Shadowmeld Rework

Post Reply
Templar85
Posts: 68
Has liked: 3 times
Likes: 1 time

Shadowmeld Rework

Post by Templar85 » Fri May 17, 2024 5:02 pm

Current version is lacklustre and has very limited usage. In Bgs can eat and drink without being seen. lol

New version

Instant cast but no instant effect on the player. Having multiple phases with different effects. 3 min cooldown.

Casting Shadowmeld making the player in stealth after 2 seconds passed, if he/she not attacking, receiving or casting offensive spells during the 2 seconds activating time. It is not a channelled spell though.
Player can move freely in stealth but attacking by melee or by spells leaving stealth. Only instant defensive spells can cast which will not break stealth. Can eat and drink in stealth.
If player spent at least 5 seconds in stealth while not moving, attacking, receiving damage or casting any spells then being in the invisible realm, like potions do.
Combat drops in invisible state.


Spell has 4 phases
  • Activating phase (2 seconds delayed effect)
Requirements: Not attacking, No damage receiving. Free to move. Free to cast instant defensive spell. No channelling actions.

  • Stealth phase
30 seconds max duration time. Requirements: Not attacking, No damage receiving. Free to move. Free to cast instant defensive spell. No channelling actions. Can eat and drink.

  • Fading phase
Requirements: Being in stealth. Not attacking, No damage receiving. Not moving for 5 seconds while in stealth. Not casting any spells. No channelling actions. Can not eat and drink.

  • Invisible phase
No expiration time. Requirements: Not attacking, No damage receiving. Not moving. Not casting any spells. No channelling actions. Can not eat nor drink.

Invisible players do not see any npc or players who are in the visible realm.
Except Demons or others who have a buff detect invisibility or other invisible npc and players.
Invisibility drops if the player violates the requirements.


If the goal is to drop combat

0 Combat
1 Activating phase from 0 to 2nd second. If Requirements: Fulfilled.
2 Stealth phase from 2nd to 5th second. If Requirements: Fulfilled.
3 Fading phase from 5th to 10th second. If Requirements: Fulfilled.
4 Invisibility from the 11th second.
5 Combat dropped


Totally need 10 seconds for aggro to drop and several requirements to met.

It has PVE and PVE sides to use it. For Pve to drop threat and combat. For pvp a mini weak version of Vanish.

Lore wise it fits too. Main purpose is defensive. Remember when Tyrande in WC3 escaped from 2 Felguards using Shadowmeld. She was able to move while had it.

For pvp concerns. It is not as strong as vanish. Spell is not instant. Being in invisible state makes player not see other players who are in the living realm. Stealth phase is not unlimited.

Akos1896
Posts: 475
Has liked: 2 times
Likes: 6 times

Re: Shadowmeld Rework

Post by Akos1896 » Fri May 17, 2024 5:46 pm

I'd be ok with changing shadowmeld but the effect should be simple (and fun). Imagine this being implemented and nobody but the night elves would have any idea how this works.

Templar85
Posts: 68
Has liked: 3 times
Likes: 1 time

Re: Shadowmeld Rework

Post by Templar85 » Fri May 17, 2024 6:20 pm

There can be a visual indicator/effect that telegraphs that Shadowmeld casted and player going to go to stealth in 2 seconds. Shadowmeld is the Iconic trademark of the Night elves, but being this simple and useless is sad.
The problem with the spell being just fun is not ok when other races have op and effective racials. Night elf already have 1 useless, Whisp form. 1% dodge is also not so good. Altogether having 3 not so good racials when other races have average 2 good and 2 not so good.

User avatar
Borefficz
Posts: 185
Likes: 1 time

Re: Shadowmeld Rework

Post by Borefficz » Fri May 17, 2024 6:26 pm

Current low-CD Shadowmeld is fun for NE hunters to mess around with so that's gonna be a no from me.

Templar85
Posts: 68
Has liked: 3 times
Likes: 1 time

Re: Shadowmeld Rework

Post by Templar85 » Fri May 17, 2024 7:10 pm

Shadowmeld can do different side effects on each classes.

Rogue: Gaining +2 stealth level, +20% movement speed while in stealth and using Shadowmeld. Coming out from Shadowmeld Rogue first attack is guaranted crit which can not be dodged or parried and 5% damage dealt increase as arcane and 2% haste increase for 10 seconds.

