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Personalized stealth mechanics rework....
This goes over stealth, stealth detection and some of the skills and perks surrounding these mechanics...
Stealth detection skills: no longer uncloaks cloaked PLAYERS but instead you will be able to see them as they are cloacked or crouching in stealth with a white or grey-ish smoke. Magelight and that one fighters guild skill will also have a significantly increased duration....
Stealth detection range passives will also get a buff of some range
players you are detecting will be tracked by your attacks and abilities only so it will be up to you to attack or at least let others know... only direct damage will hit them while they are stealthed and reveal them aoe dots will have no effect and soul trap wont even apply...
Crouch stealth: breaking line of sight in combat you can will allow you to re-enter stealth while crouched..
Cloaked stealth: Significantly increases the duration by minutes and adds a cooldown of five seconds to the ability to promote smart and skillful use of it as a tool rather than a spammable..
with changes like these they can make it so there arent as many super crit blades with the ability to 1vx just because they have the ability to cloak...
adds a cooler i think stealth detection range use that feels more present in the game..
Stealth is something you cant see unless you have a trained eye for...
casting a buff that pulls players out of stealth in a wide area is nice but i dont feel like it was done right maybe it would be better if it were something only templars could do with one of their skills.....
Basically what i want is to make being a stealth oriented character to feel more tactical without taking too much away and also to make an incentive for people to realize when they would need to build in anticipation of assassins (like a healer or maybe another assassin)
this is prolly dumb stuff but i have dumber ideas honestly...