Shroudfield needs passthrough on horde units

please please please please please trying to backstab high value targets in the middle of a horde sucks so bad

12 Likes

+1, and bosses hitboxes need to be reduced. When Chaos Spawn is attacking someone else, half the time he pushes me in Stealth and I can’t hit his back.

7 Likes

Hard disagree, the biggest annoyance of shroud field is enemies running past you the second you turn it on, with phase this would become even worse. I am more in favour of leaving a decoy at the location of stealth to make enemies stick close, if that is implemented I would evaluate and maybe reconsider adding phase. But with the current implementation it would just increase the number of target losses.

Btw you still do a lot of damage just hitting a weak spot from the front.

??? this is not what i suggested

the title says “passthrough on horde units”
so you would be able to run through poxwalkers/groaners/bruisers, and would be stopped by elites/specials/monsters/captains
which lets you hug them from behind for easy headshots

It’s really not comparable though, for combat knives especially. Backstabs do have utility, if a player is trying to maximize damage with a weapon like combat knife, they should attempt backstabs.

Correct me if I am wrong but don’t you one-shot every enemy type except monsters/bosses? And thus it is only relevant for captains as you cannot backstab weakspot hit Plogrin or chaos spawn..?

you haven’t tried
you can backstab headshot with a timed jump as it returns to neutral after any animation
i’ve done this with knife more than i can count on one hand and it takes >50% HP on auric

Enemies need to block stealth. It’s already massive cheese as is, letting you walk through enemies would just encourage more speedrunning.

2 Likes

the ability sucks to use offensively and won’t be improved because you and the rest of the vocal minority are mindbroken about a rare problem solved by votekick

and in the big ‘25 aswell?

and you already can run through hordes with invis, it’s just choppy AF and scuffs your elite sniping attempts which is what i want fixed

and shade’s invis in vt2 is the only invis (out of the 3 different invis abilities) that has passthrough because it’s a melee ability

1 Like

It’s not a rare problem, it’s the design and function of the ability. Stealth has always been extremely broken and enables a ton of bad and abusive habits in the game for players good enough to exploit it. It’s simply not fun to have someone who can do objectives, oneshot bosses, get guaranteed res, and walk through enemy masses with no trouble and without taking any damage whatsoever. Especially on a class that can just disable damage entirely every couple minutes.

If we really want changes like these, we have to first do something about the more abusive elements of it. Anchor it to an area around the zealot and, upon leaving, disable the ability, and then you can do things like allow shade shenanigans through horde because you can only go like 5 feet before you’re outside the circle.

1 Like

Stealth is only broken because it’s the lowest effort implementation for sure. How would those enemies across the map know I just stealthed and stop chasing to where they last saw me? Why are enemies that are directly looking at me not at least trying to fire in my general direction like they do with smoke?
Instead it just seemingly removes you as a viable target for any enemy AI, making them all turn around globally to go do something else. That’s not “stealth” that’s “pretend alt+f4” and no wonder thats absolutely broken.

Now granted I know they can’t put sophisticated stealth AI into a horde game but there has got to be a compromise that isn’t fundamentally abusable like this. If that was the case there would be no problem with buffing it in these ways because it would actually be used to kill elites instead of gaming the AI.

Respect for pulling that off especially mid mission. I would not call that the norm, it’s rather a high skill edge case achievable only with good team mates. Usually I desperately try to somehow still hit the enemy I started to swing against when entering stealth…
Maybe this is the answer to why I have such an opposing opinion to this post: I assume running stealth with slow and heavy weapons: thammer, crusher, chance, Turtolsky while the lot of you come from the mobile weapons knife and DS.
I accept that it would be a nice bonus with these but I usually do not have problems hitting enemies anyways and with the slow weapons it would feel even clunkier.

There is already a normal implementation for stealth: reduce threat by 90%. Sadly they tacked it on top of the normal stealth instead of switching it out.

1 Like

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