I missed quite a few insightful posts during my sabbatical, but one caught my eye as I scanned the list of post posts.
It was from Sir Geoff of Hanna. Gnome-Fearer. Halfling Commando. One-half of a 5000 Favor Dynamic Duo. The MMOtivator (“Pike with me if you want to live!”).
The post was entitled: “Sneaking In Plain Sight – Why Stealth is Broken as a DDO Play Style.”
Given my love of the sneaky arts, I had to read. And, as is my tendency, to generate my own discussion and debate.
Now, obviously my goal isn’t to go all “You’re wrong!” throughout my whole post that will obviously favor the use of stealth in many (albeit not all) quests. I want to take any and all objections and make a deeper study of how others see it before I apply my own take on it. From such fair objective analysis can results be attained.
And such analysis can be helpful in improving and revising Stormreach Shadows, a web guide I co-edit that provides extended information for many classes into using stealth more often in many quests.
Assassin Speed: Fixed
Geoff starts by noting a comment from producer Severlin regarding some suggestions in the Rogue Assassin Changes thread. Sev notes that the Assassin’s general sneak speed does put them behind other classes with the Faster Sneaking ability.
This was recently and easily fixed in Update 25, thankfully, as those speed traits are now included in Stealthy. I like it, as it also encourages more use of the stealth skills.
I logged in Tuesday evening to reset Sukitetica’s AP just to see this happy speed boost.
The Stealth Engine as a Whole
Geoff takes note of one important comment by Sev:
“Changes to stealth require tech work and affect lots of game systems and are prone to side effects so we have to be careful there. Anything that involves significant changes to monster AI is out of scope for this update and this hampers any global revamp to Stealth.”
Makes sense, since Update 19 was already a “global rewrite” that introduced many of the critical changes to stealth that make it more reliable in gameplay now. Before Update 19, stealth was, more or less, an alternative way to avoid detection. But heaven help you if you were detected, for there was no real way for you to escape.
Pre-Update 19 stealth also had a long list of peculiar problems, such as:
- Monsters “sliding” to you, stop-motion style, when they saw you.
- Monsters that always detected you, even when you broke line-of-sight and were out of their Listen range.
- The inability for a player to jump while in Sneak. (Naughty, bannable “stealth humping” ensues.)
- No reliable cues to the player if they were in imminent danger of detection by sight or sound.
Since Update 19 and that massive rewrite, monsters generally behaved more logically to curious sights and sounds. The nature of Invisibility (which too many players think should be a complete solution for “hiding” but has never been such) was clearly defined as resistance from Spot checks unless you are very close to a monster. Monsters also listen and investigate sounds of breaking things more often as well, but only those that pick up the sounds go to move, not a whole mob.
And players can also jump and tumble while in Sneak, albeit at a substantial penalty to those skills, which encourages more training to counteract those penalties. Having greater mobility now also allows players to take to higher ground so that enemy Spot checks can be avoided by simple elevation.
Generally, the Update 19 changes persist and work well, except I’ve noticed that, since around Update 22 or so, enemies are no longer attracted properly by the sound of breakables or other sounds. This makes drawing and distracting enemies a broken mechanic right now. Rogues can get past this with Noisemaker traps, but Monks and other classes haven’t a viable non-combat distraction option.
Geoff noted that, in his opinion, that stealth wasn’t helpful–but clarified this in the context of using Rogues, especially Assassins. He avoids going deeper on this at first so as not to go too far off-topic.
I believe I comprehend Geoff’s reasoning, although I disagree. It all has to do with the Assassin’s primary ability: Assassinate. When you use that ability while other enemies are within Listen or Spot range, monsters do react to the death cries of an assassinated ally. As a result, if you are in Listen or Spot range, the enemy Spot and Listen check bonuses spike–and you’re likely detected immediately.
