Removal of Stealth Lore
With the increase of groups running Scouts, Rangers and Hunters in groups and battle groups when can we expect the removal of Stealth Lore from some OP classes/Artifacts? If it doesn't stealth it shouldn't see stealth plain and simple. The only classes that should see stealth is another stealth class or by a PNode. Assassin classes have been nerfed into the ground as it is. We should have the ability to pick and choose our battles undetected unless jumped by another stealth player or if we are dumb enough to walk through a PNode.
- How often do you find stealth classes running as a Necro/Vamp or a Stealth Lore Charge?18 votes
- Always  5.56%
- Sometimes50.00%
- Never38.89%
- I know the real truth and rather not disclose said information because it may result in a nerf!  5.56%
Comments
You have to make a template with SL or carry crap pots that dont work for half the amount of a charge. So you sacrifice enough to find stealth w/template. No need for a nerf to vizzys access to said charge.
"The type of of dev communication of 30 mins a day updates mentioned here just isn't feasible." - Carol_Broadsword
"Our Studio. Our Rules." - http://www.mythicentertainment.com/
Fair enough thanks for an honest answer. I have found in my travels that Alb groups running the melee form finds me more often than the spirit form. Which shouldn't be the case. If your in melee form once again you shouldn't see me as well as long as your not right on top of me. So I don't know if there is a coding issue which is why I started this poll.
You lost me there.
Look at the patch notes and tell me what class has been there the most.
How does it ruin the game?
Do you play an assassin class? Are you always on the receiving end of a perf?
I only agree with this if there is more then a duo/trio. Past that then it does, in a way ruin the game.
Not crying about it just bringing the subject up for an honest discussion. As you say the game is changing.
Like here?
https://darkageofcamelot.com/content/1121-live-patch-notes
Precisely. This patch was the patch that they added the additional stealth lore ability to the stealth classes so when grouped with visible characters the visible characters also gain additional stealth lore ability. This I am cool with because the stealth classes got the ability in the hopes that visible groups would group them more so they could uncover any stealthed toons in the area.
Also in this patch Assassin classes were nerfed via the Viper line and had damage reduced to next to nothing so it is pointless to spec in Viper anymore and this upcoming patch all the poisons that were introduced in the patch you mentioned gets nerfed as well. So it may not be worth specializing into poison line anymore or minimal spec just to get the lowest mez poison, because the damage/reduction of damage just isn't there.
Run more Rangers, Scouts and Hunters.
https://www.granks.com/daoc/signature/char/e7I0A3ruDmc.jpg
https://www.granks.com/daoc/signature/char/IY0C9fELOGQ.jpg
Patch notes don't lie..
Totally at least we knew where we stood. You switch your weapons out constantly. I had 1 bag dedicated to switching. I just read the 1.125A Patch Notes and they are giving us Viper back but they still nerfed the baseline so you are wasting rps to bring Viper up get back to the same dmg you had for this patch. Makes no sense.
Sounds like a song doesn't it.
They nerfed Viper in 1.121 and now in patch 1.125A they appear to be bringing Viper back but the changes in 1.125 still reduce the base poision dmg from the baseline. Or at least that's how it appears to me.
They have crossed that bridge and blew it up. There ain't no going back now. Sadly.
CS dmg was higher then and old poisons hit harder
This, and everything else along this line already previously stated in this thread. @Broadsword This is what you have done. Not one old-school 'sin wanted the original 'sin revamp but here we are still talking about it 2+ years later and how it just ruins the game more... Along with every other change that has been made.
Wake up call yet?
https://imgur.com/ZbusFC4
Wtf, I give up on this topic. I doubt most of stealthers want to go pre 1.121 (altho visiables would love that), so don't ruin it for them.
If you run solo into a group of 8 or 16 archers you`re dead before you can launch SL
Atm a common stealth group is at least 3, up to 8.
If you don`t wanna see this numbers raising up to 2fg as a standard i`d keep my fingers under the desk, not even thinking about nerfing something a bit.
Camelot, Right? Chivalry. Nobility. How does moving through the world completely invisible right up to and including close enough to stab someone fit into that scenario? Come on! Be real.
I'm not against having the ability to hide or blend in or evade detection by being far enough away to avoid 'target nearest enemy'. If there were enough trees and rocks and other environmental graphics to use and a believable camouflage archers could utilize stealth.
I'm sorry but the sneaky, underhanded invisible "perf" fits more into a guerrilla warfare-style gaming mode than one tailored around the Age of Camelot.
