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  1. #1
    Community Member redoubt's Avatar
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    Default New feat: Distraction

    Distraction
    Ranged action used to get mobs to look or move in a specific direction without giving away your position.
    Selectable by any class at level 1. Free to rogues at level 1.
    Bluff based skill checks.
    Has a multi-selector for affective radius: 2, 5, 10, 20 meters. (This allows the character to attempt to control how many monsters may notice the distraction.)

    In use:
    Can be used with hard target or reticle targeting just as ranged attacks are used. Simulates throwing an pebble, knife, or ones voice (or as needed to fit the story and maintain immersion) to get nearby monsters to look away and/or move to a location to investigate.

    This would be an active ability that goes on the hot bar and can be used with any combination of items in hand (and it does not actually used the in hand items). Simply target (hard or reticle) and click the ability. Mobs within the radius of the target get an INT check vs char level + bluff skill to discover it is a fake and go on alert. On a failed check mobs will turn and look in the direction of the target for 1d3+3 seconds. On a failed check by 6 or more, the mob will walk to the target and THEN face it for 1d3+3 seconds. If the mob is attacked and damaged during these actions, the actions are canceled and the mob will agro normally.

    This action does not remove stealth or invisibility. This action does not cause the mob to agro unless it see the character via normal methods. Even on a successful check the mob does not auto agro, but will look around suspiciously (i.e. gets a spot check vs hide / listen vs silent).

    Mobs affected by Distraction get a stacking +10 buff to subsequent Distraction saves for 30 seconds. Each additional Distraction adds a stack of the buff and resets the timer. This is to prevent constantly distracting a specific mob. Over time the mob WILL figure out what is going on and agro (unless you wait 30 seconds between attempts.)

  2. #2

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    Quote Originally Posted by redoubt View Post
    Distraction
    Ranged action used to get mobs to look or move in a specific direction without giving away your position.
    Selectable by any class at level 1. Free to rogues at level 1.
    Bluff based skill checks.
    Has a multi-selector for affective radius: 2, 5, 10, 20 meters. (This allows the character to attempt to control how many monsters may notice the distraction.)

    In use:
    Can be used with hard target or reticle targeting just as ranged attacks are used. Simulates throwing an pebble, knife, or ones voice (or as needed to fit the story and maintain immersion) to get nearby monsters to look away and/or move to a location to investigate.

    This would be an active ability that goes on the hot bar and can be used with any combination of items in hand (and it does not actually used the in hand items). Simply target (hard or reticle) and click the ability. Mobs within the radius of the target get an INT check vs char level + bluff skill to discover it is a fake and go on alert. On a failed check mobs will turn and look in the direction of the target for 1d3+3 seconds. On a failed check by 6 or more, the mob will walk to the target and THEN face it for 1d3+3 seconds. If the mob is attacked and damaged during these actions, the actions are canceled and the mob will agro normally.

    This action does not remove stealth or invisibility. This action does not cause the mob to agro unless it see the character via normal methods. Even on a successful check the mob does not auto agro, but will look around suspiciously (i.e. gets a spot check vs hide / listen vs silent).

    Mobs affected by Distraction get a stacking +10 buff to subsequent Distraction saves for 30 seconds. Each additional Distraction adds a stack of the buff and resets the timer. This is to prevent constantly distracting a specific mob. Over time the mob WILL figure out what is going on and agro (unless you wait 30 seconds between attempts.)
    Interesting that it does not break stealth; I was saying to myself that it was just like any thrown object until then. Mounting bluff checks make sense unless the mob thinks it is a ghost.

    How about simply having a distance-placeable noisemaker? It might be easier to code then a new feat. I imagine it as a round mine that you roll out to a location, then it activates.
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  3. #3
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by Saekee View Post
    Interesting that it does not break stealth; I was saying to myself that it was just like any thrown object until then. Mounting bluff checks make sense unless the mob thinks it is a ghost.

    How about simply having a distance-placeable noisemaker? It might be easier to code then a new feat. I imagine it as a round mine that you roll out to a location, then it activates.
    1. called 'bluff'
    2. shoot a wall. sound attracts.

  4. #4

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    Quote Originally Posted by Saekee View Post
    Interesting that it does not break stealth; I was saying to myself that it was just like any thrown object until then. Mounting bluff checks make sense unless the mob thinks it is a ghost.

