Stealth Rework?

Žorø·6/10/2016, 12:16:29 AM·1 votes·458 views

Akali Evelynn Rengar Shaco Talon Teemo Twitch It seems like stealth is deemed a toxic mechanic by most, so i've come up with an idea that keeps the concept but balances it out.

What if instead stealth makes you transparent (still visible to enemies), hides your champ status, and makes you untargettable, also non-champion units are unable to detect you and can't collide with you (includes normal wards). Only attacking/being attacked by a skillshot or aoe spell breaks you out of stealth. This seems like a nerf, but in addition they could also make stealthing activate much earlier, or have it so that the first spell hits you and breaks your stealth is nullified.

So basically stealth gives you: -transparency (not invisible) -status bar hidden -untargettable -undetectable by AI, or wards (except pink wards) -ghosting -either: stealthing activates earlier OR the spell that hits you is nullified and breaks your stealth, like a Malz passive but with only the first hit. Thematically, think if it like the stealthed champion barely dodging the ability, since it's hard to hit them as they are a mobile+stealthed champion.

Cons: -still visible -still able to break using skillshots/aoe spells -- --previous counters to stealth are still counters.

1 Comments

Teridax686/10/2016, 12:29:42 AM2 votes

I feel like that's sort of the opposite of what stealth should actually be like. Stealth is good when it lets you ambush enemies or otherwise take them by surprise, and its unique contribution comes from its ability to let you play mind games on your opponent. Untargetability is precisely what I think stealth should not be: to me, stealth should fail if your opponent knows where you are or anticipates your movement, yet currently the issue with that is that most stealth champions remain invisible, and therefore untargetable to many attacks, even as they've been outplayed by opponents who successfully landed spells on them. The main current way of balancing that has been to add a delay upon initiating stealth and taking damage, but often that just makes the mechanic frustrating for both sides involved.