Stealth's Movement Penalty


Aggelakis

 

Posted

Running the Stealth power from the Concealment pool lowers Run and Fly speeds by 35%. What is the justification for this penalty?

Stealth has almost been completely replaced by the Stealth IOs, it doesn't offer complete invisibility on its own, it uses quite a bit of end (compared to Combat Jumping, another power pool tier 1) and yet it still needs a penalty?

tl;dr version: Why does Stealth have a movement penalty?


 

Posted

It has *not* been replaced by stealth IOs for the vast majority of players. Not everyone has 240 merits or a couple of hundred million Inf to spend on one.

Justification? Stealth is you being sneaky, taking care to not make noise or to be seen. That tends to slow people much more than having a Cloaking Device or being shrouded in Steamy Mist or whatever.

The movement penalty is nothing, really, compared to the safety it brings while traveling (especially on a character with Ninja Run + Hurdle for their travel power). And who cares about its -fly speed penalty? You don't need it while flying, anyways, since the only things that are dangerous to you while traveling are Sniper types, which see through all stealth anyways. And even a single Endurance Reduction at DO or SO levels is enough that the End drain won't likely kill you forget to turn it off when you start fighting.


 

Posted

Cause without the penalty it's too powerful for a cheapy pool power. Might as well ask why invisibility can't attack? Or why invis is supressed during attacks?

IO plus the Stealth power is what I tend to do if I'm making a ghost. I should also take hover so I don't stub my toe and die, but that's too many pools for it.


 

Posted

@JD: Sorry if the word "replaced" was a little strong, I'm just noting that an IO that takes up only a single enhancement slot gives the same functionality that an entire power gives.

Stealth is a power choice, one of your 4 pool choices and costs .35 endurance. I'm merely thinking that those conditions make the movement penalty a little bit overkill.

You're right, its not a *big* deal, with some slotting you can take care of the End issue and taking Swift can help negate the movement penalty, I just think the movement penalty seems like a leftover decision from a bygone era of CoH.

Fly used to be slower and had a huge endurance cost because it was so safe. Now the end cost is roughly equivalent to other travel powers and most recently its speed was buffed. Hover was in the same boat, it was painfully slow to make up for the fact that it gave defense and increased maneuverability, but recently the devs upped its speed as well.

I like Stealth, especially for the Ice/Ice Dominator I'm leveling right now who is sort of a Wraith-like character. I plan on going Stealth + Stealth IO for a great alternative to Invisibility. I'm not complaining in the "REMOVE IT NAO OR I LEAVE" sense, merely observing something I think is odd.

@Postagulus. I wouldn't ask why Invisibility can't attack, it makes you completely undetectable by 99% of the foes in the game, that enough is the benefit. And Stealth/Invis suppressing when you attack just makes sense; invisible or not, if you punch someone they know you're there.

The reason I asked here instead of just going ahead and posting this in Suggestions or PMing a redname was I thought maybe I should get a little education by some wiser players before I go spouting off, so thanks for the advice guys!


 

Posted

Actually I agree with the OP, stealth could really use some dev love. I know that I'll never take it, unless I need a set mule and I've allready taken all of the other power that'll take that particular set.


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Posted

Quote:
Originally Posted by gec72 View Post
I wonder if it could be changed to suppress the movement penalty and some of the endurance cost under the same conditions that part of the defense is suppressed.
Sure, why not?

Oh, and while Stealth IO's can replace the Stealth power for some, +movement set bonuses can take the sting out of Stealth's movement penalty.


 

Posted

Quote:
Originally Posted by Lightslinger View Post
I'm just noting that an IO that takes up only a single enhancement slot gives the same functionality that an entire power gives.
Another nitpick. Stealth has slightly higher radius (35' vs 30' for IO) as well as giving some minor defense.


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Posted

Quote:
Originally Posted by StarGeek View Post
Another nitpick. Stealth has slightly higher radius (35' vs 30' for IO) as well as giving some minor defense.
That defense does decrease when you've been discovered, but every little bit helps when you have a lot.

Finally, you can get full PvE invisibility that allows attacking very cheaply by taking Stealth and Superspeed. The movement penalty when running SS is irrelevant.


 

Posted

Concealment -Stealth, the pool power, gives a movement penalty for concept.

If you can afford a Stealth IO at lvl 6, then you eliminate the penalty. Otherwise you have to live with it for a bit.

Concealment - Invisibility, is different than double stacked stealth, it creates an affecting only self status. It has its advatages for people that want to leverage its power.

I think the way the powers are right now, give the greatest benefit. Lots of options for the informed player.

