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Rikit Runk.5170

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  1. To be honest I prefer the engie version of the Moa skill: "Toss Elixir X" with all traits you'll have it on a 60 sec cd and you can hit 3 targets with it, shure, it will only last for 3 seconds instead of 6 and you have to deal with projectile hate. But overall it feels better to me.
  2. Can we instead have a global Target Cap on the shades-skills?3 by default (around self) and +1 for each shade that is placed in the word. (big shade counts as 3)the target-logic could be like this:When ever a shade skill is activated it checks how many targets are available at each shade location.And how many shades are in the world, to calculate how many enemies can be hit.First it tries to hit 3 Targets around yourself. if there are fewer, the remaining "Target-points" go back to the "pool"Than it tries to hit 1 Target at each shades location. again, if there are fewer Targets the "Target-Points" go back to the pool.The Shades draw additional targets from the pool in the following Order: newest shadesecond oldest shadeoldest shadeselfSo if you have for example 2 Shades placed and you have 2 enemies at each shade and 2 on yourself, this is what happens:Since you have 2 shades out, you can hit 3 +1 +1 = 5 Targets.You hit the 2 Targets around you, the remaining 3rd Target goes to the Pool.and 2 enemies at your newest shade as it drew the one, unused target-slot from your self-shadeyou hit 1 Enemy at your oldest shade as there are no "points" left in the "pool" to hit additional foes.So the 6th Enemy at the oldest shade is the lucky one, who won't receive a hit. PS: Friendly Target and enemy Targets are tracked apart from each other. so you can hit a maximum Number of 6 Friendlies and 6 Enemies with each shade skills PPS: These Numbers are of course just a starting point, and open for discussion/tweaking
  3. Target painters? A Band Aid to fix a severed leg. Why should it be necessary to have to use a gimmick outside of existing reveals to deal with one class. NO OTHER CLASS REQUIRES THE PURCHASE OF SPECIAL EQUIPMENT FIGHT IT!!! The excessive stealth is servery busted so FIX IT ! Thieves has no other utility in the game mode since everyone can fast roam aroud the map with mount.Than the question should be what other valuable utility can we give to a thief?But I hope we can all agree that having a mechanic in game that is only countered by special equipment and or a 1vs 25 situation is bad game design.
  4. If your map presence can't bother to sweep once the keep is re-taken then you don't need to waste your time. It's not almost impossible to remove that thief, bothering to do something and not being able to are different things. At what point does your new stealth bar activate? I don't know if I'm understanding correctly about that bars duration and stipulations but regardless, I don't think I want that bar ticking away over my head as I arrive to a keep siege. Any more details you can give or make it more clear visually what's going on with it? The Situation that made me create this Thread was the following: A small (~15) enemy group attacked the fire keep on the Desert Borderlamd, but got defeated while fighting the Lord. A single thief stayed behind hiding in the Lord-room. 10 of us tried to catch him for 10 Min at that point most of us gave up as the thief was quite evasive and tanky , using a bunch of teleports to run around in circles.To simply spam reveal traps wasn't an option either as we needed the mats to repair the walls. the Stealthbar activates once you enter the area guarded by walls.The bar won't tick down unless you're in stealth.It will regenerate when ever you're out of stealth. making it from zero to full in 60 seconds.When you're stealthed it will tick down with each second. reaching zero after 30 seconds.So you can choose to have one big stealth time or several smaller ones.but over a time frame of one minute you can only maintain a stealth uptime of 50%Of course these Numbers are not set in stone. And the Balance Team will propaly and hopefully tweak them. This is more about the concept.
  5. Hi there, on my world it's quite common to have a perma-stealth thief camping in your Keep, waiting to port some others in.And when said Thief is somewhat decent,it's almost impossible to remove him from your keep even when you hunt him with multiple people. To address this problem without nerving the thief to the ground I suggest a new mechanic that gets applied to you, when you're within an enemy Keep.This could be visualized with something similar to a breakbar.The Bar starts at it maxiumum value of 300 (seconds_allowed_in_stealth 10)each second in stealth deals 15 (10 + [Heal / second]) points of damage to it.But each second the Bar gets healed for 5(Seconds_allowed_in_stealth 10 / Time_Frame) PointsWhenever the Bar drops to zero you get revealed. so you can either spend your full 30 seconds in stealth and burn your bar to zero and have only little access to stealth for the next seconds or you only briefly stealth every now and then but you'll be able to maintain your stealth-bar for extended periods of time.By doing so the thief can still use stealth to gain access to his strong stealth attacks and stealth related traits, but he'll have a harder time to reset the fight completely and hide in some corner. Giving his opponents a fighting chance. I believe this is a somewhat fair solution for all sides. It's not impossible to hide in keeps, but you have to put alot of work in, if you've been discovered to stay there.Opposed to the current situation where the thief needs to fuck up is rotation before he can get punished for it.
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