It has been tested and confirmed; when a character goes into stealth (ie. Teebo), their "bonus" attacks count towards the "number of turns" they stay in stealth.
For instance, when Teebo uses scramble tactics, he gains stealth for 3 turns. If chirpa, or someone else, calls Teebo to assist, it now counts as 1 turn of 3 in stealth.
If RG's taunt is one full turn, (which they fixed), and not removed if called for assist, then why is an assist attack counted against stealth duration?
This is a double standard and should be revisited.
It has been tested and confirmed; when a character goes into stealth (ie. Teebo), their "bonus" attacks count towards the "number of turns" they stay in stealth.
For instance, when Teebo uses scramble tactics, he gains stealth for 3 turns. If chirpa, or someone else, calls Teebo to assist, it now counts as 1 turn of 3 in stealth.
If RG's taunt is one full turn, (which they fixed), and not removed if called for assist, then why is an assist attack counted against stealth duration?
This is a double standard and should be revisited.
Yes just nerf a mechanic no one hardly ever uses and that is perfectly balnced. lets not even bother to nerf/buff the characters that need them /s. I hope this was some sort of mistake and they didn't really just waste there time nerfing something that didn't need a nerf.
Yes just nerf a mechanic no one hardly ever uses and that is perfectly balnced. lets not even bother to nerf/buff the characters that need them /s. I hope this was some sort of mistake and they didn't really just waste there time nerfing something that didn't need a nerf.
Yes just nerf a mechanic no one hardly ever uses and that is perfectly balnced. lets not even bother to nerf/buff the characters that need them /s. I hope this was some sort of mistake and they didn't really just waste there time nerfing something that didn't need a nerf.
This may be due to how effective he is in raids.
Maybe, maybe not. Teebo's potency is definitely lacking compared to some other TM reducers so this really is a slap in the face to him.
Yes just nerf a mechanic no one hardly ever uses and that is perfectly balnced. lets not even bother to nerf/buff the characters that need them /s. I hope this was some sort of mistake and they didn't really just waste there time nerfing something that didn't need a nerf.
This may be due to how effective he is in raids.
Maybe, maybe not. Teebo's potency is definitely lacking compared to some other TM reducers so this really is a slap in the face to him.
That explains it. I knew there was something wrong with Teebo's stealth but I couldn't figure it out. At least now I know and can work around it until it's fixed. Thanks RJ!
This was reported earlier today and it didn't generate any attention. I hope that someone like brando posting at least gets attention because he's the Ewok guy
That explains it. I knew there was something wrong with Teebo's stealth but I couldn't figure it out. At least now I know and can work around it until it's fixed. Thanks RJ!
Its crucial to count in raids! Lol we had a few members notice today.
This was reported earlier today and it didn't generate any attention. I hope that someone like brando posting at least gets attention because he's the Ewok guy
Ha! Thanks, hopefully we can at least get an explanation as to how this is being "counted" towards the duration of the stealth effect.
Easy there. There was no stealth nerf. We don't stealth nerf anything.
There are times we've missed something in large updates, but when you're collecting patch notes that are hundreds of entries long, you occasionally miss something. We've always acknowledged tuning changes. This sounds like a bug, not a nerf, and when I get in to the office on Monday, I'll look at it.
EDIT: Actually, this IS a bug, and it's related to the same bug that counts the turn something was cast as the first turn. Half-Life 3 confirmed.
Lead Game Designer (Live), Star Wars Galaxy of Heroes
Easy there. There was no stealth nerf. We don't stealth nerf anything.
There are times we've missed something in large updates, but when you're collecting patch notes that are hundreds of entries long, you occasionally miss something. We've always acknowledged tuning changes. This sounds like a bug, not a nerf, and when I get in to the office on Monday, I'll look at it.
EDIT: Actually, this IS a bug, and it's related to the same bug that counts the turn something was cast as the first turn. Half-Life 3 confirmed.
