Improved Stealth
There is almost no incentive to stealth around - add some stealth attack bonuses to bows/melee besides the melee skill in the tree.
Comments: 41
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28 Jan, '24
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Does stealth even work? Those very few bushes that the tutorial teaches you about seem worthless? Maybe unless you plan to stay there. I've never been able to deal backstab or sneak attack damage. -
27 Jan, '24
Rude MergedWould like to see a detection meter to determine whether or not you're about to be detected by an enemy while in stealth.
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27 Jan, '24
MaFaExactly, the stealth system needs a lot of improvement. Adding a (LIGHT/SHADOW) mode, for instance, where staying in the light makes you more visible, and enemies have an easier time spotting you. If you stay in the shadow, there's a higher chance enemies won't notice. Additionally, implementing a (SOUND) system, where the more noise you make, the louder it is, attracting the attention of enemies. If you move quietly and use silent weapons and ammunition, enemies won't notice. This opens up various strategic possibilities, like throwing a bomb or activating a time bomb. Upon explosion, enemies would head to the source of the sound, creating a lot of strategy in the game.
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27 Jan, '24
Joes MommaI believe there is backstab damage on at least a few enemies, but there should definitely be a sort of awareness system that stealthy players can utilize to get bonuses to attacking unaware and possibly uneganged Mobs, and possibly even mobs who just are not targeting you specifically (albeit for a smaller bonus)
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28 Jan, '24
Crannberriez MergedI feel as though the 'Rogue' class doesn't have enough stealth aspects going for it. Besides that it is very much a ranger with alternative perks, I think it should have some more to it.
I am proposing a skill that when crouched for a few seconds or when crouched in a bush, you become Invisible. Allowing you to walk (not run) around completely undetectable by standard enemies.
Possibly allow wolves to detect you from stealth and aggro, making enemies with wolves at their side a threat.
The stealth mode should maybe not work when currently aggroed, and you should lose stealth when attacking an enemy. Potentially with perks to regain stealth on stealth kills.
Expansions to this idea are the possibility of smoke grenades for self-made cover. Drop attacks like Assassins Creed, chain stealth kills, or teammate stealthing. -
28 Jan, '24
De4dlnside System"Rogue Class Stealth / Invisibility" (suggested by <Hidden> on 2024-01-28), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Jan, '24
TMR2k MergedThere's a stealth skill tree but nothing truly incentivizes stealth gameplay. Put stealth bonuses on weapons, show a stealth meter near enemies, add dual wielding and daggers into the game and some cool execution animations if you assassinate an enemy :)
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28 Jan, '24
De4dlnside System"Proper stealth system" (suggested by <Hidden> on 2024-01-28), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Jan, '24
Moro MergedStealth feels pretty bad right now, there's not a lot of feedback in the game on how successful or unsuccessful your stealthing is.
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28 Jan, '24
Sogo MergedI agree - one of my favorite things from Elder Scrolls games is going into 'sneak' mode, out in the open and one shotting targets.
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28 Jan, '24
KaiMaybe make use of the enemy indicator icons (▼) to show white if unaware, yellow if seen but not detected, and red for detected and hostile.
They should add in stealth skills like 'crouching for 3 seconds cloaks you and drops aggression if enemies are far enough away', and a improved version where you are partially cloaked when crouched and moving, along with skills that increases your concealment in the darkness, and night vision during the night when crouching. Eventually adding a line of skills that lets you move around without creating footsteps to alert enemies, allowing you to maintain stealth when standing and moving somewhat, even a second increase to sneaking movement speed.
Stealth ranged weapon, would have to apply to 'throwing weapon' categories, and it enables you to aim and throw them like using a regular ranged weapon (you can equip them and use them, they are weapon and ammo altogether). -
28 Jan, '24
De4dlnside System"Stealth Detection Meter" (suggested by <Hidden> on 2024-01-27), including upvotes (20) and comments (0), was merged into this suggestion.
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29 Jan, '24
ultimategrungoI agree about the lack of feedback/clarity for enemy awareness! Adding my two cents: there are a few things that force player characters out of the sneaking animation. Jumping, falling any distance, using the grappling hook, and the Blink talent all do this, and maybe the latter two should, but it's real rough to drop off a two-foot curb and lose the opportunity for a juicy backstab.
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01 Feb, '24
DragonsDuskYes, please to some better stealth options. Striking one enemy with the bow and aggro-ing several, even in the poorly placed bushes, is so frustrating.
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01 Feb, '24
Derogar MergedMany great games use detection meters to indicate how visible you are to the nearby enemies. This could add more depth to our Enshrouded gameplay experience
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04 Feb, '24
SomaThis is why I came here, the game is incredible, and it scratches so many good itches, but stealth needs a little more love. I frequently get spotted by people who are within proximity of me but literally out of line of sight (behind walls) while crouched.
I believe some people mentioned adding sneak damage for other things, but I believe there is already a stat for that called "ambush damage"? I am unsure how to stack it at the moment, but I think maybe some easier to access talent points that add that ambush damage stat might be wonderful.
