Is it possible to revert it back to values on WIKI?
That or give Minstrels chance to spec Avoid Pain
That or give Minstrels chance to spec Avoid Pain
Lillebror wrote: ↑Sat 13 Apr 2019 9:06 PMIs it possible to revert it back to values on WIKI?
That or give Minstrels chance to spec Avoid Pain
Lillebror wrote: ↑Sun 14 Apr 2019 3:23 PMAn SB, NS or Inf can see me from close to 500 units. to compare my dd's is 700 range, heck even my Dot charge is lower range than they can see me from stealth and thats With 50 comp stealth like they have.
this also Count for lower Level players, they still sees you and able to pop you from what feels as miles.
only Counter is Stun run or Sos run since you eat a stealth opner 100% of the time.
Scout, ranger and Hunters got same problem, but they are tiny better off vs them and minstrels (not much) and i find that also really unfair.
Dariussdars wrote: ↑Sun 14 Apr 2019 3:27 PMLillebror wrote: ↑Sun 14 Apr 2019 3:23 PMAn SB, NS or Inf can see me from close to 500 units. to compare my dd's is 700 range, heck even my Dot charge is lower range than they can see me from stealth and thats With 50 comp stealth like they have.
this also Count for lower Level players, they still sees you and able to pop you from what feels as miles.
only Counter is Stun run or Sos run since you eat a stealth opner 100% of the time.
Scout, ranger and Hunters got same problem, but they are tiny better off vs them and minstrels (not much) and i find that also really unfair.
Let me guess, you have like 33 stealth or something? Get composite 50 stealth, then see how easily you are detected. That means you have to give up a lot of your toys in instruments though, or lower your melee spec.
Sounds like a major issue then, since stealth should be more effective against other stealthers than that.Lillebror wrote: ↑Sun 14 Apr 2019 3:29 PMDariussdars wrote: ↑Sun 14 Apr 2019 3:27 PMLillebror wrote: ↑Sun 14 Apr 2019 3:23 PMAn SB, NS or Inf can see me from close to 500 units. to compare my dd's is 700 range, heck even my Dot charge is lower range than they can see me from stealth and thats With 50 comp stealth like they have.
this also Count for lower Level players, they still sees you and able to pop you from what feels as miles.
only Counter is Stun run or Sos run since you eat a stealth opner 100% of the time.
Scout, ranger and Hunters got same problem, but they are tiny better off vs them and minstrels (not much) and i find that also really unfair.
Let me guess, you have like 33 stealth or something? Get composite 50 stealth, then see how easily you are detected. That means you have to give up a lot of your toys in instruments though, or lower your melee spec.
I had 51 comp stealth when i reported the detection range of 480. With that there is no use if the extra Points they see me anyway so i respecced enterily to slash and the cutterspec 33 30 50 as u mention
dbeattie71 wrote: ↑Sun 14 Apr 2019 6:51 PMCharm purps, stun, mezz, ae mezz, stealth, speed 5, CHAIN (fn chain lol) and access to IP. :O :O :O :O
teiloh wrote: ↑Sun 14 Apr 2019 8:08 PMdbeattie71 wrote: ↑Sun 14 Apr 2019 6:51 PMCharm purps, stun, mezz, ae mezz, stealth, speed 5, CHAIN (fn chain lol) and access to IP. :O :O :O :O
LMK when you see a Minstrel that stealths with a purple pet.
LMK when you see a Minstrel pull off an AE Mez on people that aren't ****** ******ed.
Thanks!
PA, Stun, Casted DD, Instant DD, Disease, Snare Poison, 1.1 GR styles, anytime snare spam, Dual Wield, EVADE 7 (fn evade 7 lol) and access to Vanish. :O :O :O :O
Clearly Assassins are also overpowered!
dbeattie71 wrote: ↑Sun 14 Apr 2019 10:12 PMteiloh wrote: ↑Sun 14 Apr 2019 8:08 PMdbeattie71 wrote: ↑Sun 14 Apr 2019 6:51 PMCharm purps, stun, mezz, ae mezz, stealth, speed 5, CHAIN (fn chain lol) and access to IP. :O :O :O :O
LMK when you see a Minstrel that stealths with a purple pet.
LMK when you see a Minstrel pull off an AE Mez on people that aren't ****** ******ed.
Thanks!
