9 replies to this topic
#1
Posted 10 September 2012 - 06:41 PM
Channeling attacks still hit you after you stealth.
Bouncing attacks still attacking you even when you're stealthed.
100% cri trait not being 100 %.
Minions/pets/illusions not caring about line of sight after you stealth ( aka: target doesn't break for them)
Those things ( aside the trait thing) are gimping the thief ridicolously, and also the mesmer to a certain degree.
Can't really understand why all stealth classes need to be hella bugged anytime a game is released.
Bouncing attacks still attacking you even when you're stealthed.
100% cri trait not being 100 %.
Minions/pets/illusions not caring about line of sight after you stealth ( aka: target doesn't break for them)
Those things ( aside the trait thing) are gimping the thief ridicolously, and also the mesmer to a certain degree.
Can't really understand why all stealth classes need to be hella bugged anytime a game is released.
#2
Posted 10 September 2012 - 06:50 PM
mrbig, on 10 September 2012 - 06:41 PM, said:
Channeling attacks still hit you after you stealth.
Bouncing attacks still attacking you even when you're stealthed.
100% cri trait not being 100 %.
Minions/pets/illusions not caring about line of sight after you stealth ( aka: target doesn't break for them)
Those things ( aside the trait thing) are gimping the thief ridicolously, and also the mesmer to a certain degree.
Can't really understand why all stealth classes need to be hella bugged anytime a game is released.
Bouncing attacks still attacking you even when you're stealthed.
100% cri trait not being 100 %.
Minions/pets/illusions not caring about line of sight after you stealth ( aka: target doesn't break for them)
Those things ( aside the trait thing) are gimping the thief ridicolously, and also the mesmer to a certain degree.
Can't really understand why all stealth classes need to be hella bugged anytime a game is released.
Yep I mentioned this in the condition thread I started, I did some testing with a friend of mine and half the time I was stealth they were still targeting me and hitting me, and 100% of the time I go stealth while a channeled skill is tageting me it finishes.
Truth is stealth should end channeling skills immediately, because if this is working as intended then stealthing skills really aren't even worth taking, the only skills that should be hitting me in stealth are AOE and things like poison volley, nothing else.
#3
Posted 10 September 2012 - 07:02 PM
ßoß, on 10 September 2012 - 06:50 PM, said:
Yep I mentioned this in the condition thread I started, I did some testing with a friend of mine and half the time I was stealth they were still targeting me and hitting me, and 100% of the time I go stealth while a channeled skill is tageting me it finishes.
Truth is stealth should end channeling skills immediately, because if this is working as intended then stealthing skills really aren't even worth taking, the only skills that should be hitting me in stealth are AOE and things like poison volley, nothing else.
Truth is stealth should end channeling skills immediately, because if this is working as intended then stealthing skills really aren't even worth taking, the only skills that should be hitting me in stealth are AOE and things like poison volley, nothing else.
Especially the minion/pets/illusion issue is pretty big. It basically makes a mesmer literally IMPOSSIBLE to beat ( they're still OP even without this bug, and this comes from a mesmer player) for a thief, unless he goes with DB spamming and kills all illusions with bleeds ( simply to have those bleeds redirected to you with arcane thievery, but that's another story).
It's easy to understand why serious tourneys are still not up.
#4
Posted 10 September 2012 - 07:06 PM
Channelling skills should probably end when you stealth, but honestly I'm not that worried about them. I don't think I've ever died from a channelled ability while in stealth -- more annoying is the fact that it continues to point you out.
The bug that really needs fixing, though? Pets.
Pets are currently a zero effort, heat-seeking, automatically self-reapplying DoT.
I can work my butt off with combinations of shadowsteps, dodges, stealth and other diversions and distractions to make sure my enemy has absolutely no idea where I went. But the next second, a pet will reappear around the corner from halfway across the map and continue to attack me. Even more annoying when you're downed and have literally no escape.
Pets should never reacquire and re-attack a target that's out of range and LOS, unless the owner himself has targeted and attacked that target -- period.