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Posted

I have only once bought a first available, Level 15, stealth IO, and Unbounded Leap. They are a little steep. For the average player, who doesn't come to this forum and generally has less than a million until their a 20 or so, They wouldn't be able to get the 120+ together at level 12.

Oh, and the devs should remove all stealth sounds. Oh, they bug me.


 

Posted

Quote:
Originally Posted by Postagulous View Post
Oh, and the devs should remove all stealth sounds. Oh, they bug me.
Kind of makes sense to me that the Stealth sound effect would be a lack of sound. I mean, that's rather the point, eh?


 

Posted

I picked up Stealth for the first time in 4 years and its -slow penalty sucks more than I remembered it. Being the experienced player I am now, I allocated 3 slots in Swift. However, even with 3 level 50 Run IOs in Swift it still feels so frickin' slow. I find that most of the time, I'm keeping Sprint on and I know that's sucking endurance too. I've been weighting the possibly of either adding a slot to Sprint (default is filled with a Stealth IO) for a EndRed IO the next time I use a Respec or just ditching it.


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Posted

Quote:
Originally Posted by Lightslinger View Post
Running the Stealth power from the Concealment pool lowers Run and Fly speeds by 35%. What is the justification for this penalty?
You can see this more clearly by looking at stealth powers as a whole. Stealth powers in primary and secondary power sets (energy cloak, cloak of darkness and cloaking device) are designed for combat. They don't have movement penalty. While for the stealth in the power pool, it is designed to allow players to sneak in missions to accomplish certain mission objectives. Thematically, this gives stealth in the power pool a movement penalty.

Quote:
Originally Posted by Lightslinger View Post
Stealth has almost been completely replaced by the Stealth IOs, it doesn't offer complete invisibility on its own, it uses quite a bit of end (compared to Combat Jumping, another power pool tier 1) and yet it still needs a penalty?
I think the stealth IO is intended to be a "travel stealth," in contrast to combat stealth and "sneaky" stealth. That's why it is slotted in travel powers and has no movement penalty. I think the issue here is that there is nothing to stop players from using the travel stealth as a "sneaky" stealth, hence eclipsing the stealth power in the power pool.

In my opinion, while the stealth power has a slightly larger stealth radius and a small defense bonus, but given the endurance cost, movement penalty, a power pick and a power pool pick, I don't see the stealth power has a clear edge compared to the stealth IO. I believe the rarity of the IO should make up for that, but I think that it is still quite affordable to general players after a certain period of playing. I hope that something can be done about stealth, and maybe even to the stealth powers in the primary and secondary sets.


 

Posted

Personally, I think the majority of the power pools need revising (as in a number tweak). Things like Stealth, Maneuver and Tactics, heck even Tough and Weave, that have a massive endurance cost to them. Yes, they provide benefits, but it still seems odd that a power that costs so much end give, comparitively, not as large a benefit.
I mean, it takes up a power pick, requires slotting, and has a massive endurance cost...
Surely power pools are something you should want to take, and have to decide to take them or primary/secondary powers? Limited power choice factors into it too, surely?


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Posted

Keep in mind that Stealth will also accept defense sets, including the luck of the gambler recharge bonus, gift of the ancients move speed bonus, and the Kismet tohit bonus.

If you PvP it also gets you invisibility which holds a second Gambler recharge, and together they unlock Phase.

For those who don't know, in PvP phase is rather cool because two phased characters can hit each other. Shame the Carnies weren't modded to use this. I'd love ot have them phase out, click my phase and keep pounding them.

Anyway, precisely because it is a power and not an enhancement it has versatility and potential that the stealth IOs alone will never have. Also, as mentioned it stacks with the stealth IO to provide complete invisibility (in PvE) against enemies that are subject to stealth.

To the poster above who mentioned snipers, they do not ignore stealth they just have a very high perception range. Knives of Artemis and Rikti Drones however, do ignore stealth.


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Posted

Quote:
Originally Posted by Lightslinger View Post
@JD: Sorry if the word "replaced" was a little strong, I'm just noting that an IO that takes up only a single enhancement slot gives the same functionality that an entire power gives.
You think that's bad...get a load of Acrobatics.


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Posted

On some builds, even that slight 2.25% defense boost can be handy. On my ninjas MM, it becomes the full 4.5% I think, since she rarely uses her personal attacks on anybody.

Quote:
Originally Posted by JD_Gumby View Post
You don't need it while flying, anyways, since the only things that are dangerous to you while traveling are Sniper types, which see through all stealth anyways.
Is there any justification for the Snipers being able to see you? I think that is somehow very lame.

edit: Just read Gavin's post. So they're not perfectly stealth piercing? That's a relief.


