Rework stealth abilities

Stealth abilities don’t work well in a coop game mostly played in random groups that can only communicate through in-game voicelines.

Right now stealth abilities straight up remove the users from the playing field, redirecting any and all enemies once engaged with said user towards other party members that get overwhelmed by the sudden enemy spike, usually from unguarded directions.

Unlike a player being downed, that holds the aggro of the enemies and give the party ample time to prepare for the change in the situation, stealth dumps are sudden, frequent, and uncalled.

The skill is very powerful for the player using it, very disruptive for the rest of the party.

The Veteran’s Infiltrate
Could be changed into a flash grenade-like ability that blinds all the enemies currently targeting the veteran.
Once the veteran attacks or the 8 seconds have passed, the enemies regain vision and if the veteran is still in line of sight they also regain their aggro towards him.

The Zealoth’s Shroudfield
Instead of becoming invisible, the zealot gains a phase ability that makes him immune to any damage.
During the phase the zealot can backstab enemies without ending the skill.
Since he’s no longer stealthed he won’t be able to just walk behind any enemy, he’ll have to backstab enemies focused on other party members and as long as he’s backstabbing he can teorethically spend the whole duration of the skill being immune to damage while dealing it.
Any non-backstab damage will end the skill.

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