WE/WH stealth limits.

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M0rw47h
Posts: 1171

Re: WE/WH stealth limits.

Post#11 » Fri Aug 07, 2026 10:05 pm

Omegus wrote: Fri Aug 07, 2026 10:00 pm
Shogun4138 wrote: Fri Aug 07, 2026 9:40 pmThen maybe pets, turrets, horrors should be up for only 30sec and then a cool down for another 30sec. Those are integral abilities of those classes that use them. Its their identity. So let's nerf them. Oh, and if they get hit 10 times, they disappear.
Pets/turrets/daemons are career mechanics. The equivalent for WH/WE would be accusations / blood lust, not stealth. As mentioned above, stealth (and self-punt) were designed to be an alternative engage/disengage method compared to sprint abilities, and those sprint abilities have 7s duration and 30s CD.

The fact that you and others are arguing that long duration stealth was part of the class identity shows just how warped things have gotten since the change in October 2020.
...and they have charge ability :)

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AxelF
Posts: 253

Re: WE/WH stealth limits.

Post#12 » Fri Aug 07, 2026 10:17 pm

Shogun4138 wrote: Fri Aug 07, 2026 9:40 pm
AxelF wrote: Fri Aug 07, 2026 9:01 pm I'd typed out a detailed response, but honestly anyone still complaining about WE/WH nerfs is just straight up trolling. If stealthers didn't already exist and someone proposed them as a new class with the current pros and cons people would laugh you out of town for how ridiculously OP that tool set is. The fact that people are somehow complaining about being toned down to this level tells you everything you need to know.
Then maybe pets, turrets, horrors should be up for only 30sec and then a cool down for another 30sec. Those are integral abilities of those classes that use them. Its their identity. So let's nerf them. Oh, and if they get hit 10 times, they disappear.

Haha I'd absolutely love you to hit a pet/turret/horror 10 times before it disappeared, that would be a dream! They usually take about 4 or 5 to kill :lol:

Shogun4138
Posts: 370

Re: WE/WH stealth limits.

Post#13 » Fri Aug 07, 2026 11:14 pm

AxelF wrote: Fri Aug 07, 2026 10:17 pm
Shogun4138 wrote: Fri Aug 07, 2026 9:40 pm
AxelF wrote: Fri Aug 07, 2026 9:01 pm I'd typed out a detailed response, but honestly anyone still complaining about WE/WH nerfs is just straight up trolling. If stealthers didn't already exist and someone proposed them as a new class with the current pros and cons people would laugh you out of town for how ridiculously OP that tool set is. The fact that people are somehow complaining about being toned down to this level tells you everything you need to know.
Then maybe pets, turrets, horrors should be up for only 30sec and then a cool down for another 30sec. Those are integral abilities of those classes that use them. Its their identity. So let's nerf them. Oh, and if they get hit 10 times, they disappear.

Haha I'd absolutely love you to hit a pet/turret/horror 10 times before it disappeared, that would be a dream! They usually take about 4 or 5 to kill :lol:
Then le5s make it happen. Can't use it for 30sec 😆
Gogo - WE
Propaine - Chosen
Fingablasta- Rsh

AxelF
Posts: 253

Re: WE/WH stealth limits.

Post#14 » Fri Aug 07, 2026 11:22 pm

Shogun4138 wrote: Fri Aug 07, 2026 11:14 pm
AxelF wrote: Fri Aug 07, 2026 10:17 pm
Shogun4138 wrote: Fri Aug 07, 2026 9:40 pm

Then maybe pets, turrets, horrors should be up for only 30sec and then a cool down for another 30sec. Those are integral abilities of those classes that use them. Its their identity. So let's nerf them. Oh, and if they get hit 10 times, they disappear.

Haha I'd absolutely love you to hit a pet/turret/horror 10 times before it disappeared, that would be a dream! They usually take about 4 or 5 to kill :lol:
Then le5s make it happen. Can't use it for 30sec 😆
And yet somehow you've got a RR84 SH...? :roll: Did you buy the account? I guess the name should have been an indicator of IQ.

Shogun4138
Posts: 370

Re: WE/WH stealth limits.

Post#15 » Fri Aug 07, 2026 11:45 pm

It was my first character on the server. Why does my SH bother you? It was my first Destro character on ror.

I also see you cant engage in conversation without knocking someone or something. That is a sign of IQ and a lack of wisdom. I will meet you halfway though. You suck so bad, you won't even post your characters names. Probably leveled up half the server.
Gogo - WE
Propaine - Chosen
Fingablasta- Rsh

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Fey
Posts: 1062

Re: WE/WH stealth limits.