 

Posted

Quote:
Originally Posted by GavinRuneblade View Post
Knives of Artemis and Rikti Drones however, do ignore stealth.
No, it's Rularuu eyeballs and Rikti Drones that ignore stealth. wiki link


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Posted

Quote:
Originally Posted by Sailboat View Post
You think that's bad...get a load of Acrobatics.
Another unappreciated power. A single SO EndRedux and you're fine. Certainly beats getting knocked out of the sky right into the middle of a pack of nasties by Snipers when Super Jumping around Founders' Falls and Crey's Folly and other such Sniper-infested areas (which is the exact reason why my AR/Dev Blastard picked it up. Haven't regretted it for a second).


 

Posted

Quote:
Originally Posted by Sailboat View Post
You think that's bad...get a load of Acrobatics.
Quote:
Originally Posted by JD_Gumby View Post
Another unappreciated power. A single SO EndRedux and you're fine. Certainly beats getting knocked out of the sky right into the middle of a pack of nasties by Snipers when Super Jumping around Founders' Falls and Crey's Folly and other such Sniper-infested areas (which is the exact reason why my AR/Dev Blastard picked it up. Haven't regretted it for a second).
And for a single slot and no extra endurance cost (instead of a tier3 power in a pool that you might not want to invest ANY power selections in, let alone *three*), you get basically half the base effectiveness (-4 KB vs -9 KB), which still eliminates about 80-90% of knocks in the game. Salvage another slot somewhere, and you've got basically the same amount (8 vs 9; I can't think of any knocks that are between 8 and 9 points).

Or, if you're slotting for knockback in a power or two anyway, Kinetic Crash offers -3 KB for four slots (and the other set bonuses are tasty, too).

That's why Sailboat said "get a load of Acrobatics" in derision.


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I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

Posted

Quote:
Originally Posted by StarGeek View Post
Another nitpick. Stealth has slightly higher radius (35' vs 30' for IO) as well as giving some minor defense.
The defense value in combat (which is really what matters, TBH) is equal to Combat Jumping. CJ helps your mobility rather than hindering it, and costs a fraction of Stealth's endurance. And gives immobilize protection. The 5' stealth radius that Stealth has on Celerity/Unbounded Leap/Freebird/Time & Space Manipulation means very little. The only powers with less stealth radius than an IO are phase powers (which don't really need the stealth), and combining the IO (30') with any higher stealth radius (35' and up) will make you invisible to anything except Turrets, Giant Monsters, Snipers, Rikti Drones, Rularuu Sentries, and enemies with +Per. (Exception: Players do not need +Per if Super Speed is your second source of stealth, since SS does not grant PvP radius.)


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Posted

it's a great IO mule or if I want to stealth a DO NOT WANT mission since a lot of my characters take Super Speed


 

Posted

Quote:
Originally Posted by Aggelakis View Post
And for a single slot and no extra endurance cost (instead of a tier3 power in a pool that you might not want to invest ANY power selections in, let alone *three*), you get basically half the base effectiveness (-4 KB vs -9 KB), which still eliminates about 80-90% of knocks in the game. Salvage another slot somewhere, and you've got basically the same amount (8 vs 9; I can't think of any knocks that are between 8 and 9 points).
Not everyone can afford the millions of Inf, or even the merits, the -knockback IOs & recipes cost, has the slots to spare, or even powers that can take Defense sets and/or Resist Damage sets. Personally, I find I've usually more room for an extra power than for extra slots - especially since Super Jump tends to be my default travel power anyways (when I'm not relying on Hurdle + Ninja Run, that is).


 

Posted

Quote:
Originally Posted by JD_Gumby View Post
It has *not* been replaced by stealth IOs for the vast majority of players. Not everyone has 240 merits or a couple of hundred million Inf to spend on one.
Eh. Five to ten mill for jumping, 50-60 mill for the run. Flight and teleport are substantially cheaper.

Quote:
Originally Posted by JD_Gumby View Post
Not everyone can afford the millions of Inf, or even the merits, the -knockback IOs & recipes cost, has the slots to spare, or even powers that can take Defense sets and/or Resist Damage sets. Personally, I find I've usually more room for an extra power than for extra slots - especially since Super Jump tends to be my default travel power anyways (when I'm not relying on Hurdle + Ninja Run, that is).
Steadfast and karma's usually go for 5-20 mill, not hugely unreasonable. Not that hard to work in one of the epic shields in the 40's or just taking combat jumping, tough, or hover to slot there.


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