    How about simply having a distance-placeable noisemaker? It might be easier to code then a new feat. I imagine it as a round mine that you roll out to a location, then it activates.
    Quote Originally Posted by UurlockYgmeov View Post
    1. called 'bluff'
    2. shoot a wall. sound attracts.
    Your 2 breaks stealth. Note what I mention above: "I was saying to myself that it was just like any thrown object until then".

    The whole idea of the OP's suggestion is to have something that does not. Bluff yes, but it draws them towards you. I interpreted that the OP wants to throw something or do something to move them to some other location. This is what is currently done with noisemakers if one has the trapmaking feat.

    For stealth quests this would be very useful. I frequently throw objects from either far away or around a corner to move mobs around; he or she is suggesting something different.

    That said, I would not place it high on the list as feats but I like the idea of having more interesting traps at the disposal of rogues and artificers.
    Wiki dashboard with some useful stealthplay links. LONG LIVE STEALTH!
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  5. #5
    Community Member redoubt's Avatar
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    Quote Originally Posted by Saekee View Post
    Interesting that it does not break stealth; I was saying to myself that it was just like any thrown object until then. Mounting bluff checks make sense unless the mob thinks it is a ghost.

    How about simply having a distance-placeable noisemaker? It might be easier to code then a new feat. I imagine it as a round mine that you roll out to a location, then it activates.
    I think the noise maker is a good idea as well. Sort of like setting a small bomb somewhere to draw attention away from you.

    My idea is just like shooting a wall or throwing a dagger or rock, but not breaking stealth and invis, which you currently can't do because those things are attacks.

    I posted a bunch of ideas to improve stealth, but I think it might have been too much at once, so I thought I'd break it down into little chunks.

  6. #6
    Hopeless Romantic dunklezhan's Avatar
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    The breaking stealth is the problem you're getting at, I see. I usually find that it is possible to get out of line of sight before shooting near enough a mob to draw him away from his fellows. But it would be nice if there was some way to do it where if you cause no damage (before DR is calculated, ie you hit nothing)/break nothing, you don't break stealth. That would be nice. I dont' know if it' needed, but it would be nice.
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  7. #7
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    Why not just make it so that attacks do not break stealth unless they hit a mob? Really, doesn't make sense that you come out of hiding to shoot at a wall...

  8. #8
    Community Member Twomblytra's Avatar
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    cool idea. I think this would be great addition to the rogue class seeing how it isnt really used very much aside from 2 level splashes
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  9. #9
    Hopeless Romantic dunklezhan's Avatar
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    Quote Originally Posted by droid327 View Post
    Why not just make it so that attacks do not break stealth unless they hit a mob? Really, doesn't make sense that you come out of hiding to shoot at a wall...

    I suspect it's to do with the physics engine & timing. You can swing your weapons all day in stealth and not break it unless you hit something - which is based on a proximity physics check as well as a to hit roll. When you shoot, the physics collision check isn't made for a while - sometimes a few seconds depending on the range, whether a target is moving etc etc. I think because of that they made it so shooting breaks stealth rather than risk having rogues and rangers strike from the shadows with impunity.

    But if it could be done, I'd definitely support doing it.
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    Quote Originally Posted by Amundir View Post
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  10. #10
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    Quote Originally Posted by droid327 View Post
    Why not just make it so that attacks do not break stealth unless they hit a mob? Really, doesn't make sense that you come out of hiding to shoot at a wall...
    For ranged mobs should get a bonus to detect you and if they don't then stealth isn't broken for melee if someone swings a weapon at me I think I am going to notice hit or not.

    To the OP I don't think it should totally protect you from breaking stealth but give a bonus to keep stealth and the mobs would have to make a roll to find you, my upper sentence is for without your feat with you feat someone should have a better chance to remain undetected using ranged.


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  11. #11

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    This reminds me how much i wish assassins could have a ranged assassinate. It would be soooooo fun to use. I guess if a bard can do it, why not an assassin? But that is another topic.
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  12. #12

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    It's not a bad idea. It's a hard ability to add anywhere unless it's a feat or it would be too exclusive to class trees where things are tight as it is for AP.