PA, Stun, Casted DD, Instant DD, Disease, Snare Poison, 1.1 GR styles, anytime snare spam, Dual Wield, EVADE 7 (fn evade 7 lol) and access to Vanish. :O :O :O :O
Clearly Assassins are also overpowered!
Yeah, they should be able to stealth with pet, have insta ae mezz and wear plate.
Sepplord wrote: ↑Mon 15 Apr 2019 5:55 AMassassin detection onto minstrels isn't 500units...
if it is, that'S a bug
no need to advocate for a change then, just for a bugfix
I doubt that to be true though, i haven't seen a lvl50 minstrel that far
Lillebror wrote: ↑Tue 16 Apr 2019 6:48 AMMinstrel is a good class, i got no problem with that.
You guys that dont want mintrels to get buffs what classes do you play?
@Waffel, Leandrys and Tillbeast
Even my 33+15 stealth work good enough for visuals, heck i can even live with the archer detection range it seems.
But Assassins do not see an Minstrel from far away, its closer to a homing beaken from another planet.
And for god sake, change the WIKI so ppl dont get the assumsion that assassins see minstrels from 250 where close to doble range is the fact.
Think you should play oneTillbeast wrote: ↑Tue 16 Apr 2019 12:24 PMI play several classes both stealth, melee and caster. Minstrels should never have had stealth nor chain nor able to charm red pets so any stealth,chain armour and red pets are a buff. Any removal of these abilities or reduction in affect is a fix not a nerf.
Lillebror wrote: ↑Tue 16 Apr 2019 6:48 AMMinstrel is a good class, i got no problem with that.
You guys that dont want mintrels to get buffs what classes do you play?
@Waffel, Leandrys and Tillbeast
Even my 33+15 stealth work good enough for visuals, heck i can even live with the archer detection range it seems.
But Assassins do not see an Minstrel from far away, its closer to a homing beaken from another planet.
And for god sake, change the WIKI so ppl dont get the assumsion that assassins see minstrels from 250 where close to doble range is the fact.
jelzinga_EU wrote: ↑Wed 17 Apr 2019 8:59 AMLillebror wrote: ↑Tue 16 Apr 2019 6:48 AMMinstrel is a good class, i got no problem with that.
You guys that dont want mintrels to get buffs what classes do you play?
@Waffel, Leandrys and Tillbeast
Even my 33+15 stealth work good enough for visuals, heck i can even live with the archer detection range it seems.
But Assassins do not see an Minstrel from far away, its closer to a homing beaken from another planet.
And for god sake, change the WIKI so ppl dont get the assumsion that assassins see minstrels from 250 where close to doble range is the fact.
You make it sound like assassins can see you from "miles" while in practice it is less than your DD-range. A lot of minstrels do not go composite 50 Stealth which means your stealth is less than optimal.
One problem is that minstrels often go 50 Instruments, 29 Slash, 33 Stealth. Do not expect to be any good in melee. Stealth means no pet, means you rely on 29 Slash and insta-DD's to do something. There is a reason why that doesn't work.
Solo-minstrel: Grab a pet, spec lower stealth (if any at all) and you will do fine.
If you want to do well as stealth, get a stealth-group. A solo-minstrel with stealth is just (almost) free RP's - it has nothing to do with detection-range or anything. Sure you might get a win occassionally with purge, IP and SOS with 50/33/29-spec against other stealthers, but it is not the norm. Once you start grouping as minstrel you become a real powerhouse - since your class offers literally everything which is OP in small/stealth-wars: CC (insta-stun, flute mezz), heals (AM), kiting (SOS), Defense (ablative) and speed.
Tillbeast wrote: ↑Wed 17 Apr 2019 11:37 AMProblem with a lot of minstrel players they think there class should be able to melee like an skald, stealth like an assassin/archer and have the cc ability of a primary crowd control class. Class was never suppose to work like that, what you have is a class that has an awful lot of utility in one package but not specialising in one. Making the class's ability on par with a specialised class is too powerful, any ability be it stealth, its melee potential etc. The minstrel has very few natural enemies that have a strong game vs the minstrel, a minstrel who does not go down the stealth route is safe from assassins as they are too mobile to pick up and any archer who shoots a minstrel will have a red pet onto him pronto. However a minstrel that plays the solo stealth game suddenly has an issue, no pet and others detect him easier than they detect others. The key thing here is the word "solo". Minstrels are the best by miles solo class when visible but there class abilities are much better suited for supporting other stealthers when they spec stealth too. A solo minstrel is easily spotted and therefore is going to get constantly crit shotted by archers and PA'd by assassins that you have difficulty detecting. Congratulations you have discovered a weakness in your class, I guess its come as a surprise to you. Stick a minstrel in a 3 man stealthier team and see just how broken the class is in the stealth team. How easy is it land a PA on a mezzed or a stunned opponent. Basically a minstrel is great (even needing nerfs) in solo visible play and is really good in both visible and stealth teams. However it is not great in solo stealth but you cant be good at everything.
