Fix Concealment

Currently in game when you cast concealment, any target who is considered close OR distant still has target lock on you. Casting concealment does not break enemies from targeting you and if your enemy has a charge up attack (such as bear body slam, or red phantom archer laser, etc…) they still can focus on you to continue their charge attack. There is no reason why a mob should be doing a full 180 looking at a player while they’re supposedly “invisible”. This bug needs to be fixed asap.

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It’s weird. If an enemy is already dead-set on attacking you then they’ll do so regardless of stealth. The most realiable use of the skill is to use it completely out of aggro range, but that’s not easy with the way you’re all zoomed in (pretty good for “kill all enemies” objectives, since then you can see them on the mini-map).

Another weird interaction is with the Infiltrator’s Aspect: though placing a trap doesn’t break stealth, it does remove the unstoppable and free movement statuses.

Which is bs. Ive been running trapper build (70 now) using that + poison trap, full poison nodes/paragon/glyphs and frozen caltrops, and density is becoming an issue since it removes the free travel while stealthed as im dropping traps

Video example

Yeah … Its frustrating. I get it. Dungeons need to be challenging and all but this just feels like cheating.

Looks like finally fixed!

“Fixed multiple instances where Rogues could be targeted while Concealment was active.”

So that fix is for generic stealth too or only concealment’s stealth?

Cuz sometimes when entering stealth through lethal dusk aspect, the enemy can still target and damaging the player. I hope this fixes both,

considering with the new glyph that reduce shadow imbuement cooldown by 4 secs when entering sealth. Combining with lethal dusk aspect, rogue can now achieve near perma stealth and healing.

Guess we’ll see. I suspect it’s both given how the state must work at a code level, but we never know with bugs.

I honestly don’t see why this needs/needed a fix. If you think about it from the enemy perspective, they know where you last were and can even partially see you, so allowing them to attack you in the brief moment after going stealth doesn’t seem that broken.

So the real fix should have been stealth = completely unseen? :rofl:

I do think the skill description reads can’t be attacked. Could be wrong, but I think it actually says that.

It just says that you gain an advanced form of stealth that doesn’t get removed when you take damage.

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But then the tool tip section defines ‘stealth’ as ‘unable to be targeted’.

Either way, post patch seems like if was targeted, that gets removed, so don’t take damage?

Wonder what happens when you run through firewall for example? Suppose that means still take damage from that because targeting is not the same as invulnerable.

Perhaps the enemies has already issued their own attack commands before going into concealment, but it looks like the patch is addressing this somehow so we’ll see how that plays out.

That was the bug they are fixing. They said the source of the bug worked in that If the attack was already commenced then concealment cast then the attacks would still land. Now the fix, at least on paper, says those specific attacks will miss. We shall see!

Also if you lock your target, you still locked on when they conceal. Not anymore.

Still bugged. Most enemies will still chase u after entering concealment.

But they can’t hit you, so technically not bugged anymore.

Even those enemy assassins that have ‘stelath’ you can still see slightly the shimmer so following is possible.

Nothing to do with the shimmer, it’s auto target lock continuously locking onto a target that has vanished. You can’t target something that isn’t visible, so the target loci should go away when entering concealment.

I believe that part is fixed now.