The real problem, from my point of view, is a matter of realism. When John Wilkes Booth approached President Lincoln’s booth, no one paid notice. When he shot the President at point-blank range, it wasn’t as if his wife and others in the booth just randomly glanced around everywhere except at the President, wondering casually where that noise originated, or even ignoring the commotion. Clearly their senses heightened and they turned instinctively to the stimulus. Why wouldn’t a monster do the same?
Assassinations aren’t a public affair. That means that superior Assassin tactics requires isolation of targets so as not to be detected by others. Rogues have plenty of skills to make this happen. Bluff is the best one when a loose group of enemies stands about, allowing you to pull one away to dispatch while others are none the wary. A precise use of a noisemaker also can pull one or more enemies. This requires a player to do something sometimes anathema to DDO: Using patience and cunning. Don’t carry a big stick but a big Bluff DC.
And, for the Assassin to make an escape, their Hide and Move Silently scores must be as high as they can be. Your skill at skulking away must be as high or higher than your Assassinate DC, or you’re missing the point of being an Assassin. You’re not meant to be caught–and it is possible to escape.
Higher level Monks have an Assassinate-like feat: Quivering Palm. Unlike Assassinate, however, using this ability pulls a Monk out of stealth. So Monks learn isolation skills. Many people were upset as recent updates kept nerfing the DCs of this skill, and for good reason. Sure, you can spam it during attack, but it was never meant as a “live” assassinate.
Now some might say, “But I don’t want to isolate things.” Then you can’t expect a instant-kill mechanic to work properly when its conditions aren’t met. You don’t get something for nothing, and so you can’t assassinate without some chance at reprisal. My argument is that, with the right choice and isolated target, there is little chance at reprisals. But if you’re going to spam Assassinate or Quivering Palm in a crowded hall, expect someone to notice.
Let me get back to another facet of Geoff’s comments.
When Geoff commented on how he thought that a Rogue revamp also required a revamp of the stealth engine, Sev made a curt and definitive reply:
“We get concerned when players make blanket statements about stealth being “broken” without really outlining what they mean. While we love player feedback and welcome specific suggestions about stealth, I just don’t want to set up false expectations about things stealth should allow. We wouldn’t want players, as an example, to have the expectation that characters should be opening doors and pulling levers while remaining in stealth. This type of behavior would threaten too many types of content. Without specifics we can do nothing to address people’s concerns.”
Sev, I feel, is right on the money, and for the reasons I noted earlier about how stealth is not a panacea to avoid being obvious to others.
Take the notion of opening levers and doors while in stealth. Now, a handful of quests purposefully allow the use of doors or portals without leaving Sneak (“The Portal Opens” and “Blockade Buster” come to mind) but the one more XP-lucrative quest does not allow this (“The Claw of Vulkoor”).
Sev is right, and I can encountered many examples where too much stealth (with the current rules) break a scant few of the DDO quest mechanics that activate bosses, open or complete quest objectives, or just simply allow one to proceed. Remember that I have one character, Kiricletica, which completed as many adventures in the game in stealth that would allow it (pretty much everything but raids and quests that absolutely required a party) and without any other players or hirelings, and also purposefully avoided combat except where required. These included all the Devil Battlefield quests, on Elite, to get her Yugoloth favor potions (A hireling helped with levers in “Genesis Point”).
If stealth were really broken, there is no way I’d have survived such an attempt. I must have done something contrary to what others note about stealth.
In “Claw of Vulkoor,” if a stealthy player could open doors and levers without detection, it would be far too easy. I have to time my movements to avoid patrolling scorpions there, and waiting for some to turn around to face a direction opposite of me to flip a lever is part of the mission. Further–and this is a very important point–you do NOT move, ever, while not in Sneak. You can perform actions while stationary, but the second you succeed in getting that lever or switch flipped, you must immediately return to stealth. Just one step while out of stealth and your Move Silently skill is zero, your footfall is heard and you are detected.