My rr5.6 minstrel would eat sbs and ns even without having composite 50 stealth. Yeah they would see me and land a PA on me but would be dead by my yellow pets sometimes without even needed to purge or before stun wore off.....that yellow pet happened to be a rr8 infilitrator and rr9 scout using me as bait.
Tillbeast wrote: ↑Wed 17 Apr 2019 12:34 PMBut a visible can be seen anywhere...if your 1000 units away no one can see you if you spec into stealth. Stealth is an option for you, it should never ever be as close to the use and effect of archers and assassins stealth. Stealth is probably the weakest line in a minstrels locker. Your stealth is not there to detect other stealthers its there so when you spec reasonable high in stealth you can stand at your max range and insta cc vs visibles for your team mates to kill. If in mean time Mr Shadowblade is in the area and sees a stealthed minstrel he might take the bait for the minstrels mates to take advantage or he's got lucky finding a solo minstrel.
Also minstrels don't need huge detection ranges....how far away does it take you to press hit nearest enemy button then insta cc it. The increased detection range assassins and archers get is so they can position themselves. Be honest a good minstrel will not have anything targeted so when archer shoots him he presses there insta cc button and interrupts archer. A good minstrel with good reactions and clever keybinds can cc the assassin before they land a PA.
I am not aimed the criticism solely at yourself but a lot of minstrels think there class should be able to perform as good as other classes in there specialties. The obvious fact is minstrels need nerfing if anything, especially their pet (blue con only IMO as its sorcs and casters specialty to charm).
Oh and trust me the stealth detection rules for archers are 100 times worse simple because they don't see them till to late and have less escape tools than a minstrel...give me minstrel stealth rules and minstrels insta cc and sos and you can have my hunters stealth rules and RA's (pick anything relevant) and hunter is a specialised stealth class not a minstrel.
How many times do i have to write it?Tillbeast wrote: ↑Wed 17 Apr 2019 5:03 PMAssassins see minstrels and archers at 250....archers see minstrels at 125...
Lillebror wrote: ↑Wed 17 Apr 2019 9:10 PMHow many times do i have to write it?Tillbeast wrote: ↑Wed 17 Apr 2019 5:03 PMAssassins see minstrels and archers at 250....archers see minstrels at 125...
Here is the thing, assassins havent seen minstrels from 250 since beta 15.10.18
Patch update 151018:
there might be a very minor degradation in the case of less than 16 people near each other
Stealth detection has changed
speed of detector is no longer substracted from range, instead the range is divided depending on speed (net result: increased detection range with speed compared to before this update)
minstrels no longer have any bonus stealth detection
huge improvement when more than 16 people are near each other
Friend list has been temporarily disabled
detector stealth status no longer influences detection range
Character position update handling has changed
assassins detect minstrels from further away
archers detect minstrels from further away
archers detect assassins from slightly further away
archers detect archers from slightly further away
From then they see a mini with same 50 comp stealth from 480!!!! units Archers is incresed to see minstrel little better than they see them, im fine with that.
Assassins sees a minstrel from almost x4 times the range they get spotted back.
Tillbeast wrote: ↑Thu 18 Apr 2019 8:21 AMLillebror wrote: ↑Wed 17 Apr 2019 9:10 PMHow many times do i have to write it?Tillbeast wrote: ↑Wed 17 Apr 2019 5:03 PMAssassins see minstrels and archers at 250....archers see minstrels at 125...
