Thread: Game Mechanics: sneak pull
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Old 01-31-2015, 12:57 PM
Cecily Cecily is online now
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
There is no blur.

The issue to three fold.

#1 - Sneak isn't being broken by hitting with a throwing weapon like it should.
#2 - Projectiles don't have flight times. When sneak pulling you should have to throw an item and while its in the air hit sneak. And guess what, monks don't successfully sneak every time. Nor do Rogues. So a good chunk of those times, when the throwing item lands you failed your sneak and it will be as if you just threw the item without sneak.
#3 - Sneak should behave like a lull. Mobs who have their backs to you should have a much reduced assist radius. However it should make them totally inert. If you sneak tag a mob and it runs right on top of its friend who has it's back to you, it should still aggro.
#1 That's wrong. Sneak is not supposed to break on attack.
#2 Correct. Projectiles should have flight times. Not sure what your point on sneak fails is, it's practically 100% (probably should be) for rogues and easy to check for monks.
#3 How it's functioning for sneak singles is accurate and there's safehouse articles to back that up.
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