Thank you for commenting and looking into this issue. Please keep us updated!
Easy there. There was no stealth nerf. We don't stealth nerf anything.
There are times we've missed something in large updates, but when you're collecting patch notes that are hundreds of entries long, you occasionally miss something. We've always acknowledged tuning changes. This sounds like a bug, not a nerf, and when I get in to the office on Monday, I'll look at it.
EDIT: Actually, this IS a bug, and it's related to the same bug that counts the turn something was cast as the first turn. Half-Life 3 confirmed.
Thanks @CG_NotReallyAJedi ! I appreciate you taking the time to respond on a weekend. You're my favorite CG employee.
Easy there. There was no stealth nerf. We don't stealth nerf anything.
There are times we've missed something in large updates, but when you're collecting patch notes that are hundreds of entries long, you occasionally miss something. We've always acknowledged tuning changes. This sounds like a bug, not a nerf, and when I get in to the office on Monday, I'll look at it.
EDIT: Actually, this IS a bug, and it's related to the same bug that counts the turn something was cast as the first turn. Half-Life 3 confirmed.
Only make sense that if players can give TM up that there should be a counter players that can give TM down, shouldnt be resistible, it gives specialty characters more use than just GW fodder.
Only make sense that if players can give TM up that there should be a counter players that can give TM down, shouldnt be resistible, it gives specialty characters more use than just GW fodder.
This!
Ive notice when teebo leads the toons that get stealth get resisted 90% of the time like on the tank challenge i notice my RG when affected by stealth he landed only 1 stun, even on the trash up to the boss he would get resisted ,wile when he was not stealth'ed they would land as normal
i dont have Teebo max geared or anything but his special stealth last on average 1,5 out of 2 turns and the 75% TM its says it will remove if he is stealthed get resisted 8 out of 10 times
Replies
confirmed, teebo was stealth nerfed
This may be due to how effective he is in raids.
Maybe, maybe not. Teebo's potency is definitely lacking compared to some other TM reducers so this really is a slap in the face to him.
Make Zader Great Again!
Im hoping it is a bug.
Its crucial to count in raids! Lol we had a few members notice today.
Ha! Thanks, hopefully we can at least get an explanation as to how this is being "counted" towards the duration of the stealth effect.
Can I report this as a bug?
With Ewok Eleder being in Raid Shipments Ewoks are very lucrative now
There are times we've missed something in large updates, but when you're collecting patch notes that are hundreds of entries long, you occasionally miss something. We've always acknowledged tuning changes. This sounds like a bug, not a nerf, and when I get in to the office on Monday, I'll look at it.
EDIT: Actually, this IS a bug, and it's related to the same bug that counts the turn something was cast as the first turn. Half-Life 3 confirmed.
Thank you for commenting and looking into this issue. Please keep us updated!
1. Teebo stealths himself for 3 turns
2. Teebo attempts to stealth all Ewoks at 30% chance for 2 turn.
3. Turn ends
4. All Ewoks gain 100% TM
I suspect when he attempts to stealth other Ewoks for 2 turns he stealths himself, again, and overwrites his 3 turn stealth to 2 turns.
It does not happen on teebo with level 7 ewok scramble ability.
The easiest way to fix this is to have teebo try to stealth all other ewoks for 3 turns as well haha joking
Thanks @CG_NotReallyAJedi ! I appreciate you taking the time to respond on a weekend. You're my favorite CG employee.
This!
Ive notice when teebo leads the toons that get stealth get resisted 90% of the time like on the tank challenge i notice my RG when affected by stealth he landed only 1 stun, even on the trash up to the boss he would get resisted ,wile when he was not stealth'ed they would land as normal
i dont have Teebo max geared or anything but his special stealth last on average 1,5 out of 2 turns and the 75% TM its says it will remove if he is stealthed get resisted 8 out of 10 times
Please see my May 7th Teebo Bug Report + Video Link from a friend that proves the problem.
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/comment/411228