Now, Epic players such as Shadowdancers do have an option to open levers and switches without detection but without stealth per se. That’s Improved Invisibility. It’s great to have when you can manage to get to a well-guarded door that, while enemies are just scattered enough to not find you while Sneaking, they will see you on flipping the lever. But this is a special skill, maximum 30 seconds, with a 4 minute cooldown.
Now many quests have a “pressure zone,” if you will, which activates a quest action when a player steps on it, stealthy or not. This is a good thing as a boss or objective that requires to know if you’ve entered a place must work the first time as quest mechanics sometimes are programmed to work just once, leaving a quest bugged if it can’t see “the obvious.”
Only one of these pressure zones goes too far, and that’s at the end of “Monastery of the Scorpion,” where the Scorrow boss on steroids will immediately charge and attack anyone, stealthed or not. This act not only screws up the puzzle you can use to kill him, but Sannyasi is one of a handful of bosses that completely ignores stealth when they shouldn’t. You can’t escape from him, ever, with any tactic.
That’s wrong. While Red Names have True Seeing, stealth is immune from such effects. This is why Monks and Rogues make great beholder-slayers because we can sneak up to the eye-balls before they Spot can lock on fast enough. The devs could wave their hands and say that Sannyasi has tremor-sense or other abilities that make stealth powerless (such as what oozes have) but scorrow and scorpion aren’t spiders and don’t normally have these traits.
Sev is intentionally calling out Geoff and others who want their special abilities to work without a trade-off they must train or prepare to counteract. Someone is going to notice a body fall. Someone is going to notice you in stealth if your Move Silently skill is insufficient.
Geoff’s Return Volley and My Overhand Swing
To Geoff’s credit, he did have many specific arguments that I’ll address one by one.
- Many encounters contain unsneakable monsters. Sometimes it seems like most of them do
- No one will wait for the sneaky guy to catch up
- No one will wait for the sneaky guy to power up anything that requires being in sneak
- So many places where a quest will not advance until you have killed all the monsters
- The fear of “threatening too many types of content” hobbles stealth play. The pendulum is swung too far. Swing it back a little.
Point 1: Generally true but only early in your life. An adventurer’s very first quests often contain spiders and oozes. These cannot be avoided through stealth. However, as quests advance in difficulty, there are many quests where you can enter and exit with few to no detections. The Lordsmarch quest “Diplomatic Impunity” is a perfect example. There are only three primary objectives: Find Ullivian the scout, report back to Henritta, and kill the Droaam commander. All of these can be completed without killing or being detected by anything in between. I’ve done this a few times, using my Rogue Assassin and ninjas. One kill is all that’s needed to complete (although clean up to get the chests require slaying that don’t count to the kill bonus or any other metric since the quest is over).
You can sneak to most every NPC in the game except bosses where your presence is detected because you walk into a zone where you must be seen. Approaching the bound Spinner in “Spinner of Shadows” does this if you come close enough to the dais where she hangs. I mentioned Sannyasi from “Monastery” as a rare exception where a boss NPC goes off the rails to see you. Driders are spider-kind but, as I know from stealth work in the Underdark and many Eveningstar quests, they don’t have tremor-sense and can be assassinated.
A few higher-end quests (like “The Coalescence Chamber”) will add in The Goshdammed Bats. Bats don’t detect you by sight, but have basically a Listen check of 999. Once you move, even when sneaking, you are found, period. You need a Move Silently skill that’s impossible to attain–and my Ranger, Artemistika, has the highest of all my characters with every buff and ability (around 114).
I have far too many videos that illustrate that Point 1 is erroneous once you pass the earliest quests.
Point 2: Generally true, but fallacious. Offset by the reason why guilds exist and why good party members never leave a man behind. This point isn’t a problem with stealth. It’s a problem with the player’s attitude and skill. Lack of cooperation and an overuse of autonomy has lead to Rogues that don’t trap and healers that don’t heal and tankers that don’t tank. You can do what you want to do, but you can’t knock stealth because it cannot overcome the self-centered interests of other players.
