Ultiscrub Gaming wrote: »Detection potions shouldn’t work on invisible players there are already enough counters to invisibly. Namely all the detection skills which literally all specify both stealth and invisibility.But the detection potion specifically only says stealth detection. They are 2 separate mechanics in the game. You can’t stun from invisibility unless the skill specifies that you can. I can only stun with a heavy attack, surprise attack or other direct damage skill if I am actually stealth not just invisible. Not to mention why even put invisibility potions in the game if they can be countered with another potion thats just silly. Besides there are no potions to counter other classes defensive skills like protective scales and morphs, apocryphal gate and morphs, bolt escape and morphs, frozen gate and morphs. Its like night blades are the most hated class or something. Imagine if i could drink a potion and your couldn’t use ball of lightning for 15 seconds with in 43 meters of my player or protective scales for 15 seconds within 43 meters of my character. The forums would be filled with cry babies as soon as that was announced on the forums but ganker mains are supposed to just be happy we have no defense…. Ok bro sounds fair.
Edited: also all direct damage aoe skills are a direct counter to invisibility, the skill is also insanely expensive to the point that if you spec into being able to use it 24/7 you would do next to no damage anyway. When this is looked at with just logic and not with some emotional lens of being sick and tired of the gankers being hard to kill its clear as day. No one cries that the 41k health assassin/animal companion/restoring light warden main class can block everything you throw at them and burst you with incap->beetles->bow proc with out fail all the while if you spec into pure glass cannon you can’t burst them. Definitely needs some rebalancing but if i could drink a potion and stop you from blocking the forums would be over loaded with crying about that.
Invisibility = invulnerability, you can't attack invisible target, if target is not dumb. You can use invisibility to attack too, not only as defense. Nowadays 7 out of 10 medium skilled players uses invisibility, and if they attack you and fail, they return to invisibility and voila, they are safe and dandy, and the only option to counter it - to use detect potion. It allows them to attack you first, and it is huge advantage tbh if used correctly.
I would even make detection potions cheaper or smaller CD or longer duration tbh. I played nightblades a lot, so I am not NB hater, but I can't support this thread, there is nothing wrong with these potions and how it currently works.
Ultiscrub Gaming wrote: »Before anybody else comments, please make sure you’re posting informed. I’m pretty sure it’s against the forum guidelines to post untrue information about the game. There’s already been two comments that were not informed of skills that have been in the game for most of if not all of the games life.
CameraBeardThePirate wrote: »Ultiscrub Gaming wrote: »Before anybody else comments, please make sure you’re posting informed. I’m pretty sure it’s against the forum guidelines to post untrue information about the game. There’s already been two comments that were not informed of skills that have been in the game for most of if not all of the games life.
Everyone is informed about those skills, the problem is stating that they are an effective counter when they're not.
First of all, they take up bar space. If I'm already getting my crit buff from the myriad of other sources available, why would I slot those abilities on the off chance I run into someone using invis? It's a waste of bar space in any fight that you aren't fighting someone using invis.
On the other hand, detect potions offer flexibility. You don't need to run them full time, but in return they have a long cooldown and require you to share that cooldown with your other potion, typically sacrificing off-stat sustain when you want to use them.
We can test how effectively you will find me with AoE damage skills and with flare or evil hunter after I streak and sneak or if you will find me at all if I camp some location, e.x. IC flag. Detection works in limited radius as you said, 12 and 10 meters, and all good nbs can break this distance with ease, so probably try better next time, both skills are pretty much useless for the purpose atm.
I have been playing this game for a long long time, and I remember days when each mentioned skill was in use to reveal gankers, because they were part of almost every PvP build because of bonuses, but now almost nobody uses them, and I will not pick one or another to find gankers, there are much better choices for skills, so, everybody switched to detect potions
Erickson9610 wrote: »Werewolf has no access to any of the detection skills. Detection potions are literally the only way for Werewolves to bring enemies out of stealth and invisibility (without blindly spamming Infectious Claws where they think the invisible people are) — Werewolves can't even use the Sentry set because they currently can't crouch/sneak to activate it!
I hope Werewolf gets the ability to sneak, as well as some form of in-kit stealth detection. I'd happily take a Werewolf Grimoire that can be Scribed to reveal enemies, or added Stealth Detection radius to their passives. Werewolves should also be allowed to participate in the stealth and detection mechanics — until that happens, please leave both Invisibility and Detection potions alone.
Avran_Sylt wrote: »CameraBeardThePirate wrote: »Ultiscrub Gaming wrote: »Before anybody else comments, please make sure you’re posting informed. I’m pretty sure it’s against the forum guidelines to post untrue information about the game. There’s already been two comments that were not informed of skills that have been in the game for most of if not all of the games life.
Everyone is informed about those skills, the problem is stating that they are an effective counter when they're not.
First of all, they take up bar space. If I'm already getting my crit buff from the myriad of other sources available, why would I slot those abilities on the off chance I run into someone using invis? It's a waste of bar space in any fight that you aren't fighting someone using invis.
On the other hand, detect potions offer flexibility. You don't need to run them full time, but in return they have a long cooldown and require you to share that cooldown with your other potion, typically sacrificing off-stat sustain when you want to use them.
You know what also takes up barspace?
Invisibility (skill(s)).
If the detect pot just increased the range you could detect sneaking players, that's one thing, but this is a GCD disjointed "ability" that can also counter a barspace ability.