Hmm? Maybe that's where the Dark came from? That would be ironic. Dark as invisibility. Tell me. Where else in the realm is anything invisible. Zephyrs come as close as anything I can think of as invisible.
Sneaky just doesn't belong in Camelot. Clever? OK.
Camelot is a funny place.
It should maybe it is not working as intended.
Take it from me, I’m a terrible player and have been able to hold my own fairly well on my sb. This is only due to the live and ez mode assasins are for the most part. Back in the day with weapon swapping and lack of abilities and such, I used to get my ass handed to me on my inf.
I’d hardly call them nerfs, more like letting a little helium out of the balloon to bring them back to earth.
...You do realize that all 3 Assassin classes are, and have been, arguably the strongest archtypes in the game for years right?
Edit: 5/10 of the top solo kills earned last week were assassin archtypes and only 1/25 most deaths earned last week belonged to an assassin (poor guy).
https://www.granks.com/daoc/signature/char/e7I0A3ruDmc.jpg
https://www.granks.com/daoc/signature/char/IY0C9fELOGQ.jpg
And yet your class still consistently gets more solo kills than any other class. I was looking it up today and if you combined ALL the solo kills last on scout, hunter, and ranger it didn't equal the lowest assassins solo kills.
Inf- 631 NS- 710 SB- 697
Scout- 77 Ranger- 270 Hunter- 199
Yep, those assassins have it so badly....
Because we do not run with a 50 person zerg and a lot of us only play one toon plus we dont bounce from realm to realm we are loyal to what ever realm we started in. On Hib we give intel to our zerg and other groups we play as sneaks should.
I do the same as well on my ranger, as do many other non-assassin stealthers. Sins are at the very top of the food chain. Quit crying. All these nerfs and your classes still perform this well show how powerful of a class it is. You have had some things added that helped out on those nerfs. Added hp cap, heal procs, and ip charge.
Just take a look at vlao or Vicom soloing 3 people straight up without even kiting.
Symfriar (Friar duh)
Symsorc (Double duh)
Sympets (Theurg)
Symmond (Arms)
Some random mids and hibs
Infiltrator 7.09
Nightshade 6.45
Shadowblade 5.32
Reaver 4.95
Valewalker 3.46
Mercenary 3.10
Necromancer 2.55
Valkyrie 2.21
Vampiir 2.14
Ranger 2.00
Berserker 1.68
Paladin 1.53
Spiritmaster 1.46
Hunter 1.37
Enchanter 1.26
Shaman 1.12
Savage 1.06
Skald 1.06
Champion 1.03
Blademaster 1.02
Theurgist 0.98
Sorcerer 0.84
Warlock 0.75
Thane 0.71
Mentalist 0.68
Wizard 0.61
Bainshee 0.60
Eldritch 0.53
Animist 0.53
Druid 0.53
Scout 0.52
Heretic 0.48
Friar 0.35
Bonedancer 0.35
Cleric 0.24
Runemaster 0.20
Cabalist 0.19
Warden 0.10
Minstrel 0.05
Bard 0.02
Healer 0.01
Unsurprisingly, all three assassins are ranked at the top followed by hybrids/light tanks with the archers interspersed. My interpretation of this data is that archers are more prone to group (or leech) than assassins. If a visible class was on top of this list, then I would agree that assassins might need some help.
"The type of of dev communication of 30 mins a day updates mentioned here just isn't feasible." - Carol_Broadsword
"Our Studio. Our Rules." - http://www.mythicentertainment.com/
Strongest melee class, what?. Soloing 2-3 people can be done on most toons based on what classes you are fighting and if you are properly templated and use your heal procs from items, heal potions and healing RA's at the proper moments. These people you mention probably worked hard at templating their toon and working on fighting to get to the point where they can fight like this and are high realm ranked based on there achievements. If you going to complain on this subject it should at the fact that there are too many heal procs in the game.
That's Skill...
What does this have to do with anything. So the people on this list can solo and your point is? Assassin classes can solo right? and..... How many stealth classes from this list were run over by some group running permanent stealth lore via charges? Meaning multiple toons in the group running a stealth lore buff always. Is that stat in here. Not likely. How many of these assassin classes were found by Necromancers and Vamps? Visible toons have no business in the stealth world. Group a Stealth Class if you want to find us you guys are already doing it anyway.
What I will agree with you on is the removal of stealth lore abilities on Vamps/Necromancers. I never thought these were necessary. However, the stealth lore charges can stay the same.
"The type of of dev communication of 30 mins a day updates mentioned here just isn't feasible." - Carol_Broadsword
"Our Studio. Our Rules." - http://www.mythicentertainment.com/