No more stealthers

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Catalina
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No more stealthers

Post by Catalina »

With ToA comes the end of stealthers:

http://forums.barrysworld.com/showthrea ... adid=91853
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Vorcyn
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Post by Vorcyn »

Over-reaction ++
gwen
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Post by gwen »

Its a 15 sec cast time, works only great at keep defence/offence and MG. While I agre that only for keep defence/offence it a bit "over" the edge is, I still love the change. Now Cloth wearers are no longer free rps for stealthers.

Keep these chages up, and I hope a HUGE nerf will come for determination as well.

Gwen
Lalia
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Post by Lalia »

Hardly the end of the world for stealthers. If anyone is stealthed anywhere near someone who starts casting a spell that takes 15 secs I wouldn't bet on their chances of completing the spell.

Should kill off milegate camping, and force stealthers to do what they actually should be doing: roaming.

In keep takes, it will probably make little difference: these nodes have 1hp and can be hit, which means a gtaoe will take them out.
Caelath
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Post by Caelath »

There are also abilities in the Sojourner line (available to Minstrels) to detect and disable mines, so it's probably just an attempt by mythic to make open battlefields (emain, odins & HW) more interesting.
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Kagato
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Post by Kagato »

End of stealthers?

you make it sound like thats a bad thing. :roll:
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Catalina
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Post by Catalina »

Kagato wrote:End of stealthers?

you make it sound like thats a bad thing. :roll:
For those who have leveled a stealther the hard way, it is a bad thing. MG's will be unpassable, and even TK's will be hard to leave undetected cos the *orbs* can be hidden inside trees and other objects.

The role of a stealther scouting keeps will be virtually destroyed. In fact the only role i see for a stealther now is in a *regular* group, and how many groups will take a stealther?
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Fingoniel
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Post by Fingoniel »

well they are giving stealthers some nifty abilities of their own...

I wonder if this will get a nerf in some form to stop people casting 10 of them at a milegate...

[/code]
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gwen
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Post by gwen »

Just make climb points on mile gates. And scouts/wizzards should gtaoe climb points to destroy the tokens.

This just asks more team work instead of brainless zerging.

Gwen
Fingoniel
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Post by Fingoniel »

read file fix - it's got a 5m recast timer.
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hawkeye
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Post by hawkeye »

let see in the 1st report by mythic about master lvls they said this
ML's will in no way affect RvR ..fucking lies as usual there gonna be RA's tier 2 you watch

and if this orb shit dont get nerf ill just quit and that serious scouts just got some love and this a huge nerf for us its too much as it is need to be toned down

ill kep watching but if ML's do end up at RA's lvl 2 thats it ill just go play CS
Skitzzo
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Post by Skitzzo »

this doesnt even benefit casters. it benefits some random group/zerg who is near when some stealther runs into one of these things. it might even benefit an enemy (mid runs into one, hibs are close and zerg him).

will make stealthers a bit more frustrating to play due to additional random deaths and thus will reduce stealther population.
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