Changes to Stealth?


Brakner

 

Posted

I put Celerity Stealth on two characters and with outright stealth or temp power stealth it's well within invisibility range. But I've had many foes shoot at me if I linger near them for a micro second. Has there been a change to stealth/invisibility and I just can't find it anywhere? Isn't anything over 55ft stealth radius PvE invisibility? This happens when I'm at 60, 90, or even 120ft stealth. Thank you for your kind consideration.


 

Posted

Some MOBs ignore stealth, the most ubiquitous one is the Rikti Drone. If you are near a spawn with them in it, the rest of that spawn will start targeting you.
The Knives of Artemis also ignore stealth and there are a few critters with +Perception (like Snipers) or even Tactics.
So, where were you when you were being tagged, and what types of critters were in those spawns?


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Posted

I've noticed something to what the OP has said....maybe.


I have been playing my main (Energizing Ion a lvl 50 Kin/Rad Defender and is now a villain) for pretty much all the time I've been in the game since GR went live.

In his build he has an Unbounded Leap: Stealth IO in Combat Jumping. Usually I turn CJ on and I get Stealth....yes it's not Invisibility but it does help when trying to 'stealth' missions/things.

However, I've noticed today (and yesterday) that if I have CJ on, my toon gets the 'stealthy' effect on him like he should. But if I switch to Super Jump I lose my stealthy effect it seems. Shouldn't the stealth last one minute?

I'll have to check the real numbers to see if my stealth in pve stays the same but I think something changed because like I said above, usually I don't have to keep CJ on all the time for Stealth to be working...just toggle it on every now and then.


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Posted

Nope. All the 120 second proc effects (Stealth, Miracle +recovery, etc.) now end instantly when the toggle they're in is turned off as of Issue 18 and mentioned in the patch notes, so it's not a bug.


 

Posted

Quote:
Originally Posted by Energizing_Ion View Post
However, I've noticed today (and yesterday) that if I have CJ on, my toon gets the 'stealthy' effect on him like he should. But if I switch to Super Jump I lose my stealthy effect it seems. Shouldn't the stealth last one minute?
This was changed with i18; now you have to keep the toggle on in order to keep the stealth.


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Posted

Yep, and it reeeeeeally sucks for those of us who put the Stealth IOs in Sprint.


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Posted

How so? I don't believe Sprint is mutually exclusive with any other source of stealth.


 

Posted

Nope, but people generally don't leave Sprint running as it's a colossal waste of endurance once you get up into SO levels. Luckily most of my characters have the stealth IO slotted into Super Speed, which I tend to leave running, but for those who have it in Sprint my options are either run a more or less worthless toggle constantly for the stealth benefit, or respec to move a single IO around (and there's no guarantee I'll even have an open slot to put that stealth IO into).

Basically, lots of people slapped the stealth IOs into Sprint (since it took either the leaping or running stealth IOs) and just toggled it on and off for a quick 2 minutes of stealth, which is no longer possible.


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Posted

Quote:
Originally Posted by macskull View Post
Nope, but people generally don't leave Sprint running as it's a colossal waste of endurance once you get up into SO levels. Luckily most of my characters have the stealth IO slotted into Super Speed, which I tend to leave running, but for those who have it in Sprint my options are either run a more or less worthless toggle constantly for the stealth benefit, or respec to move a single IO around (and there's no guarantee I'll even have an open slot to put that stealth IO into).
I know you've been around for a long time, but this strikes me as very odd. You're complaining about the end cost of Sprint, yet you leave Super Speed (which consumes 55.5% more endurance) on in combat? Not to mention that the stealth effects of both SS and Stealth IOs suppress in combat anyway, so keeping them running while fighting won't help you not get seen.


 

Posted

And aside from Serrate's post, didn't they also make Sprint faster recently? I could be confusing it with a speeding up of Hover and Fly but I would have sworn all 3 got buffed speed values.


