Let's talk about the 'hidden' mechanic

brandonv516
brandonv516
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Is there any consistency to it other than consistently being frustrating?

I used a non-dot ultimate recently and found myself waiting close to 5 minutes to become hidden again (tried changing bars, crouching and standing, moving far away from target, etc.)

On the other hand I used a dot ultimate shortly after that experience and I must have gone hidden in less than 30 seconds.

The targets did not die and I did not have any dots on me in both encounters. What other factors could be contributing? Is it working as intended?
  • UltimaJoe777
    UltimaJoe777
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    All I want them to do is fix how you suddenly get detected when you actually don't, and this even repeats multiple times!
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  • RAGUNAnoOne
    RAGUNAnoOne
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    That's the buggy stuck in combat mechanic causing this you cant hide while in combat...
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  • DeanTheCat
    DeanTheCat
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    There are a few factors that can affect how quickly you can return to stealth after initiating an attack on another player.

    1) If you are more than 28m away (The maximum engagement range in PvE), you can almost always return to stealth without any issues so long as you don't enter the 20m frontal view cone of an enemy player.

    2) If you engage the target within 28m but behind the target, you can almost always return to stealth so long as you don't enter the 20m frontal view cone of an enemy player.

    3) If you are more than 28m away and enter the frontal view cone of an enemy player (Not the target), you can still return to stealth with a slight delay (Round 15 seconds) so long as you stay out of the 20m frontal view cone of the target.

    4) If you engage the target within 28m and enter the frontal view cone of an enemy player (Not the target), you can still return to stealth with a moderate delay (Round 25 seconds) so long as you stay out of the 20m frontal view cone of the target.

    5) If you engage the target within 28m and enter the frontal view cone of the target, you are locked in combat with the target. This combat state will last for up to 1 min after the last heal/attack lands. HoTs like Rapid Regeneration or Rally counts as a "Landed Heal". While in such a state, you cannot return to stealth.

    This picture may be useful in trying to understand how detection works.

    WGB2Mjb.jpg
    Dean the Cat
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  • FriedEggSandwich
    FriedEggSandwich
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    DeanTheCat wrote: »
    There are a few factors that can affect how quickly you can return to stealth after initiating an attack on another player.

    1) If you are more than 28m away (The maximum engagement range in PvE), you can almost always return to stealth without any issues so long as you don't enter the 20m frontal view cone of an enemy player.

    2) If you engage the target within 28m but behind the target, you can almost always return to stealth so long as you don't enter the 20m frontal view cone of an enemy player.

    3) If you are more than 28m away and enter the frontal view cone of an enemy player (Not the target), you can still return to stealth with a slight delay (Round 15 seconds) so long as you stay out of the 20m frontal view cone of the target.

    4) If you engage the target within 28m and enter the frontal view cone of an enemy player (Not the target), you can still return to stealth with a moderate delay (Round 25 seconds) so long as you stay out of the 20m frontal view cone of the target.

    5) If you engage the target within 28m and enter the frontal view cone of the target, you are locked in combat with the target. This combat state will last for up to 1 min after the last heal/attack lands. HoTs like Rapid Regeneration or Rally counts as a "Landed Heal". While in such a state, you cannot return to stealth.

    This picture may be useful in trying to understand how detection works.

    WGB2Mjb.jpg

    Great info right there, never knew that, thanks man :)
    PC | EU
  • LegacyDM
    LegacyDM
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    It's an intended mechanic. Zos believes that the defender should be afforded the opportunity to counter attack if attacked from stealth by an aggressor. Else, the aggressor could theoretically run away pop cloak go back into stealth and rinse and repeat. I argued in a similar post that the timer is too long. It's infuriating that I can successfully evade a Zerg and then I have to spam cloak while hiding behind a rock when I'm not a threat to anyone for an entire minute. + there is a million different counters to cloak and stealth to additionally be subjected to this torture. This was a mechanic before there were counters so it's kinda a throwback that never got updated when the meta changed.
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