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Stealth/Hiding
http://www.dxgaming.com/forums/viewtopic.php?t=40317
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Author:  Maestro [ Wed Mar 29, 2017 3:33 pm ]
Post subject:  Stealth/Hiding

At the moment stealth grants you a certain amount of steps then you are revealed. I think moving while stealth should deplete stamina per step depending on their stealth and hiding skill. Perhaps 6 stamina per step at gm stealth and gm hiding, 24 stamina per step at 0 stealth, 0 hiding. (15 stam/step if only 1 skill at 100)

From what I understand, stamina's purposes are for when your running when weighted or are in gear not proficient to your class. This would cause a character whos more encumbered to be worse at stealth while giving benefit to players who follow there class armour proficiencies. Plus, hiding is quite a useless skill as it stands.

The main reason I think this should be implemented is that when you see a an enemy player, a person wall pots and runestones away. A mage can dispell the wall and for that reason is the only practical player killing character. By doing this players who prefer a warrior character can still be PKers without just being walled out of a fight without a chance. Could give detect hidden a passive feature at gmed skill to counter this for PVMers.

Unless there is another way warriors can get through walls, we accomplish that, also, giving purpose to stamina and hiding. 3 birds stoned at once.

Author:  _Venom_ [ Mon Apr 17, 2017 12:07 pm ]
Post subject:  Re: Stealth/Hiding

Just an FYI, hiding now hides objects, so it has its own purpose now, higher hiding hides bigger/heavier objects. Hide some explode pots on somebody's door and leave them a nice surprise.

I agree though, stealth needs a bit of a nerf.

I thought it might be nice if lanterns (1 handed, off-hand item) would nullify stealth in a 3x3 radius around the player, being as its too well lit to hide.

Stealth necros are too OP right now.

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