Why should rangers, for example, get free kills that they couldn't finish themselves, simply because their pets are heat-seeking missiles? Half the time the rangers are completely clueless as to where their pets have gone!
While we're at it, it'd be great if we could also stop pets from disregarding z-axis (e.g. teleporting up to ledges), and disregarding obstacles altogether (e.g. running right into keeps in WvW, and right through enemy base walls on Foefire).
The bug that really needs fixing, though? Pets.
Pets are currently a zero effort, heat-seeking, automatically self-reapplying DoT.
I can work my butt off with combinations of shadowsteps, dodges, stealth and other diversions and distractions to make sure my enemy has absolutely no idea where I went. But the next second, a pet will reappear around the corner from halfway across the map and continue to attack me. Even more annoying when you're downed and have literally no escape.
Pets should never reacquire and re-attack a target that's out of range and LOS, unless the owner himself has targeted and attacked that target -- period.
Why should rangers, for example, get free kills that they couldn't finish themselves, simply because their pets are heat-seeking missiles? Half the time the rangers are completely clueless as to where their pets have gone!
While we're at it, it'd be great if we could also stop pets from disregarding z-axis (e.g. teleporting up to ledges), and disregarding obstacles altogether (e.g. running right into keeps in WvW, and right through enemy base walls on Foefire).
#5
Posted 10 September 2012 - 07:17 PM
This is true, I agree with the pets acting as if they're heat seeking missiles, lol.
#6
Posted 10 September 2012 - 09:55 PM
I'm surprised no one mentioned the biggest stealth bug...if you start heartseekering, you can usually get an addition 1-2 hits on the thief even after they go stealth. It's really annoying. Especially when I outplay the spamseekers but they win since they can seeker 1-2 times through stealth.
#7
Posted 11 September 2012 - 09:29 AM
Dermot, on 10 September 2012 - 09:55 PM, said:
I'm surprised no one mentioned the biggest stealth bug...if you start heartseekering, you can usually get an addition 1-2 hits on the thief even after they go stealth. It's really annoying. Especially when I outplay the spamseekers but they win since they can seeker 1-2 times through stealth.
This is part of the channeling crap. Basically, when you stealth, there's a delay where you're basically still "hittable", something that should not happen by no means, since it basically kills all the purpose of going into stealth.
All those issues, along with auto-targeting/turning, are really killing the competitive chances for the thief, since any good mesmer/engie/necro will simply target the thief the first time and all their pets/turrets will hit me and follow me everywhere.
as overfloater said
Quote
Pets should never reacquire and re-attack a target that's out of range and LOS, unless the owner himself has targeted and attacked that target -- period.
#8
Posted 11 September 2012 - 11:44 AM
Dermot, on 10 September 2012 - 09:55 PM, said:
I'm surprised no one mentioned the biggest stealth bug...if you start heartseekering, you can usually get an addition 1-2 hits on the thief even after they go stealth. It's really annoying. Especially when I outplay the spamseekers but they win since they can seeker 1-2 times through stealth.
#9
Posted 12 September 2012 - 06:21 PM
Yes the person channeling doesn't usually get to kill me, but exposing me after a decent effort at getting away and having no other options left but to be pounced upon..
Downed state is a joke, doesn't matter where I managed to shadowstep to, pet knows where I went. Clueless eventually finds me too. If I'm invisible, why did your "stomp" still finish me?
Latency, always, really? Shouldn't that work to our advantage at least once in a while? Compensation for latency perhaps adding 1/4 or 1/2 a sec on the effects?
Downed state is a joke, doesn't matter where I managed to shadowstep to, pet knows where I went. Clueless eventually finds me too. If I'm invisible, why did your "stomp" still finish me?
Latency, always, really? Shouldn't that work to our advantage at least once in a while? Compensation for latency perhaps adding 1/4 or 1/2 a sec on the effects?
#10
Posted 12 September 2012 - 08:44 PM
The fact that pets auto lock on to you wherever you go is really annoying..
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