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stealth and escorts


Tyrose

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Yes, its a pita, when IO's first came out you could slot the stealth unique ones in swift and hurdle, meaning you always lost the escort/kidnap npcs, they had to make them unable to be slotted in always on powers.

My Energy Armour Brute for example has to drop Energy Cloak to complete them also and you will find Stalkers have to turn of Hide as well.

Edited by British Battler
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The suicidal hostages are the worst.  Not only do they require you to drop stealth, they start fights with any mob they see.  Having a doorsitter with Assemble the Team is a good idea. 

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Escort missions suck, plain and simple.  They loose you if you have stealth.  They loose you if you move faster than they do.  They loose you if they get distracted by mobs (some of them that engage in combat).  They get stuck behind an obstacle and can't figure out how to get past it and you loose them.

 

Frankly if possible I never take escort missions.  If I have to I auto complete it if possible.

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Escorts all need, at minimum, sprint and swift and a +perception. They move slow as shit and I swear can't see more than about 15 feet away, stealth or no stealth. Then you walk back up to them they have to go through their "Oh hey, I thought I lost you!" bit before slowly waddling after you. You lost me? I'm 8 feet tall and on fire. Get your damn eyes checked after we get out of this brightly lit office!

Edited by Bossk_Hogg
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19 minutes ago, Bossk_Hogg said:

Escorts all need, at minimum, sprint and swift and a +perception.

For non-combat escorts, I completely agree - it's extremely annoying when you have to turn off any toggles that grant any level of stealth and stop every 10 feet or else lose your escort.

 

For combat escorts, oh HELL NO on the +perception - I already end up having to turn off Tactics so they don't run off to attack mobs all the way across the room when we're right by the door on the way out. The last thing you want is for them to run off and aggro even more mobs when mission success is tied to their survival.

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10 hours ago, Tyrose said:

If I have stealth, Will it make me lose npcs that I am taking to exit more often? I have to sometimes fight to keep them in range with or without stealth.

Yes, the damn stupid want me to turn off my def npc's obviously in cahoots with the villains!!!

Mayhem

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8 hours ago, siolfir said:

For non-combat escorts, I completely agree - it's extremely annoying when you have to turn off any toggles that grant any level of stealth and stop every 10 feet or else lose your escort.

 

For combat escorts, oh HELL NO on the +perception - I already end up having to turn off Tactics so they don't run off to attack mobs all the way across the room when we're right by the door on the way out. The last thing you want is for them to run off and aggro even more mobs when mission success is tied to their survival.

Combat Pets need Perception of 0 so they just stay there while you deal with the map, they are NEVER an advantage!! NEVER  N E V E R ! ! ! ! ! ! ! ! 

 

sorry just finished General Z with a Stealth sniper Blaster and a Stalker,  completely ruined our fighting method

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It's intentionally made  harder to kidnap  than to rescue, because.....villains. Go figure.

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Most of the time it's not good, but the worst is going down the stairs in Praetoria.  They have to go down two steps, and then like some OCD, run back up a couple steps to make sure they walked down every single one, and I mean WALK at the slowest pace possible.

It's not always terrible, but then there are those maps that go in to the Sewers, deep DOWN in to the Sewers, with the long curving stairway.  It usually happens when you have to rescue those cops in the first couple missions there, and wait for half an hour for them to get down the stairs.  Its pretty bad, and I doubt there is anything to be done about it now.

 

Oddly enough, it is the sewers in Praetoria that are the biggest problem.  In the offices they are rarely as much a problem, and Prime Earth it is not as noticeable.

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1 hour ago, metacore said:

I have a stealth proc (celerity) in an auto run speed power so can't turn stealth off. Had to turn on the walk ability as even with sprint off I was too fast and lost the npc. 

Stealth procs aren't supposed to be able to be put in auto powers like Swift and Quickness, for exactly this reason. What power do you have it in? I suspect it's from one of the new or recently proliferated power sets? You should report it in the Bugs Forum, because that is not intended functionality.

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10 minutes ago, Roderick said:

With a Perception of 0, they wouldn't be able to see you, and you'd never be able to lead them out, unless you had an ally-affecting +Perception power to buff them with.

You don't need to lead out combat pets, just keep them alive, and the not being able to see you and therefore not triggering was my point...

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23 minutes ago, boggo2300 said:

You don't need to lead out combat pets, just keep them alive, and the not being able to see you and therefore not triggering was my point...

There are tons of combat NPCs that you have to escort either out, or to a specific place in the mission. Lady Jane in Montague Castanella's arc immediately springs to mind.

 

Perception 0 also means that, when you ditch the NPC that you're supposed to be protecting and an ambush or patrol stumbles on them, they are guaranteed dead, because with no Perception, they can't target the enemies that are attacking them, so they'll just stand there and die. Hell, if they were standing in a hazard, like the red Circle of Thorns crystals or a pool of Lava, they wouldn't even be able to see that, and would just sit there until dead.

Edited by Roderick
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