Hunter: Can see an npc or player marked by Hunters Mark while in INVISIBLE too. Coming out from Shadowmeld or Invis the hunter gaining 5% haste, 5% movement speed and 5% pet attack speed attacking only that target. The first attack the hunter cast can not be dodged or resisted and goes through shields. Last for 10 seconds

Priest: After coming out from stealth for the first 6 seconds priest can not be silenced and gaining arcane powered shield. Shield increases mana regeneration rate and attacker will get retaliation 30% damage dealt as arcane(Not affected by boss damage). Shield reacting to spells too. 1600 damage absorption lasts for 15 seconds.

Warrior: Coming out from stealth warrior can use ability Charge without the spell being placed on cooldown and his weapon enchanted with arcane energy also + 5% weapon damage dealt as arcane and +5% critical damage bonus for 10 seconds,

Druid: Chance to being hit by spells and ranged attacks are reduced by 15% for 10 second after coming out from stealth and hots gaining +15% healing power for 10 seconds.

The theme is Night Elfs are watching from the shadows and do an amplified action when coming out from stealth.

User avatar
Bunkerchunker
Posts: 4

Re: Shadowmeld Rework

Post by Bunkerchunker » Sat May 18, 2024 12:01 am

In Warcraft III, night elves only turned invisible when they remained still during the night cycle of the game's day/night cycle.

Templar85
Posts: 68
Has liked: 3 times
Likes: 1 time

Re: Shadowmeld Rework

Post by Templar85 » Sat May 18, 2024 3:39 am

That's exactly how I designed the spell. First gaining temporary stealth but have to stand still to become invisible.

User avatar
Bunkerchunker
Posts: 4

Re: Shadowmeld Rework

Post by Bunkerchunker » Sat May 18, 2024 5:07 pm

Yes, but the stealth breaks upon movement in WC3. Shadowmeld is something night elves use to ambush their enemies by remaining still during night, if you granted them movement it wouldn't really be Shadowmeld anymore, it would be Wind Walk. I mean, just look at the name: Shadowmeld. Melding into shadow. The very name conjures up imagery of fading into the darkness. If it was intended to be free stealth with movement, it would've had a name that was far more up front about that capability.

Templar85
Posts: 68
Has liked: 3 times
Likes: 1 time

Re: Shadowmeld Rework

Post by Templar85 » Sat May 18, 2024 10:28 pm

Shadowmeld is something night elves use to ambush their enemies
Yes. See the specific class effects. All gaining something unique effect to ambush their enemy or gaining advantages coming out from stealth.

The very name conjures up imagery of fading into the darkness
In my version first activating and after 2 seconds passed having an effect, ala fading into stealth then fading into Invis.

remaining still during night
In instances and raids there is no day and night cycle, so it would have effect only in the open world and only in the continent which is at night time.

We can take away the 30 seconds stealth part or can be shortened to 10 or 5 seconds.
Oher variant is just copy how it functioned in Wotlk. Just a vanish and you cant move. But I wanted to enhance it not just simply copy it. You can say it is little overpowered but the reason is we have a totally unuseful whisp racial. That shouldn't be a racial just a skin.

User avatar
Allwynd01
Posts: 564
Has liked: 1 time
Likes: 1 time

Re: Shadowmeld Rework

Post by Allwynd01 » Sun May 19, 2024 4:42 pm

Bunkerchunker wrote:
Sat May 18, 2024 12:01 am
In Warcraft III, night elves only turned invisible when they remained still during the night cycle of the game's day/night cycle.
There is no way to implement this into an MMORPG with a day/night cycle and it to be fair. It will make Night Elves the least desirable race for racial bonuses and only being chosen for visual preferences. Shadowmeld is already kind of useless when you think about it, if you aren't on a PvP server, which Turtle WoW isn't (not counting the dead PvP server), there is no purpose for Shadowmeld really, I can only think of a few edge case scenarios and that's it.

It would be cool to implement an IMPROVED version of Shadowmeld whereas the base version works as it already does during the day, but at night, it allows you to move and still be invisible, like a Level 1 Stealth. I can imagine how this can create imbalances if players play during the night only, but since both continents - Kalimdor and Eastern Kingdoms now have different time zones, battlegrounds should be equally affected by this as well.

