Well you definitely put a lot more thought and creativity into your posts than I do lmao
I’d like to see the vet’s stealth become a team stealth: smoke bomb pops, and everyone in coherency gets whatever the benefits are.
For zealot, I’d be a lot happier if stealth didn’t dump aggro at all - even from the zealot - but instead prevented new aggro while it lasted. Let it last longer or give bigger bonuses, but it’s not an escape - zealot has more interesting tools for that.
Ed. for clarity
May as well make zealot immune to damage and cc if stealth doesn’t drop aggro would be a full rework.
A melee excutioners stance…but then it kinda sounds a lot like melee psyker scrier+
It’s a terrible idea. It would just result in no one taking stealth and you can admit that’s the goal. So instead propose another ult ability entirely.
one possible solution could be that instead of instantaneous stealth abilities they would proc only after 2 seconds, with a SFX denoting an ally is about to dump aggro giving you just about enough time not to get hit randomly.
The suggestion is a taunt baked into stealth and doesn’t change much against snipers, Id be ok dropping the scab gunner’s ability to target you how. There currently is little punishment for players who retreat into stealth.
The goal is for FS to stop introducing new aggro-dump abilities. Seeing no one take stealth is nice when it happens.
I like this delayed ability proc, the issue I’m finding are players in tides are very good around timing mechanics and im sure most players would be able to find the 2 seconds to charge and go stealth anyways.
Agree, I wonder how the 40k universe can introduce an outline of the player in smoke, warp shenanigans, or a visual cue for the enemies to keep attacking a disappeared target. This will at least keep the enemies at the point of disappearance for the duration of the ability.
i dont understand how that would result in the same problem?
the point of that idea is that others know whats going to happen.
Ok, I can agree that it would be nice for the team to know an AD was on its way. This can be solved, for me, by changing the appearance on the portrait to show a player is in stealth.
As far as the 2 seconds, sometimes a player is in a different room, away from shouting distance or vision and the unaware non-stealth player trailing, or with the other half of the team, just sees a ball of death run back around the corner it came from now targeting you. The add 2 second, IMO, is delaying the inevitable.
yeah well, that much is true, tho i dont think FS would ever outright remove an active ability fully, they never done that.
similary the targeting for enemies has always been constant unless we count hard cc.
Stealth designs have been fine. The players who use them have not.
Stopped reading after “fundimental” and “incorporerate”.
Thanks for spell checking pal!
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