Besides, stealth works just fine completely alone or with like-minded and prepared parties of any size. As with any other quest, it’s a matter of parties communicating, planning out strategies and roles before entering.
One ninja and one Assassin should be enough for just about anything. Trust me.
Point 3: Same answer as Point 1. This is a player attitude problem. Sneak is a one-button instantaneous action for a character. Invisibility is a potion, scroll, spell or spell-like ability that’s also quick to apply to a single character. What Geoff might be alluding here is that the rest of the party doesn’t care to get any of these buffs and just surge ahead and aggro the whole place. If they really screw up, you’ll get to collect all their soulstones in quiet and peace.
Point 4: Sometimes yes. Kill all the monsters is often a required objective. There are very, very few quests that allow a no-kill completion. But stealth should not be incorrectly equated to pacifism. What stealth allows characters to do, as does Invisibility, Hold spells, Paralyzing, Otto’s spells, or Intimidate, is a way to manage crowds and control aggro. In the case of stealth, you manage a crowd by avoiding their detection. But when a quest says, “Kill ’em all,” then you do so.
But, as a Ninja Spy or Assassin, you can use “pick-off” moves that isolate and slay the targets, one at a time. Your skill is revealing yourself only as you choose, confusing and shrouding your enemies, buying you time to eliminate the horde before they can effectively organize against you. You can also use spells that cause Fear. Theatricality and deception is what the Batman does. We can do this, too. (In Batman Begins, the first battle against Falcone’s minions happens this very way…Batman sneaks about, thinning out the herd, scaring most them shitless before removing what few are left as a group.)
My Assassin uses Bluff, pulls an enemy into the shadow and away from others, kills it, then repeats. My ninjas target isolated enemies, use paralysis, spell/melee muting, and blinding finishing moves to slow an enemy attack. They can also take advantage of isolated enemies and remove them.
Point 5: Generally not applicable. Most quests do exactly as they should and activate as they should, whether you are in stealth or not. Else, why would the devs support D&D skills that would inherently bug most of the game? Further, I can testify that my experiences with Kiricletica revealed very very few quests where the stealth mechanic caused quest completion issues to a point where I couldn’t finish. What few quests I encountered that experienced minor issues involved some of the game’s oldest quests. But in many cases, quests you didn’t think were possible in stealth were quite doable.
But Geoff Slams Back
After these first sub-points, Geoff notes several more. This post is going long, but I think it’s necessary to keep chipping away at some of these for clarification, correction and illumination.
- There are style problems with sneak that are the result of game changes:
- a) More stop points added to previously sneakable quests prevent most sneak-only completions
- b) Dungeon alert
- There are issues with the implementation of Assassinate
- a) A successful Assassinate should not break one out of sneaking
- b) Assassination requires sneak but you cannot sneak while already in melee
- And there are some specific technical issues with sneak
- a) The bad guys inerrantly hit you with ranged at the first sign of finding you
- b) It is supposed to be possible to shake off pursuit if one is able to retain sneak but that does not work *
- c) Monsters that hear you inerrantly follow your path when sneaking
- d) Monsters that do not show indicators of being able to see you are still able to hit you with single-target spells. Which breaks sneak and now everyone sees you.
Item 1(a): DDO quests have always been filled with stop points. I don’t know which quests he’s noting here, but I’d like to know which ones so I can video my attempt to show where stealth still works or where it does, indeed, break.
Item 1(b): Dungeon Alert never happens to the stealthy character because DA requires your enemies to detect you. I’ve entered and exited many a quest, leaving the same enemies standing and patrolling where they did, without a single alert. The only time I will generate DA as a stealthy character are against enough enemies that sense me and I cannot shake them because of their nature. That’s generally against bats. Lots of bats, as in “Coalescence Chamber.” They will cause a DA if I head up the shafts where they spawn, prompting me to use ranged attacks or return to where they fell (yeah, the bats, the things with wings, fall to the base of the shaft) to kill them off. But the rest of the dungeon remains oblivious to me.
