Henu Posted December 4, 2012 Share Posted December 4, 2012 This idea is more for the Merc's, maybe something that could be a first tier idea, just to help them in WZ's and be that little bit more important in a ranked setup. My idea's 1-Make the target area wider, maybe up too 10m wider.2-more powerful at knocking stealth out of stealth.3-add a small bleed to anyone that is trapped in it (more damage for DoT tree)4-Make it so the other team cant see the trap5- and last, make them last longer.. maybe with a larger CD added. Link to comment Share on other sites More sharing options...
iDraxter Posted December 4, 2012 Share Posted December 4, 2012 If BW intended to make bh/trooper the anti stealther class they didn't do a good job Link to comment Share on other sites More sharing options...
Brillat Posted December 6, 2012 Share Posted December 6, 2012 Stealth probe area should always have been invisible to the opposition, as it stands a stealther with half a brain will easily be able to avoid it unless you are lucky enough to drop it directly on them. Would be nice if stealth probe had an 'active' "Cannot (re)stealth for 6 seconds after entering probe area" function, that would give extra utility in preventing escapes / resteath / reopens against stealth classes even if they were already visible. Link to comment Share on other sites More sharing options...
Henu Posted December 6, 2012 Author Share Posted December 6, 2012 Stealth probe area should always have been invisible to the opposition, as it stands a stealther with half a brain will easily be able to avoid it unless you are lucky enough to drop it directly on them. Would be nice if stealth probe had an 'active' "Cannot (re)stealth for 6 seconds after entering probe area" function, that would give extra utility in preventing escapes / resteath / reopens against stealth classes even if they were already visible. i think all AOE attacks should not show up on the other side. Link to comment Share on other sites More sharing options...
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