 

Posted

Quote:
Originally Posted by Sarrate View Post
I know you've been around for a long time, but this strikes me as very odd. You're complaining about the end cost of Sprint, yet you leave Super Speed (which consumes 55.5% more endurance) on in combat? Not to mention that the stealth effects of both SS and Stealth IOs suppress in combat anyway, so keeping them running while fighting won't help you not get seen.
I PvP, so Super Speed is always on unless I have no endurance (as is CJ or SJ depending on the character and what they're doing). Sprint does almost nothing for me so it makes no sense to add endredux slots just to keep it running for the sake of having a stealth IO in it. Another way to look at it:

* Super Speed uses 0.46 end/sec and grants you 350% runspeed.
* Sprint uses 0.29 end/sec and grants you 50% runspeed.

Even with the base, unenhanced numbers, Super Speed gives you 7x the movement speed bonus for 1.5x the endurance cost. Of course, Sprint does not suppress during combat, but that's what I have Hurdle and CJ for (I tend to "bunny hop" during the 4-second suppression period and then use SS to move to the next mob once the suppression period is over). I will sometimes turn on Sprint to boost my run speed when I'm covering very long distances (like getting across PI or IP or other large zones) but I never use it during combat.

Quote:
Originally Posted by Leo_G View Post
And aside from Serrate's post, didn't they also make Sprint faster recently? I could be confusing it with a speeding up of Hover and Fly but I would have sworn all 3 got buffed speed values.
Sprint got its base speed buffed, yes, but only half of the increased speed is enhanceable. I will admit the new Sprint is nice for low-level characters but it's still downright slow compared to Super Speed.


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Posted

Quote:
Originally Posted by macskull View Post
I PvP, so Super Speed is always on unless I have no endurance (as is CJ or SJ depending on the character and what they're doing). Sprint does almost nothing for me so it makes no sense to add endredux slots just to keep it running for the sake of having a stealth IO in it. Another way to look at it:

* Super Speed uses 0.46 end/sec and grants you 350% runspeed.
* Sprint uses 0.29 end/sec and grants you 50% runspeed.

Even with the base, unenhanced numbers, Super Speed gives you 7x the movement speed bonus for 1.5x the endurance cost. Of course, Sprint does not suppress during combat, but that's what I have Hurdle and CJ for (I tend to "bunny hop" during the 4-second suppression period and then use SS to move to the next mob once the suppression period is over). I will sometimes turn on Sprint to boost my run speed when I'm covering very long distances (like getting across PI or IP or other large zones) but I never use it during combat.
PvP is a whole different thing entirely. I automatically assume PvE unless specified otherwise.

(Side note: I find it odd that there is no suppression listing for SS in PvP... you'd probably want it on so you could move at max speed instantly, but still.)


 

Posted

Quote:
Originally Posted by Sarrate View Post
PvP is a whole different thing entirely. I automatically assume PvE unless specified otherwise.

(Side note: I find it odd that there is no suppression listing for SS in PvP... you'd probably want it on so you could move at max speed instantly, but still.)
PvP used to follow PvE travel suppression rules but that was changed with I13. Now all movement is slowed by a granted autopower that lasts a certain variable duration. However, standard arena settings have that turned off so you get no suppression at all (i.e. always moving at full SS/SJ speed). That's generally the reason I run SS.


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Posted

Quote:
Originally Posted by macskull View Post
PvP used to follow PvE travel suppression rules but that was changed with I13. Now all movement is slowed by a granted autopower that lasts a certain variable duration. However, standard arena settings have that turned off so you get no suppression at all (i.e. always moving at full SS/SJ speed). That's generally the reason I run SS.
Plus Sprint is a free slot... I find I can't always fit a +Stealth into either SS or SJ cause its takes up another slot when sprint is sitting there empty otherwise.


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Posted

That's why I slotted stealth IOs into Sprint as well, because it was basically a "fire and forget" slot, especially when I already had very few slots to dedicate to travel powers (usually a Zephyr -KB and travel/end or some microfilaments).


