Stealth slam/stun too strong , game out off balance.

Started 3 Nov 2018
by Plurk
in Suggestions
Scout slam and minstrels insta stun/mezz are too strong in this game at this moment. Without see hidden and camo all stealthers now have the same chance to be detected. Assasins were on top off the stealthers community . Now Slam and stun are used as openers and put the opponent is out off order right from the start off the fight. Without the advantage off seeing your opponent first, the balance is i.m.h.o. gone.

I would suggest to
    implement see hidden/camo
    or maybe change the stealth range in favor off assasins
    or .... make slam, stun less effective used by stealthers,
    or shorter purge timer for assasins ?
Sat 3 Nov 2018 10:40 PM by Kaziera
i suggest go alb and play those classes. they have their own problems.
Sun 4 Nov 2018 3:41 PM by Sepplord
Assasins were on top off the stealthers community

and you want to be back at the top of the foodchain uncontested...

understandable...but doesn't mean that's a good idea

have you tried the other side that is so green?


and what kind of minstrel is stunning you from stealth before you see the minstrel? and why would a minstrel even do that??
Sun 4 Nov 2018 3:55 PM by Druth
Plurk wrote:
Sat 3 Nov 2018 5:00 PM
Assasins were on top off the stealthers community .

My bias radar is running amok with that sentence...

I'll bite though, and ask... which archtypes do you want to be dangerous for assassins then?
And keep in mind they also should be able to find them then.
Sun 4 Nov 2018 4:42 PM by Kwall0311
Sepplord wrote:
Sun 4 Nov 2018 3:41 PM
Assasins were on top off the stealthers community

and you want to be back at the top of the foodchain uncontested...

understandable...but doesn't mean that's a good idea

have you tried the other side that is so green?


and what kind of minstrel is stunning you from stealth before you see the minstrel? and why would a minstrel even do that??

I mean... Its what every stealth group of albs does? Stun bot and Infs get free pa/cd . Its been a thing here forever. Not sure if you understand how one sided the stealth game is here.
Sun 4 Nov 2018 8:04 PM by Sepplord
so you are whining about getting zerged and want all other stealthers nerfed so badly that even 1vs2 you kill them in an otherwise equal fight?
Sun 4 Nov 2018 8:22 PM by Kwall0311
Me? no. Idk about the op. I was just referring to the minstrels stunning out of stealth comment above.
Mon 5 Nov 2018 12:36 AM by Sepplord
i don`t play much atm, but at least during the hour i played today midgard was fielding far bigger stealthzergs than the albs did

and again, minnestun + "free" PA is still 2vs1 and a pretty shitty opening imo

killing a solo with a stealthgroup doesn`t require that and its better to save the stun for the ADD



Ofcourse it feels unfair if you forget to count the minstrel as an extra person, and yes, minstrelutility is huge for albionstealthing but it really shines when attacking a smallmen of visibles where you can utilize it. In a stealthyerg vs stealthzerg fight both sides will lose people and that splits the group
Mon 5 Nov 2018 3:59 AM by Thinal
Plurk wrote:
Sat 3 Nov 2018 5:00 PM
or maybe change the stealth range in favor off assasins

Even if we 100% accept the premise that minnies and scouts are OP versus other stealthers, this change would hurt rangers and hunters as well.

What bothers me is that there's little to mitigate it on another stealther. Avoidance of Magic / resists seem to be the only defense against minnies, and it's not enough off of the duration for the investment of RAs. There are more tools to avoid slam and melee suns, and I'm playing around with those, but the custom formula used here where weapon spec reduces miss rates limits this avenue of defense. Fortunately, the custom less-effective evasion reduction from dual wielding might offset that, though that's still not helping the Hunter at all.

Given that we have a server-custom means to reduce miss rates (weapon spec), we need a server-custom means to increase them as well.
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