User avatar
Bunkerchunker
Posts: 4

Re: Shadowmeld Rework

Post by Bunkerchunker » Mon May 20, 2024 12:18 am

Allwynd01 wrote:
Sun May 19, 2024 4:42 pm
Bunkerchunker wrote:
Sat May 18, 2024 12:01 am
In Warcraft III, night elves only turned invisible when they remained still during the night cycle of the game's day/night cycle.
There is no way to implement this into an MMORPG with a day/night cycle and it to be fair. It will make Night Elves the least desirable race for racial bonuses and only being chosen for visual preferences. Shadowmeld is already kind of useless when you think about it, if you aren't on a PvP server, which Turtle WoW isn't (not counting the dead PvP server), there is no purpose for Shadowmeld really, I can only think of a few edge case scenarios and that's it.

It would be cool to implement an IMPROVED version of Shadowmeld whereas the base version works as it already does during the day, but at night, it allows you to move and still be invisible, like a Level 1 Stealth. I can imagine how this can create imbalances if players play during the night only, but since both continents - Kalimdor and Eastern Kingdoms now have different time zones, battlegrounds should be equally affected by this as well.
I was just stating how it worked in WC3. I don't think it should be limited to night in WoW. I think it's fine as it is, though.

Templar85
Posts: 68
Has liked: 3 times
Likes: 1 time

Re: Shadowmeld Rework

Post by Templar85 » Mon May 20, 2024 2:08 am

In its current iteration it is not fine. Quite the opposite: horrible and absolute useless with near zero gameplay. Even for RP perspective. Oh a scary looking enemy coming and I'm not at full hp, lets go Shadowmeld and have a lovely picnic. Do I gain any attacking advantages striking from shadow, beside my hp is full? Nope.

What if I already have full hp? Can't even do 1 step or it will break. Other scenario where might useful, should I log out for 10 min afk or just go Shadowmeld? Saving me 3 seconds logout, login time. Fantastic gameplay options....

Ayesha
Posts: 49
Has liked: 1 time
Likes: 3 times

Re: Shadowmeld Rework

Post by Ayesha » Thu May 23, 2024 8:20 am

Night elf racial abilities including the priest racial definitely need a rework. At it’s current state the race doesn’t have any special utility except for very limited uses in PVP for pvp fans on a RP-PVE server.

Calli
Posts: 278

Re: Shadowmeld Rework

Post by Calli » Thu May 23, 2024 8:26 am

This is too complicated to implement and a punishment for night elf hunters.

Slashignore
Posts: 196

Re: Shadowmeld Rework

Post by Slashignore » Thu May 23, 2024 8:40 am

invisible is powerfull enough!

Hctwowfan
Posts: 335
Has liked: 1 time
Likes: 1 time

Re: Shadowmeld Rework

Post by Hctwowfan » Thu May 23, 2024 10:57 am

This proposed change is the most convoluted mess possible for a niche racial. People play dwarf mage with zero racial benefits, you'll be fine with shadow meld in its vanilla form.
Exlusively playing hc, alive toons below
Immortal Nikora Halazi Mbamba Ofofu Qsetmizi Qsetnizi
59.99 Qiri Byomvin Toraya Bjomvin Peppa Tepsi Ufofo Yolani Ygritt Rhanja Yolari Qsetlizi Bsomdi Kiri Nemsi Ufufo Ofufu
50+ Hazaru Oronil Lenymo

Templar85
Posts: 68
Has liked: 3 times
Likes: 1 time

Re: Shadowmeld Rework

Post by Templar85 » Thu May 23, 2024 3:44 pm

This is too complicated to implement and a punishment for night elf hunters.
Have you even read what I gave to hunters? Looks like not or wouldn't say this. Hunters will be even more powerful with this. They can see through even in invisible and their opening shoot and pet attack gain buff and their first attack can not be dodged and pierces through even shield effects (Priest shield, Frost barrier, mana shield, Trinket shield effects etc).

So far the only valid opposition it is to hard to code it.
People play dwarf mage with zero racial benefits.
I bet because of this Dwarf mage numbers on the server are around 1%-2% So only for hardcore RP fans. Which is not ideal. Do you think it is?
you'll be fine with shadow meld in its vanilla form
Majority of the Night Elf are found it lacklustre and only niche RP benefits. This is Vanilla+ server and even blizzard improved it in Wotlk.
This proposed change is the most convoluted mess possible for a niche racial.
My proposition was to not just copy it but make it somehow unique. If you have an interesting idea how can make it better, you can share it. I would like to hear your version.

Post Reply