The argument for a more "cloaky" cloak

First off, I just want to state that this is coming from a perspective of someone who plays as primarily melee characters that do not utilize cloak.Therefore, all arguments for “get gud” are null and void for my take on the “cloak” mechanic. These are my observations of the mechanic, from the perspective of someone that actually take advantage of the way it is now.

My argument is that the mechanic feels useless as an escape tool in the current state that it is in. Provided that I’m close enough to the person that goes cloak, I can still clearly see their silhouette, and keep stabbing away at them. It gets even worse if they have any sort of debuff on them that applies any sort of visual feedback (burning, slowed, and so on). They light up like Christmas trees, and they might as well not be cloaked at all.

My suggestion is, at the very least, remove visual feedback indicators for debuffs when an enemy goes cloak, if not remove the debuff status completely. If removing the debuff isn’t feasible for balance, then at least removing the visual effect would help. In all honesty, I feel like there shouldn’t even be a silhouette, but some may find that OP.

Coming from the perspective of someone who utilizes mostly cloakless ranged characters and cloaked melees, I like the way it is now. Hitting cloaked targets with ranged attacks is actually pretty hard because they’re very difficult to track over range and can make sudden jukes to throw off aim. However, they’re not so hard to track to the point where I just automatically give up hope killing them, but I do have to be more predictive of their movements, and I feel like that’s what cloak is about.

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Fair enough. I like that you present an argument from another perspective, as I rarely play a ranged character. I’d like to get the perspective of someone who regularly plays an Oscar Mike or S&A as well.

Hah, wow, I didn’t even realize this was the case, but I WAS wondering how people were managing to stay on my butt so effectively when I’m playing Shayne and trying to perform a hit-and-run.

Between almost every character in the game having access to a Slow, that Slow nullifying Shayne’s Fleet Footed passive, and ALSO nullifying her ability to sneak away with Stealth Strike, it’s just hard to be a Melee Hit & Run character in general.

I Have played from both view points and also played from the tracking a hidden stealth character who goes all ghost in incursions and just hit and runs and also the hunt down every stealth character person. Stealth if too op is no fun for the general amount of people because if all a person who has cleaning abilities do is hit and run then either the team will determine to take that person out with focus fire or do not engage at all. If its too poor then no one will want to play or even use abilities or characters with stealth. The position where it is now and the limited use of the few characters who have them is fine IMO and as long as there is a counter that can be used by the common player than with EXP comes more ways to use and fight against the stealth.

How about they make it so any source of damage including DoT effects partially reveals cloaked characters for a second after that damage, but non-damaging effects like slow won’t reveal them?

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Something needs to be done with it. Was playing against and an Oscar Mike in several matches tonight, and he popped cloak to run back to safety in incursion. He was probably baffled and wondering if he cloak was even working as I trailed behind him, able to see him clear as day. I laid waste to his escape plan every time. This needs to be fixed.

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it is to some extent like this , so when you damage a cloaked person they flash white for just a sec, no even less

I want to say it’s only a cloak not invisibility and so if you were trying hard enough or pay enough attention you can see them distort the light around them. But, in combat and other intense environments where you focus is sometimes split and the effects can sometimes distract, you can escape pretty decently with the cloak. in a 1-1 situation hmm it’s not as good but still usable (so that it’s not completely broken and people only rely on it) but in team fights, it has more space and utility.

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