Thank you for the great game so far <3 -
05 Feb, '24
eric MergedHaving a spell to teleport behind a mob would make an assassin more fun. The skill for multi arrows to shot out some times would be nice if that didn't take from your arrows. Amazing game guys!! Love it!! keep up the great work!
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05 Feb, '24
BenYeah the rogue like class needs a lot of work, I'd like to be able to assassinate from ledges, move faster while stealth, vanish, and all that but it occurs to me that for stealth to work in a game like this without being absolutely cheesed by every stealth player, the AI of the enemies also needs a lot of work so it's probably quite a big ask.
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05 Feb, '24
ultimategrungoI've returned to add that eating/drinking/applying bandages shouldn't break stealth either. I'd like to see separate animations for looting while sneaking, too, just so it's clear that these actions *don't* break stealth. (Currently the character stands up to open the container, and then crouches again.)
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09 Feb, '24
Aonyx System"stealth" (suggested by <Hidden> on 2024-02-05), including upvotes (1) and comments (0), was merged into this suggestion.
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12 Feb, '24
Rainbow PheanixThe "Assassin"-tree is not an Assassin-tree. It´s an "Explosions!"-Archer-tree (who already has a tree). Please make the Assassin-tree worthy or rename it to something archer-related. As an Assassins Creed-fan from the first hour on i am deeply concerned for the Assassin-tree.
Oh, and: sometimes i get the feeling, enemies can see me through walls. Maybe you need to rethink stealth as something a player wants to do with every enemy, not just when its convenient. At this state i completely abandoned stealth because Rambo-style is faster and i cant hide consistently. Since stealth takes a lot longer than Rambo-ing it should be balanced out by - jeah, the ability to be stealthy! Give me invisibility, give me a shadow form (just for 2 seconds, refreshes on kill) give me a stealth-dash. Give me something! Give me the ability to clear out a camp without waking up a babymouse. -
07 Apr, '24
Kroemselwe need a better rogue skill tree, maybe put dual-wield with daggers into a game. i like the stealth playstyle in games, but it has to be improved in enshrouded. there are missing a lot of skills around stealth with melees and weapons, like i mentioned before e.g. daggers.
ps: this is the best game by far! love it ! -
11 Apr, '24
Toast System"Detection indicator" (suggested by <Hidden> on 2024-02-01), including upvotes (1) and comments (0), was merged into this suggestion.
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15 Apr, '24
superpebbleI like being able to sneak around in games, I'm also a fan of game devs that understand that I dont want a detection cop out like invisibility. I like to avoid the npc's invisible field of vision. to make use of the time of day to my advantage with specific armor sets that help reduce the detection distance. if a stealthy player has max spec they should be not hindered by reducing walking speed to avoid the enemy hearing them. or at least double the crawling speed as a skill option. being able to climb buildings with certain equipment to get the drop on enemies. the players should be have equipment centric to their play style that allows them to role play as their preferred class which can offer more to cooperative strategy in the game. the stealthy rogue is often the ignored class in modern gaming.
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10 May, '24
superpebblestealth abilities.
mute - your attacks dont alert nearby npc's.
light foot - while running your foot steps are quieter. reduces sound radius from 10 meters to 5 meters.
locksmith - lock picking is 50% faster.
distraction - craft a ceramic bulb to an arrow. impact causes a sound that emits 10 meters radius.
pick pocket - steal an item from your target.
better disarm trap - extends the time you have to disarm a trap and pickup to use for later.
poison extract - recover 2x poison gland from targets.
concussion - extends stun time on enemies 2x. -
14 Jun, '24
DavidHello,
What could also help the assassin is that the sneak attack skill no longer requires pressing a key to trigger it but that it is done automatically when you hit the back in melee without having been detected.
- The sneak attack skill would also benefit from being usable with bows by shooting in the head without having been spotted by the enemy. -
15 Jun, '24
Marc MergedReasons "Sneak Attack" is Useless
1. Enemy can see thru wall. They also attack thru wall
2. Enemy Agro will Agro every mob in the WHOLE city.
EVEN those killed with "Sneak Attack". [ NOT sneaky at all ]
3. Enemy are coded to always be together. They never separate.
4. Enemy move too fast unprovoked. Even with "Silent Stride", you won't be fast enough.
5, Enemy are coded to stare at anything that moves. EVEN EACH OTHER. Impossible to not get caught.
6. Enemy does not lose agro by hiding. Only if you run too far, or be at a place they cant reach.
7. Boss have vision based on distance, NOT detection. You can NEVER sneak at a Boss.
8. Daggers will NOT hit, nor damage enemy, Specially with "Calm Spirit" and "Vukah Language".
9. "Calm Spirit" and "Vukah Language" will deactivate permanently once you kill anything. Even though it's the ONLY way you can ever sneak into anything.