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"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Eh. The end/s of Sprint isn't so bad. Then again, my builds aren't so tight that I can't afford to put a second slot in it to have both stealth and endurance reduction (in fact, my AR/Dev would be getting said extra slot for reduction sometime today when he hits 45 - IF I thought he neededit. He's only got a 0.74/s (0.69%/s) drain with Sprint, Combat Jumping, Cloaking Device, and Targetting Drone (both at 0.19/s) as his only toggles, so it's not really a problem. Don't even need much in the way of blues and the cost is worth it to be able to toe-bomb)


 

Posted

Quote:
Originally Posted by JD_Gumby View Post
Eh. The end/s of Sprint isn't so bad. Then again, my builds aren't so tight that I can't afford to put a second slot in it to have both stealth and endurance reduction (in fact, my AR/Dev would be getting said extra slot for reduction sometime today when he hits 45 - IF I thought he neededit. He's only got a 0.74/s (0.69%/s) drain with Sprint, Combat Jumping, Cloaking Device, and Targetting Drone (both at 0.19/s) as his only toggles, so it's not really a problem. Don't even need much in the way of blues and the cost is worth it to be able to toe-bomb)
Build for pvp and you will soon wish to g*d that you could have an extra slot here n there


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Posted

Quote:
Originally Posted by JD_Gumby View Post
Nope. All the 120 second proc effects (Stealth, Miracle +recovery, etc.) now end instantly when the toggle they're in is turned off as of Issue 18 and mentioned in the patch notes, so it's not a bug.
So, what happens with the Teleport Stealth IO? Don't have one, but was thinking of getting it.....


 

Posted

Quote:
Originally Posted by JD_Gumby View Post
Nope. All the 120 second proc effects (Stealth, Miracle +recovery, etc.) now end instantly when the toggle they're in is turned off as of Issue 18 and mentioned in the patch notes, so it's not a bug.

Wow that stinks...never noticed that in beta. :/ Boo stealth fix :P


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Posted

Quote:
Originally Posted by ThugOne View Post
So, what happens with the Teleport Stealth IO? Don't have one, but was thinking of getting it.....
I'd assume that it goes off when you activate the teleport and lasts 2 minutes. Teleports aren't toggles, so the stealth won't disappear the instant the teleport effect ends.


 

Posted

Quote:
Originally Posted by macskull View Post
Yep, and it reeeeeeally sucks for those of us who put the Stealth IOs in Sprint.
It sucks even worse for Stalkers who have Freebird Stealth in Fly...

With perception on 24/7 and stealth capped only while flying, any chance
of getting an AS at all now requires it to be done in fly...

Yet Another "brilliant" Dev PvP idea.... Yuk


Regards,
4


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Posted

Quote:
Originally Posted by FourSpeed View Post
It sucks even worse for Stalkers who have Freebird Stealth in Fly...

With perception on 24/7 and stealth capped only while flying, any chance
of getting an AS at all now requires it to be done in fly...

Yet Another "brilliant" Dev PvP idea.... Yuk


Regards,
4
Um I honestly don’t think they were thinking PvP when they fixed this, it’s not always about PvP you know?

Most people in this game PvE and have seen many many threads in the last few years about "why does stealth stay on when I toggle it off, its screws up escort missions" Which is think is significantly more important than the lack of ability to gank some newb badge hunting in BB.


 

Posted

Quote:
Originally Posted by JD_Gumby View Post
Nope. All the 120 second proc effects (Stealth, Miracle +recovery, etc.) now end instantly when the toggle they're in is turned off as of Issue 18 and mentioned in the patch notes, so it's not a bug.
I have scoured the official Issue 18 Patch Notes posting here and have yet to find ANYTHING referencing any changes to 120 sec proc effects. Keyword searches on the page for Invention, Proc, Stealth and even 120 do not find any references to the point you cite.

Where are you getting your information from? Provide a link. Show us the awesomeness of your Search Fu.


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Posted

It happened in beta. It was in one of the patch notes there.


 

Posted

There's no mention of the new slash commands (/TTL, /TLL, /PriorityBoost, etc) or the right click->chat to team leader. There's no mention of the new critters (Girlfriend From Hell, Super Stunner, Diseased Abomination, etc). There's no mention of the change to Mystic Fortune. The patch notes are missing a lot of things.

Zombie Man made a list of some of the missing notes, pre-I18. Some of them finally made it into the list, but not all.


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