Which sneak have you played? I've found my sneak very successful. Granted, I do use all the gear I have available to me (The Hell merchant gear, and things from the BG rogue merchant). But, I have managed to sneak past epic (level 28-30) level druids without them detecting me (in search mode, for around 1-2 minutes of staying around me).Mallore wrote:Actually its not. The DC for stealth/detection is Spot/listen+20 vs Hide/ms+d20. The spotter gets an auto 20 on the roll with a detection done twice every six seconds. so this is horribly unbalanced and unfair. Yes with both groups getting gear to match, with the exception that almost all spot gear comes with AC while only half of the Sneak Gear comes with ac.
While the "defender" in this case of wards is considered easly beat, it cane only be matched by one class with sufficient skill investment, (not an easy thing at all) Though this is one of the few cases where More Power, doesn't mean better.
I am utterly against 20+caster level for the reason its set to spell level, more power isnt better, plus 20+caster 30/32 would mean 50/52 skill dc on the rogues part, which would mean at least 30 ranks in the search skill is majorly unfair, as the class has to reserve skill points for Bluff, Diplomacy, Intimidate, Lores, for roleplay, Slight of Hand, Traps, Disarm, locks, as functions, and then UMD, Tumble and others for serviceability, this is unbalanced.
Caster level requires no additional investment that was not already being put in. These wards are not harder to detect because of more power. It should be the inverse, more power the easier it is. Sometimes things just roll that way.
If some feel its to easy to find their alarm, well cast it at a higher level spell slot. So an alarm cast at level 9 spell slot would be 32 dc? some where about. maybe 33 or 34. that seams fair.
also note there is not a lot of +4 search skill on the server, even less +4 search +4ms//hide and near to none with +4 ac +4search +4hide/ms. So the rogue is already punished on this server and forced to carry more suits of gear then any other toon, and further punished by being forced to sacrifice in areas of skill that no other class in the game has to.
Sorry no, arguably its still busted, see the above on how Stealth actually works. Not till sneaks are given an auto 20 roll on non hostiles will it be balanced. I do not understand why Stealth characters are the only class where we expect to fail half the time to 90% of the time. Could you imagine an caster class miss casting half the time? there would be a revolt!
So why do we expect stealth toons (rogues and rangers) to have barely NO success going against toons of equal level at the foundation of the class? This is what rogues do. Sneak. Casters Cast, fighters Fight. Only one class on this server is not allowed to succeed regularly against toons of equal level of any class.
Where is this information about an auto 20 coming from? I've never encountered that for any skill rolls. Nore should there be any on skill rolls. Any sneak who has stood in an area with people, stealthed, for a few minutes can attest to that (again. Stood next to druids for several minutes. Have spied on none-detectors for lengthy RP sessions.). It wouldn't be possible if there was an auto-20 system, but, it is possible. How can that be, if there is an auto-20?
In any event, any none-dedicated spotter won't ever be able to spot you with the proper gear. And a dedicated spotter will stand a chance, but so will you. Its been pretty equalized I'd say, after playing a sneaker.
The new gear is also +4 AC, with +4 Hide/MS. So, the argument of having to carry around multiple sets of gear isn't really applicable with the new sets. I forget if the merchant has AC+detection gear, but I know it doesn't have equivalent detection gear. Also, where does one find all the spot gear with AC (the loot table has the same potential for both detection and sneaking gear)? Which merchant does one buy it from?
Spot and Hide gear have the same AC associated with them, most dedicated spot gear is found in the seven suns (and some in the new merchant as well).
As well, you don't have to reserve skill points for diplomacy, intimidate, lore(s), or sleight of hand. Those are all luxury skills. Disable Device and Open lock are also luxuries, though, they are more useful to take (due to the xp they net). And rogues usually can take them, with the amount of skill points most get. UMD, Bluff, Tumble, Hide, Move Silent, Spot and/or Listen, and Escape Artist are the only ones I'd say a rogue really "has" to take as far as viability goes. That is 7 skills to maintain, then you can use your remaining 1+INT skill points for whatever luxuries you need/desire.
How, in any RPG, have you ever gotten the idea that more power isn't better? More sneak dice are better, more in a stat is better, more CL is better. All are different forms of power. All increasing is better. This is true of any RPG I've ever played. Never played one where leveling up and increasing power isn't a bad thing.