth cost a set amount of endurance regardless of tireless, long-wind, or endurance regen potion (or spell buff). This is where ESO got it right about stealth.
Fri 19 Oct 2018 3:26 AM by Aincrad
Stealth is perfectly fine as is. Please do not completely change dynamics of stealth classes.
Fri 19 Oct 2018 6:57 AM by Druth
This is Beta, and many things could change with Live, or even i50.

But I will not be playing a server with a 30%+ stealth population, especially if they can group up and keep near invisibility.
Tried it on Live, and it was unbearable.
Fri 19 Oct 2018 7:09 AM by Cadebrennus
Druth wrote:
Fri 19 Oct 2018 6:57 AM
This is Beta, and many things could change with Live, or even i50.

But I will not be playing a server with a 30%+ stealth population, especially if they can group up and keep near invisibility.
Tried it on Live, and it was unbearable.

This is why you invite an Assassin into your visible group and go stealth-zerg busting. Do it over and over again until they log. Free RPs and fun for all (except for the stealth zerging weenies.)
Fri 19 Oct 2018 7:43 AM by Druth
Cadebrennus wrote:
Fri 19 Oct 2018 7:09 AM
This is why you invite an Assassin into your visible group and go stealth-zerg busting. Do it over and over again until they log. Free RPs and fun for all (except for the stealth zerging weenies.)

Not a bad idea, but I don't want DaoC to be a "hide and seek" simulator.
Some might enjoy hunting stealthers with a fg, but I doubt it.
Fri 19 Oct 2018 7:58 AM by Cadebrennus
Druth wrote:
Fri 19 Oct 2018 7:43 AM
Cadebrennus wrote:
Fri 19 Oct 2018 7:09 AM
This is why you invite an Assassin into your visible group and go stealth-zerg busting. Do it over and over again until they log. Free RPs and fun for all (except for the stealth zerging weenies.)

Not a bad idea, but I don't want DaoC to be a "hide and seek" simulator.
Some might enjoy hunting stealthers with a fg, but I doubt it.

We used to do this on live all the time. When soloers were collecting items for bounty points they would get jumped by 10-20 stealthers (no exaggeration.) The soloers would report a stealth zerg and the known stealth hunters (myself included) would form up groups to hunt them down mercilessly until they either moved on or logged off. It's a good way of community policing. I called it "turning on the lights and watching the cockroaches run."

https://youtu.be/jTga15Be3fo


I've shared this video before, but it has a point. It shows the problem (stealthzergs) and the solution (dedicated teams to clear them out.) As you can see, a good team which needs only one stealther (for detect hidden here or MOS on live) can clear out twice their numbers of stealth trash quite easily.
Fri 19 Oct 2018 9:09 AM by Druth
MoS is a game-changer, along with PN and SL, when it comes to stealth.

We don't have MoS here, so wont be seeing stealthers like in the video.
And survivability is higher on Live, fights lasts longer (had one 1v1 on my valk vs. a reaver where my 10 and 15 min timers startet to come back up).
That does not happen here, fights are fast so your duo would be destroyed the first 5 secs of that fight.
I admit I did not watch the whole video.

NF RA's/ToA changed stealth game.
Fri 19 Oct 2018 9:20 PM by Cadebrennus
Druth wrote:
Fri 19 Oct 2018 9:09 AM
MoS is a game-changer, along with PN and SL, when it comes to stealth.

We don't have MoS here, so wont be seeing stealthers like in the video.
And survivability is higher on Live, fights lasts longer (had one 1v1 on my valk vs. a reaver where my 10 and 15 min timers startet to come back up).
That does not happen here, fights are fast so your duo would be destroyed the first 5 secs of that fight.
I admit I did not watch the whole video.

NF RA's/ToA changed stealth game.

The duo was primarily a Visi Ranger and Warden so the PBT and heals is what allowed us to survive against greater numbers and defeat them. If HPs had indeed been lower on live like they are here we would have dropped those stealthers even faster while still surviving. MOS played a big part in our survival as well, preventing PA and Critshot from being a factor in the fights. Another factor is the pure idiocy of stealth zergers who can't cope when their style of play (stealth zerging) is thrown for a loop.
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