Item 2(a): Assassination, sadly, isn’t a bug but a feature. Some enemies will be aware of you in principle or by game mechanic. Take the gnoll mages in each of the stoned Coin Lord’s rooms in “Eyes of Stone.” Sure, I had the same problem with Sukitetica the Assassin but also with Kiricletica on Easter Sunday. The gnoll won’t activate and attack unless you enter its room and activate him (which, since I don’t activate him while Sneaking and as he doesn’t activate even when blundering in until a certain distance, is a hidden Listen check). Jerry Snook (a.k.a. Cordovan) alluded to this in a rare and appreciative reply to Geoff’s article. It’s a good thing the gnoll mages aren’t active because they’d blast through their own door the second you walked up to the second floor. They’re purposefully inactive to avoid DA, especially if your party splits up. So the gnoll mages really behave as if they know you are coming, mechanic-wise. You can’t easily assassinate someone who knows you are coming.
Item 2(b): You can Assassinate while in melee, provided you’re not the only one that’s attacking. That’s aggro management, pure and simple. Let your hirelings or party members go in first, then come up from behind and kek-kek all you want. I find that some enemy AoE spells or attacks will throw me out of Sneak and blow Assassinate attempts sometimes, but this is an exception rather than a rule. Besides, why worry about Assassinate when your Sneak Attack damage should quickly pound anything not aggroed on you into bite-size bits? A solo Assassin has the odds stacked against them. You’re one character. There are many ahead and some are prepared to greet you. Your skill in getting past their defenses so as to command the field to kill is more paramount than your mere ability to assassinate.
Item 3(a): Enemies that use bows or other ranged weapons, like a player character’s Ranger, have a naturally higher Spot bonus than other enemies. Your Hide skill might get past non-ranged attackers but you better bring a superior Hide skill against those designed to see you from afar.
This same mechanic is demonstrated in brutal clarity in the Epic Gianthold wilderness. First off, all giants there have See Invisibility, so don’t even bother with that potion or spell. The giants have a very high Spot bonus that’s proportional to their size. In short, they’ll see a non-sneaking character from about 10-15 giant-lengths away, easily. If you can sneak through Epic Gianthold without giants noticing you, you have effectively perfected your skill, in my opinion.
Item 3(b, c and d): I updated the Sneak article on DDO Wiki based on the Update 19 release notes and from my experience on what is required to shake off a pursuing enemy(s) using Sneak.
- Break the line-of-sight with your enemy first. Run away and turn a corner is a best practice, but cowering behind a box is not. Nor will Invisibility work; once they see you, they see you.
- Next, go into Sneak and then apply Invisibility, if time and ability allow. Sneak is essential now because turning the corner or entering another room breaks the enemy’s sight-lock on you. They still know where you went but lost precisely where you are. But the key here is that they are still hunting you. If you aren’t sneaking, they’re targeting you by sound.
- Finally, keep moving as you do (1) and (2). The enemy will still pursue but can only use their Listen check to hunt you down. Move Silently counters this if you have enough skill points applied. Most enemies search the last place you stopped, swatting away at the air until they hit you or find nothing, sometimes spreading out. Depending on the mechanic of the enemy, they may stop and go back, stop swatting and go back to normal alert, or swat indefinitely. In any case, don’t be where they are. In fact, just sneak past them and continue on your merry way. As to single-target spells, the effect is the same as a wide arc from a halberd, and the resolution is the same. The enemy is targeting you only if they know exactly where you are. But some spells can be directed to a position even if a target isn’t there.
So, yeah, Geoff. You’re doing it wrong. 🙂 You must avoid both enemy sight and hearing for this to work. And once you break enemy sight and sound-lock, get off the path where they expect you to be.
