I don't have a problem with Sneaking in general but I do dislike the lack of options for countering groups of players in stealth
I wouldn't mind this idea as long as it revealed allies as well. I think its bad enough you can stealth around with a big glowing orb circling you.
I don't dislike that suggestion but it shouldn't be implemented. It would be entirely too easy to grief your own alliance without repercussion.I wouldn't mind this idea as long as it revealed allies as well. I think its bad enough you can stealth around with a big glowing orb circling you.
Right, and this wouldn't change that. Ambush groups would still be just as successful, unless you define ambush groups as groups of players that Sneak in full view of the enemy and are invisible thereafter because magic.superfluke wrote:If a group of 20 players has the discipline to stay clustered and stealthed and not blow their cover, they currently deserve the rich rewards awaiting them just like any succesful ambush.
dahl.lucas_ESO wrote: »
dahl.lucas_ESO wrote: »
Yes.dahl.lucas_ESO wrote: »
Not sure what you mean? From what I know the game has changed from beta. When you use magelight, and stealth, enemies will not see the orb. Is this correct?
Yes.dahl.lucas_ESO wrote: »
Not sure what you mean? From what I know the game has changed from beta. When you use magelight, and stealth, enemies will not see the orb. Is this correct?
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There isn't much of a counter at this point for detecting invisible enemy players at a distance, aside from running into them with Mage Light, and I think this could be a nice addition. Tanks/initiators could be tagged with it to reveal players as they engage, guards at resource camps could be tagged to reveal nearby defenders, that dude that just disappeared 30 meters away could potentially be revealed if you can tag the area near him before he moves too far away, etc.
I don't have a problem with Sneaking in general but I do dislike the lack of options for countering groups of players in stealth, aside from facechecking their stack to see how many players are actually clumped up together. I think this could provide a way to somewhat diminish this.
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This is aimed at revealing areas where you know the enemy is and effectively combating a failed or poorly executed ambush.