ArchArcher Posted June 21, 2013 Share Posted June 21, 2013 (edited) Bounty hunter hunts for targets, dead or alive so they are besically hunt & seek capture specialists. Now that sniper has that stealth check buff (every second the sniper stays in cover he gains stealth detection stack +1, up to +30) I was thinking maybe we could have simliar effect for PT. So I was thinking each time a PT would use their stealth scan they would gain stealth detection buff +5 that lasts for 30 seconds. This effect could be stacked up to 20 or 30. Another idea was also that if PT get's stealth CC'd the stealth scan would come off from cooldown and for the following 6 seconds it can be used even while stunned and maybe even buff stealth detection level with another +5 or so. I think this would be cool utility skill for a powertechs and we really don't have a stealth buster AC and I think PT is a good fit for that. Of course, this would be only useful for PvP. What do you think ? EDIT: Also now that I think of it, we could use a AoE snare ability, just slap it on stealth scan. Hostile targets that are in the stealth scanners area get's their movement speed reduced 50%. That way we could use stealth scanner actually as an offensive ability. Edited June 21, 2013 by ArchArcher Link to comment Share on other sites More sharing options...
Sardonyyx Posted June 21, 2013 Share Posted June 21, 2013 Alrighty, so you need to read skill trees, in tank spec it does what you said. If we start making more abilities that negate stealth then we will no longer have stealth characters. Stealth is fine the way it is, put your stealth scan around yourself to prevent stealth cc or getting back stabbed from stealth. It's not something that's a issue right now when there are balance issues that they need to adress. Link to comment Share on other sites More sharing options...
Macroeconomics Posted June 22, 2013 Share Posted June 22, 2013 Alrighty, so you need to read skill trees, in tank spec it does what you said. If we start making more abilities that negate stealth then we will no longer have stealth characters. LOL, who is kidding whom? Right now there is no risk to using stealth. The proper balance to no risk is no return. Does anyone seriously doubt that unless changes are made to how stealth works in pvp that for the new 4v4 arenas, every top team will use 4 stealth characters? Currently a stealth player will simply step around the scanner or wait until it is down before jumping the unstealthed player. The stealth scanner should be changed to be invisible to all enemy players when it is used. Then there would be an actual chance of random detection and a fair tradeoff between risk and return. Link to comment Share on other sites More sharing options...
Caelrie Posted June 22, 2013 Share Posted June 22, 2013 LOL, who is kidding whom? Right now there is no risk to using stealth. The proper balance to no risk is no return. Does anyone seriously doubt that unless changes are made to how stealth works in pvp that for the new 4v4 arenas, every top team will use 4 stealth characters? Currently a stealth player will simply step around the scanner or wait until it is down before jumping the unstealthed player. The stealth scanner should be changed to be invisible to all enemy players when it is used. Then there would be an actual chance of random detection and a fair tradeoff between risk and return. That doesn't make any sense. What kind of "risk" is there supposed to be for using a character ability? Risk vs reward sounds neat and hip and wise and all that jazz, but it really means absolutely nothing when it comes to individual character abilities. Link to comment Share on other sites More sharing options...
Kaos_KidSWTOR Posted June 22, 2013 Share Posted June 22, 2013 That doesn't make any sense. What kind of "risk" is there supposed to be for using a character ability? Risk vs reward sounds neat and hip and wise and all that jazz, but it really means absolutely nothing when it comes to individual character abilities. It actually does mean something. If you use a defencive CD against someone you know you could defeat without it. it will be on CD when you may truly need it. that's a Risk vs Reward right there. Link to comment Share on other sites More sharing options...
Caelrie Posted June 23, 2013 Share Posted June 23, 2013 It actually does mean something. If you use a defencive CD against someone you know you could defeat without it. it will be on CD when you may truly need it. that's a Risk vs Reward right there. That can't be applied to stealth in any way, shape or form. Link to comment Share on other sites More sharing options...
af_raptura Posted June 23, 2013 Share Posted June 23, 2013 I think the basic point macro was trying to make was that stealthing is an extremely strong advantage over non-stealthers. Link to comment Share on other sites More sharing options...
Zoom_VI Posted June 27, 2013 Share Posted June 27, 2013 I think the scan mechanic needs to be looked at again, currently scan only remove the stealth buff from them, it does not damage or even initiate comment. This means they can promptly restealth the instance they leave the circle if you don't immidiatlty shoot them. This is easy for stealthers since animation delay prevents them from being visible for a couple seconds after the scan effects them I think scan should apply slight damage to a effected stealthers and give them a lockout on stealthing andcombatstealth abilities for say 20 seconds Link to comment Share on other sites More sharing options...
Macroeconomics Posted June 27, 2013 Share Posted June 27, 2013 That can't be applied to stealth in any way, shape or form. Actually it can. The reward for a stealth dps person who can successfully approach a target while cloaked is a burst of damage. There is essentially no risk to attempting this maneuver. This is why, once 4v4 arenas come into play, everyone will use all stealth teams. It would be stupid not to. Other dps subclasses face meaningful risk/reward trade-offs. Melee dps must close to short range to do their superior damage, thereby increasing their risk to enemy attacks. Most ranged dps suffer increased risk from standing still to cast their big attacks. It isn't a coincidence that the most popular ranged dps class (snipers) is structured so the risk they face from standing still is mainly negated. Misbalancing of each classes risk/reward trade-offs is central to the current class imbalances. Link to comment Share on other sites More sharing options...
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