Though, I totally agree that the base-game detection skills have lagged behind the movement meta.
Because the detection pot covering a 1400% larger area than Evil Hunter is asinine.
Some tangential fun facts about the detection pots:
- It can be used while invisible and it won't break you out of stealth.
- you can tell when you've been spotted by a detect pot while sneaking, but have no awareness of this while invisible
- Edit: oh and this pot is another one of the PvP pubstomper items where if you're rich you have an upper hand, but if you're poor you're SoL. So glad they made the tri-pot purchasable with AP.
Ultiscrub Gaming wrote: »Detection potions shouldn’t work on invisible players there are already enough counters to invisibly. Namely all the detection skills which literally all specify both stealth and invisibility.But the detection potion specifically only says stealth detection. They are 2 separate mechanics in the game. You can’t stun from invisibility unless the skill specifies that you can. I can only stun with a heavy attack, surprise attack or other direct damage skill if I am actually stealth not just invisible. Not to mention why even put invisibility potions in the game if they can be countered with another potion thats just silly. Besides there are no potions to counter other classes defensive skills like protective scales and morphs, apocryphal gate and morphs, bolt escape and morphs, frozen gate and morphs. Its like night blades are the most hated class or something. Imagine if i could drink a potion and your couldn’t use ball of lightning for 15 seconds with in 43 meters of my player or protective scales for 15 seconds within 43 meters of my character. The forums would be filled with cry babies as soon as that was announced on the forums but ganker mains are supposed to just be happy we have no defense…. Ok bro sounds fair.
Edited: also all direct damage aoe skills are a direct counter to invisibility, the skill is also insanely expensive to the point that if you spec into being able to use it 24/7 you would do next to no damage anyway. When this is looked at with just logic and not with some emotional lens of being sick and tired of the gankers being hard to kill its clear as day. No one cries that the 41k health assassin/animal companion/restoring light warden main class can block everything you throw at them and burst you with incap->beetles->bow proc with out fail all the while if you spec into pure glass cannon you can’t burst them. Definitely needs some rebalancing but if i could drink a potion and stop you from blocking the forums would be over loaded with crying about that.
irstarkey57 wrote: »Avran_Sylt wrote: »CameraBeardThePirate wrote: »Ultiscrub Gaming wrote: »Before anybody else comments, please make sure you’re posting informed. I’m pretty sure it’s against the forum guidelines to post untrue information about the game. There’s already been two comments that were not informed of skills that have been in the game for most of if not all of the games life.
Everyone is informed about those skills, the problem is stating that they are an effective counter when they're not.
First of all, they take up bar space. If I'm already getting my crit buff from the myriad of other sources available, why would I slot those abilities on the off chance I run into someone using invis? It's a waste of bar space in any fight that you aren't fighting someone using invis.
On the other hand, detect potions offer flexibility. You don't need to run them full time, but in return they have a long cooldown and require you to share that cooldown with your other potion, typically sacrificing off-stat sustain when you want to use them.
You know what also takes up barspace?
Invisibility (skill(s)).
If the detect pot just increased the range you could detect sneaking players, that's one thing, but this is a GCD disjointed "ability" that can also counter a barspace ability.
Though, I totally agree that the base-game detection skills have lagged behind the movement meta.
Because the detection pot covering a 1400% larger area than Evil Hunter is asinine.
Some tangential fun facts about the detection pots:
- It can be used while invisible and it won't break you out of stealth.
- you can tell when you've been spotted by a detect pot while sneaking, but have no awareness of this while invisible
- Edit: oh and this pot is another one of the PvP pubstomper items where if you're rich you have an upper hand, but if you're poor you're SoL. So glad they made the tri-pot purchasable with AP.
Nonsense. Cloak also gives you major resolve, and a guaranteed crit out of cloak. people slot skills that only give major resolve. so no, the bar space argument is erroneous. this whole post was created over ganker tears that are upset when they can be seen. its ridiculous.
Ultiscrub Gaming wrote: »No one cries that the 41k health assassin/animal companion/restoring light warden main class can block everything you throw at them and burst you with incap->beetles->bow proc with out fail all the while if you spec into pure glass cannon you can’t burst them.
Ultiscrub Gaming wrote: »Im done you guys can’t see the down sides of a gank build and how that play style is already at a huge disadvantage.
Oblivion_Protocol wrote: »Ultiscrub Gaming wrote: »Im done you guys can’t see the down sides of a gank build and how that play style is already at a huge disadvantage.
Well it has one of the biggest advantages in the game, so something has to balance out. When you can turn invisible and delete someone in literally seconds, there needs to be counterplay. You don’t get to be invincible and kill everything on a whim.
Avran_Sylt wrote: »Oblivion_Protocol wrote: »Ultiscrub Gaming wrote: »Im done you guys can’t see the down sides of a gank build and how that play style is already at a huge disadvantage.
Well it has one of the biggest advantages in the game, so something has to balance out. When you can turn invisible and delete someone in literally seconds, there needs to be counterplay. You don’t get to be invincible and kill everything on a whim.
Why is the counterplay a potion you need to craft.
ToddIngram wrote: »Not everyone is suited to the same play style. If a ganker can't accept that there are counters to their play style, perhaps they should try a brawler or tank or healer instead. So long as invisibility and cloak exist, so should detect pots.