    The range of the thrown item that attracts should be limited by your DEX modifier times 2. I like that it won't break stealth. The devs would want a tradeoff, so I'd see a cooldown of 1 minute minimum between uses. Min DEX should be the prerequisite, say about 14. The devs might want a failure condition, too, like Bluff. Penalty could -10 to Hide for 5 seconds.
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  13. #13
    Community Member redoubt's Avatar
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    Quote Originally Posted by Spencerian View Post
    It's not a bad idea. It's a hard ability to add anywhere unless it's a feat or it would be too exclusive to class trees where things are tight as it is for AP.

    The range of the thrown item that attracts should be limited by your DEX modifier times 2. I like that it won't break stealth. The devs would want a tradeoff, so I'd see a cooldown of 1 minute minimum between uses. Min DEX should be the prerequisite, say about 14. The devs might want a failure condition, too, like Bluff. Penalty could -10 to Hide for 5 seconds.
    As proposed, it is a feat that anyone can take and is free to rogues.

    There is a failure condition on the INT check by the mob. If the mob succeeds at the check, it goes on alert and starts looking for you.

    The timer is a buff to the mob so that you cannot just spam this at the same mob all day.

    By using bluff, I think the dex requirement is not needed. To use this feat effectively you will need enough INT to put ranks into bluff and wear bluff gear. You will also need hide and move silent to take advantage of it after you succeed in distracting the mob. If you put that much effort into the skills, I think that your prereq's should be considered covered.

  14. #14
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by Saekee View Post
    Your 2 breaks stealth. Note what I mention above: "I was saying to myself that it was just like any thrown object until then".

    The whole idea of the OP's suggestion is to have something that does not. Bluff yes, but it draws them towards you. I interpreted that the OP wants to throw something or do something to move them to some other location. This is what is currently done with noisemakers if one has the trapmaking feat.

    For stealth quests this would be very useful. I frequently throw objects from either far away or around a corner to move mobs around; he or she is suggesting something different.

    That said, I would not place it high on the list as feats but I like the idea of having more interesting traps at the disposal of rogues and artificers.
    called PUG a rogue.

  15. #15

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    Quote Originally Posted by redoubt View Post
    As proposed, it is a feat that anyone can take and is free to rogues.

    There is a failure condition on the INT check by the mob. If the mob succeeds at the check, it goes on alert and starts looking for you.

    The timer is a buff to the mob so that you cannot just spam this at the same mob all day.

    By using bluff, I think the dex requirement is not needed. To use this feat effectively you will need enough INT to put ranks into bluff and wear bluff gear. You will also need hide and move silent to take advantage of it after you succeed in distracting the mob. If you put that much effort into the skills, I think that your prereq's should be considered covered.
    Why INT? Being a feat, wouldn't DEX be more accommodating? All characters benefit from DEX in some way. INT, not so much, and is a dump stat for many. The enemies might need an INT check, but using the ability from the player should require a physical finesse, which is a dexterity thing. That fits your goal, I think, as Rogues have higher DEX and should greater success but doesn't penalize INT-less folk.
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  16. #16
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    Quote Originally Posted by Spencerian View Post
    Why INT? Being a feat, wouldn't DEX be more accommodating? All characters benefit from DEX in some way. INT, not so much, and is a dump stat for many. The enemies might need an INT check, but using the ability from the player should require a physical finesse, which is a dexterity thing. That fits your goal, I think, as Rogues have higher DEX and should greater success but doesn't penalize INT-less folk.
    Int makes more sense to me


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  17. #17
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    added a link to this thread in the
    Player Projects Index
    thread that I have inside the Player's Council forum


    Thanks, it looks interesting.

  18. #18
    Community Member redoubt's Avatar
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    Quote Originally Posted by Spencerian View Post
    Why INT? Being a feat, wouldn't DEX be more accommodating? All characters benefit from DEX in some way. INT, not so much, and is a dump stat for many. The enemies might need an INT check, but using the ability from the player should require a physical finesse, which is a dexterity thing. That fits your goal, I think, as Rogues have higher DEX and should greater success but doesn't penalize INT-less folk.
    The mob is checking its INT versus your bluff.

    The only part about this feat that uses your character's INT is when you level up and spend skill points on bluff.

  19. #19
    Community Member redoubt's Avatar
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    Quote Originally Posted by Silverleafeon View Post
    added a link to this thread in the
    Player Projects Index
    thread that I have inside the Player's Council forum


    Thanks, it looks interesting.
    Thank you.

    I'm also going to send a PM about another issue.

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