- I'm typically against this type of thing....as in I hated "Berserker + Unstoppable" but this particular interaction is more about the impossibility of balancing stealth unfortunately.
Fortunately the whole stealth thing is gonna get a look at/review, but this interaction is indeed potentially problematic.
Roughneck used to have these abilities and more pre-revamp, yet no one thought it was a problem. He's regained them for less than a day and all of a sudden there are complaints?
What's up with people comparing the game pre-revamp and now? Has there been 0 fundamental changes since then? Has the game not been drastically modified?
It's true, tho I think some comparisons are valid in terms of whether specific mechanics, in combinations prove to be a problem. For example, pre-revamp we had largely gotten rid of ranged Rank 3 DOTs/Debilitates/Sunder, etc. but post revamp this was somewhat forgotten as a general guideline. In this case, there is precedent for units with a Stealth + CA combination to be quite powerful, both pre and post revamp. That said, these have always came with a couple different points: The unit had access to easily recurring stealth such as Escape or Stealth The unit had other significant strengths (that may or may not have been directly related to the Stealth + CA combo) Thus, whether or not the Roughneck specifically falls into the "problem area" post revamp remains to be seen, but the fact that he had the Flash Bomb + CA combo previously and that Flash Bomb is not the easily recurring stealth does bear some consideration. As I said in the Buffs thread when we discussed it there, Stealth in general is something I plan on reviewing in 2 main ways, cost and durations (many forms of Stealth are effectively permanent, while others are very limited in duration), and Flash Bomb is likely a candidate for a short duration form of Stealth.