Ninja Spies have advantage here with their Flash Bangs. These daze and blind enemies for 6 seconds, allowing a ninja to use an Abundant Step in Sneak to easily disappear. But Assassins are Rogues, so enough UMD means a Blindness spell can work on a single foe. Solid Fog could also help, as can many many other items as noted on the Blinded wiki page. There’s also the old-school option of leaving a sacrificial lamb such as a hireling to pull aggro while you skedaddle. And level 18 Ninja Spies can create a Diversion, a hate-magnet training dummy (dressed like a pirate, of course) that will easily pull pursuers to itself.
DDO quests don’t differentiate much between a single player and full party. That said, the only reason why stealth would not work in party is because there is a party member with inadequate Hide and Move Silently skill or is using or doing something that causes noise, aggro or light. A Ranger in party has Hide/Move Silently party buffs that stack with items (Camouflage and Pass Without Trace). Invisibility is a simple anti-Spot that works against anything but True Seeing/See Invisibility, so even if a player that isn’t a natural stealth class (Bard, Ranger, Rogue, Monk) but wants to play a stealthier game, add cross-class points to Move Silently over Hide, and befriend a Ranger.
There’s a reason why the nickname of the stealth guide was “Stealth Team Six.”
You’re not doing it right, all.
Stealth is a defensive posture. DDO doesn’t allow you, on purpose and with one sole exception (Assassinate) to be simultaneously offensive and defensive with this mode. And even Assassinate has its limits, but it does work.
There were several comments to Geoff’s post. One said, “Even if you “stand” still while in stealth mobs tend to sweep towards you and eventually spot you. This even if you’re out of side behind a door/wall. Closed doors give even more agro.”
Standing still really means “Do not move.” Stealth, specifically Hide, reduces but never eliminates the chance for something to see you. If you are standing still in stealth about 3 body lengths from some enemy, their Spot check is not only up but magnifying upward by design. (Those are the multiplying “eyes” above an enemy that change as their Spot increases.) Once they detect something, their Spot bonus grows to the point where you will eventually be found. Hide was never designed to make you permanently cloaked. You need to get out of the enemy’s line-of-sight, and Hide provides you the time to do it before their Spot bonus changes to “detected.”
And an enemy’s Listen check goes through doors. We know that DDO doors often seem like they aren’t there. So stealth masters treat them as already open, never approaching them without being in Sneak. Else, things do tend to aggro through them. Keep in mind that enemies that can defeat Sneak (spiders, oozes) will detect you automatically and likely cause minions nearby to do the same.
Kiricletica’s Advice on Stealth: “Your Hide or Move Silently training may fail against an enemy if either score, divided by 2, is equal or less than the enemy’s Challenge Rating number.”
I don’t “sometimes” get some use out of stealth.
I enjoy it virtually all the time. I have pictures. I have a whole YouTube channel filled with video. It works. And I co-wrote an entire guide on it.
“Spies in the House?” Did it.
“Claw of Vulkoor?” Yep.
“Bastion of Power?” Sure.
The eighth Splinterskull quest, “Doom of the Witch-doctor: Zulkash, Herald of Woe?” Yep. And in only 4 kills out of a possible 75–and I sneaked by all the mobs that guarded the puzzle wheels. The totem counted a a kill. I added the Devious bonus on that DDO Wiki article.
Did you know you can can activate puzzle wheels while in stealth?
I don’t want to think I have some “lock” on stealth skills. I started with some ideas from player Ghoste long ago and worked from there.
I know Geoff’s been playing the game far longer than I have, so please take any criticisms here about Geoff’s post with respect–he’s one of the coolest people I know in-game (and had the honor to meet in person). But there’s several important things missing to his comments and those who commented back.
Be it Assassin or ninja, the process of stealth is alive and well, but it does require training and a different mindset to bring it to fruition.
Seems that the only thing wrong with stealth, as I see it, is that, for many, the techniques to make stealth work just sneak right by them all.
I’m still open to join a new server and help teach the art of stealth.
UPDATE: In the limited time he had at that moment, Sir Geoff has posted a rebuttal that, at the least, calls me out on just being too damn wordy, while noting how we agree more than disagree. Didn’t I just say that here? 🙂