Post#16 » Sat Aug 08, 2026 12:14 am

It is interesting that DaoC has stealth as a toggle ability. You can stay in stealth forever, albeit with a pretty hard movement penalty.

Then AoR, with quite a short duration stealth mechanic, that also costs ap/sec.
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abezverkhiy
Posts: 688

Re: WE/WH stealth limits.

Post#17 » Sat Aug 08, 2026 12:19 am

Shogun4138 wrote: Fri Aug 07, 2026 11:45 pm It was my first character on the server. Why does my SH bother you? It was my first Destro character on ror.

I also see you cant engage in conversation without knocking someone or something. That is a sign of IQ and a lack of wisdom. I will meet you halfway though. You suck so bad, you won't even post your characters names. Probably leveled up half the server.
Lots of forum heroes do not disclose their toons for this apparent reason. When Krima or you say something I disagree with I still know it is coming from a trustworthy individual. But when it is a noname forum account I am picturing someone undergeared who gets killed by you, me, Discovery, Katarcuc, Solater, Shadara, Killsattva, Zkillissue and any other stealther and takes it personally comes and insults us. Instead of learning our weak spots and kicking our ### in the lakes.
KingSchultz WH, Valknutt WP, Glendhu ENG, Lochdhu IB, Tamdhu SL

My WH guide: viewtopic.php?t=60570

abezverkhiy
Posts: 688

Re: WE/WH stealth limits.

Post#18 » Sat Aug 08, 2026 12:27 am

Fey wrote: Sat Aug 08, 2026 12:14 am It is interesting that DaoC has stealth as a toggle ability. You can stay in stealth forever, albeit with a pretty hard movement penalty.

Then AoR, with quite a short duration stealth mechanic, that also costs ap/sec.
Wow also had similar speed penalty for rogues but they don't now as far as I know. To me RoR idea is more sound - you need to spend energy to maintain this stance. Of course not in current implementation. Timer should be longer, you need to look around, perhaps you will need a second attempt to open if target is too agile. Cooldown is too long too. I am ok when a secondary ability like Repel Blasphemy has 30 sec cooldown but stealth is primary one and often means an annoying downtime. 15 sec would be optimal. Not too fast, not too slow.
KingSchultz WH, Valknutt WP, Glendhu ENG, Lochdhu IB, Tamdhu SL

My WH guide: viewtopic.php?t=60570

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Toshutkidup
Posts: 877
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Re: WE/WH stealth limits.

Post#19 » Sat Aug 08, 2026 2:03 am

Fey wrote: Sat Aug 08, 2026 12:14 am It is interesting that DaoC has stealth as a toggle ability. You can stay in stealth forever, albeit with a pretty hard movement penalty.

Then AoR, with quite a short duration stealth mechanic, that also costs ap/sec.
DAoC stealth also utilized RR and spec abilities to increase stealth “stealthiness” , and also to increase movement speed while stealthed.as well as stealth detection and full stealth counter play, even as far as non stealth classes to see or help detect them outright.
Ror has no “real” stealth counter play even when it’s WE vs WH. no abilities grants stealth detection, no spec points outside of intiative rng. If ror had daoc mechanics… I would be in love.
First RR90 Slayer working towards the top of the mountain.I still solo, still run riposte.

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Shogun4138
Posts: 370

Re: WE/WH stealth limits.

Post#20 » Sat Aug 08, 2026 6:02 am

Toshutkidup wrote: Sat Aug 08, 2026 2:03 am
Fey wrote: Sat Aug 08, 2026 12:14 am It is interesting that DaoC has stealth as a toggle ability. You can stay in stealth forever, albeit with a pretty hard movement penalty.

Then AoR, with quite a short duration stealth mechanic, that also costs ap/sec.
DAoC stealth also utilized RR and spec abilities to increase stealth “stealthiness” , and also to increase movement speed while stealthed.as well as stealth detection and full stealth counter play, even as far as non stealth classes to see or help detect them outright.
Ror has no “real” stealth counter play even when it’s WE vs WH. no abilities grants stealth detection, no spec points outside of intiative rng. If ror had daoc mechanics… I would be in love.
Well instead of sitting at posts and relying on initiative to see us. You can spin to win. At least you won't be bored just standing and waiting
Gogo - WE
Propaine - Chosen
Fingablasta- Rsh

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