Here is the thing, assassins havent seen minstrels from 250 since beta 15.10.18
Patch update 151018:
there might be a very minor degradation in the case of less than 16 people near each other
Stealth detection has changed
speed of detector is no longer substracted from range, instead the range is divided depending on speed (net result: increased detection range with speed compared to before this update)
minstrels no longer have any bonus stealth detection
huge improvement when more than 16 people are near each other
Friend list has been temporarily disabled
detector stealth status no longer influences detection range
Character position update handling has changed
assassins detect minstrels from further away
archers detect minstrels from further away
archers detect assassins from slightly further away
archers detect archers from slightly further away
From then they see a mini with same 50 comp stealth from 480!!!! units Archers is incresed to see minstrel little better than they see them, im fine with that.
Assassins sees a minstrel from almost x4 times the range they get spotted back.
So its working as intended? Sorry but it sounds to me that you want to be able to see assassins at a range where they can't attack you and are easy targets for your instant CC and therefore basically free rps for a minstrel. Minstrel should not nor are given bonus's to stealth detection because you are not a true stealth class, its an option your class has along with the 101 different tools you have. The only way you can make what you want fair is to make stealthers who are targeted immune to spells whilst stealthed which will never happen. A solo minstrel is a sitting duck to an assassin and it is how it should be. An archer still will always have difficulty beating a solo minstrel simple because they easily interrupt there archery and they lack the burst dps of an assassin. So you are weak to assassins. Again congratulations you found 1 class in its ideal circumstance that you don't have a huge advantage over that a minstrel has against every other single class in the game...is only being better than 99% of the other class's in game not enough?
Also at end of day if you give minstrels the same ability to detect stealthers as other stealthers it brings there instant cc into play which is game breaking in the stealth game. You may want it to so you can avoid assassins but that's not what would happen in game. An assassin/archer would get spotted at say 100 units and just get popped out of stealth with instant cc and then they are as good as dead. Stealth is an option for minstrels so they can stay hidden from visibles and prey on them, it is not their key tool (unlike assassins and archers) who rely on it. Out of interest what range do you think minstrels spot an assassin if you had the choice?
Tillbeast wrote: ↑Thu 18 Apr 2019 8:32 AMTillbeast wrote: ↑Thu 18 Apr 2019 8:21 AMLillebror wrote: ↑Wed 17 Apr 2019 9:10 PMHow many times do i have to write it?
Here is the thing, assassins havent seen minstrels from 250 since beta 15.10.18
Patch update 151018:
there might be a very minor degradation in the case of less than 16 people near each other
Stealth detection has changed
speed of detector is no longer substracted from range, instead the range is divided depending on speed (net result: increased detection range with speed compared to before this update)
minstrels no longer have any bonus stealth detection.....
huge improvement when more than 16 people are near each other
Friend list has been temporarily disabled
detector stealth status no longer influences detection range
Character position update handling has changed
assassins detect minstrels from further away
archers detect minstrels from further away
archers detect assassins from slightly further away
archers detect archers from slightly further away
From then they see a mini with same 50 comp stealth from 480!!!! units Archers is incresed to see minstrel little better than they see them, im fine with that.
Assassins sees a minstrel from almost x4 times the range they get spotted back.
So its working as intended? Sorry but it sounds to me that you want to be able to see assassins at a range where they can't attack you and are easy targets for your instant CC and therefore basically free rps for a minstrel. Minstrel should not nor are given bonus's to stealth detection because you are not a true stealth class, its an option your class has along with the 101 different tools you have. The only way you can make what you want fair is to make stealthers who are targeted immune to spells whilst stealthed which will never happen. A solo minstrel is a sitting duck to an assassin and it is how it should be. An archer still will always have difficulty beating a solo minstrel simple because they easily interrupt there archery and they lack the burst dps of an assassin. So you are weak to assassins. Again congratulations you found 1 class in its ideal circumstance that you don't have a huge advantage over that a minstrel has against every other single class in the game...is only being better than 99% of the other class's in game not enough?
Also at end of day if you give minstrels the same ability to detect stealthers as other stealthers it brings there instant cc into play which is game breaking in the stealth game. You may want it to so you can avoid assassins but that's not what would happen in game. An assassin/archer would get spotted at say 100 units and just get popped out of stealth with instant cc and then they are as good as dead. Stealth is an option for minstrels so they can stay hidden from visibles and prey on them, it is not their key tool (unlike assassins and archers) who rely on it. Out of interest what range do you think minstrels should spot an assassin if you had the choice?
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