Durvayas wrote:Mithreas wrote:Durvayas wrote:
The solution was to collectively punish all stealth builds by making it virtually impossible to stealth through entire areas and dungeons without drawing aggro from something. If you somehow survived, you 'deserved' to be there. If you didn't, you didn't. This was a crushing blow to stealthers on both servers.
Nonono you've missed the point -completely-.
<snip>
Rather confident you're the one missing the point.
Huh?
I implemented this feature. I know what I was thinking when I made it. You ascribed motives to me that I did not have, missing the motives I did have.
You see, I fundamentally disagree with this.
You almost seem to forget that rogues SUCK at face to face combat. They're literally not made for it, hence why sneak attack, traps, and crippling strike are their thing, and they have those stealth skills in the first place. People who build sneaks DO NOT WANT TO DUEL.
I have played a lot of rogues, and I disagree with this on many levels.
Unless your sneak is designed not to kill anything (which is not an approach Arelith has ever wanted to support), you have two choices - hit and run (e.g. an archer), or even the odds. Since NWN lets you get sneak attacks off attacking from stealth even when your opponent has heard you, this approach actually helps *both* strategies, by making it easier to scatter groups into more bite-sized challenges. Sure, you could also do it with a bow - unless you're a kensai... which, of course, it's entirely possible to be as a rogue. I get that people who are addicted to scrolls would never in their lives build a kensai rogue, but not everyone enjoys messing around with UMD. But also, the bow-lure thing has always annoyed me and I long had an ambition to change it... never quite doing it because of the massive impact it would have on the effective challenge rating of areas.
Playing rogues, I am absolutely all about dueling rather than facing groups of enemies. A single enemy can be more easily disabled or distracted. I can time my pickpocket attempts to the attack flurries of a single enemy; I can knock down a single enemy so that it can't hurt me; I can use a scroll or ability on a single enemy to render it even weaker and allow me to carve it up. In short, I can use strategy to control the fight against a single enemy far more effectively than I can against a group. As a rogue, if I'm fighting against a group, I want to be part of a group so I can focus on my DPS role and not try to control the fight. But soloing, fighting is all about control, and control is far easier one on one. Even the dodge feat is optimised for single enemy combat - as is epic dodge. It's very clear in my view that rogues are better off duelling enemies 1:1 when operating alone, and get weaker quickly when faced with larger numbers.
Lastly, on unpredictability. I get that you (and some others in this thread) are not a fan of that. I absolutely am. To me, the world feels more alive when you can't anticipate everything that's going to happen. To me, predictability makes everything "just a game" and makes it less of a living, breathing world.
You're very welcome to disagree with the why of the above. But this change wasn't simply a "rogue nerf". It was intended to stop people stealthing through dungeons many times their level, farming massive XP from pickpocket and nabbing epic loot, all without risk (the lack of risk was the problem - JJ was a massive rogue fan, playing rogues on pretty much every character, and this lack of risk was the main thing that frustrated us both). But it was also intended to promote an entirely different playstyle for stealth characters that offset their weaker combat prowess. You can argue about its effectiveness, but having made quite a lot of use of it, I've been happy with the way it plays. Probably the only thing I'd change about it is to make the spot/listen bonus cap at the challenge rating of the area, so that super low level things don't ever get super high bonuses.
While things are sprinting at the rogue, the rogue is stuck walking away scared unless it wants to break stealth, at which point the rest of the group will detect them and they'll get to deal with Arelith's oh-so-fun mob AI 'it doesn't matter if you're invisible or cornersneak I'm stuck-on-you-like-fly-to-shit' aggro.
In my (quite extensive) experience, walking away on stealth works fine against almost all creatures, and cornersneaking will usually allow you to get sneak attacks when it doesn't let you escape (i.e. if they can hear you and not see you). But part of this is not approaching a spawn too quickly, and giving yourself time to figure out if anything has seen you early enough that you can get away from the rest of the group.
(I also consider part of rogue play "having an exit" - i.e. a way to escape when things go badly wrong. Invis potions, haste/expeditious retreat, monk speed, or attunement potions or portal lenses are to me part of the "rogue game".)
---
Lastly, I've just spotted a bug in this feature that's been there since it went in (oops).
It's intended to be a flat +(d2)d20 to spot and +(d2)d20 to listen (calculated separately) for 1 in 6 creatures. This also means that if you can get your stealth over 60, you'd be immune to anything that doesn't have a natural WIS mod or actual skills on its sheet, giving a PvM reason to continue to invest over about 25 (which used to be the level you needed to get stealth to in order to travel almost the whole module in pretty effective safety).
However, a typo means it actually adds to listen twice - so basically adds (2-4)d20 to Listen. This means that going over 60 won't help you (but explains why sneak attack works pretty much every time for me).
I'll fix that, and cap the bonus at the area CL, since I have the code open.