10. Not enough Bush for hiding.
11. Bush gets destroyed with any attack animatio -
06 Jul, '24
Shu MergedThe game lacks stealth mechanics heavily and backstabbing is not possible due to that. I want to play as a stealthy dagger assassin, but it is currently not feasible. I hope this gets addressed.
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25 Jul, '24
Toast System"Sneak Attack does not work, and WILL NEVER WORK as is." (suggested by <Hidden> on 2024-06-15), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Jul, '24
Toast System"Improve backstab/stealth" (suggested by <Hidden> on 2024-07-06), including upvotes (1) and comments (0), was merged into this suggestion.
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06 Aug, '24
Xanti345I agree with the idea that "stealth bushes" are about useless except for very specific situations, especially when trying to attack an enemy say with a bow from a bush destroys it. It does the same with melee attacks. Perhaps make it so the bushes can't be destroyed by Daggers or Arrows.
Also, I agree that Stealth is sorely lacking. My favorite type of characters to play are sneaky characters. Please do something to make the Stealth playstyle more viable. There are plenty of good suggestions in the above comments, the only other one I can think of is a "Blink" style Melee Stealth Kill, that can be upgraded to be silent and then also maybe be upgraded to take out 1, 2 and then possibly 3 enemies if they're close enough together.
The last one is just a suggestion and not a "must have". I know, game dev is not easy.
Btw, I love the game already. This would make it even better. Keep up the good work, y'all. -
28 Mar, '25
Browser-Ice Mergedwhen walking around around ennemies, having the ability to extinguish any light using fire by blowing on it would increase effectiveness of sneaking around in the dark
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02 Apr, '25
Frog System"Ability to extinguish lights usin fire (blowint it out) for better sneaking around" (suggested by <Hidden> on 2025-03-28), including upvotes (1) and comments (0), was merged into this suggestion.
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23 Apr, '25
superpebblebeing able to manipulate enemy spawn locations and quests. everyone has their own idea of what stealth gameplay is. why not give them the freedom to make their own stealth/raid experiences at their own bases. special brownie points for unlocking such features at enemy base locations.
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27 Apr, '25
superpebbleadding a stun status for a short window to stealth attacks would add to the stealthy player incentive. creating an attack of opportunity would encourage a lot of players to hunt the enemy together like an effective task force while still allowing the more barbaric run in and hit things until they die. if the fighter and the tank have a reason to ask the assassin player if they think they can get a stealth attack on a boss or elite enemy, that would be a step forward towards a more complete team experience.
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11 Jun, '25
PaulJI love stealth in games but I have to agree it's mostly not viable here. Once you attack something the whole camp - or at least those within a certain radius - automatically alerts and detects you even through walls. That's bs. If players want to waste time sneaking through camps and taking half an hour to stealth kill all enemies, they should be able to. After all, it's still faster to just yeet headlong into a camp and run around like an idiot waking up all the enemies and then kill them all in 30 sec. This means stealth is already suboptimal, so anything that helps stealth can only be of benefit.
* If you stealth kill an enemy, only enemies that DIRECTLY WITNESS IT should alert.
* Line of sight stealth already mostly works, but you should also be able to regain stealth quickly by breaking line of sight and going back into crouch.
* Enemies should NOT detect you through walls. Make their alert scripting more intelligent instead of the crutch of being able to see you through walls. -
05 Sep, '25
superpebbledisruption missions - enemy factions will periodically raid dungeons. you can make use of the terrain to dispatch them while they are excavating and plundering or choose to agro other nearby hostile enemies towards them to have them attack the enemy raiders for you.
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12 Nov, '25
DragonsDuskThere has got to be some balance for stealth. I'm not moving, with nothing glowing on my person, I'm in foliage in the new area and so in the dark *I* can't see my player, yet I'm getting sniped by SOMETHING that I also can't see.
The "stealth" patches in the earlier areas are terrible. If you're crouched in them, often attempting to use your bow means you cannot SEE passed the leaves.
We never know if we're even stealthed, even in the dark.
And shooting one person from stealth shouldn't keep alerting all others unless an enemy does a call-out.
And even THEN it feels terrible that things that didn't have a line of sight on you and you hid further, still can zero in on you."
Also, the end of the assassin and stealth tree should not be exploding arrows. Though I do realize the skill system in general needs a whole lotta work and with the game not done, that's farther down the line.
Still, please, I'm begging. Let crouching, not moving, not glowing, at night, mean something. -
31 Dec, '25
PaulJI have bad news for you DragonsDusk, they're not actually using any sort of intelligent LoS/audio weighted sensing capabilities; the NPC AI is cheating by simply knowing where you are whenever they enter an alert state. That's it. There's no trick to it. That's why they can see you in the dark, through walls, etc. It does make cheesing them simple, but it's annoying. Dumb enemies are also bad for a game.
There IS a rudimentary LoS system, you can see it working when the enemy is not aware of you. If you stand behind a wall, they'll walk past on the other side no problem. However, the second they become alert that gets ignored and they automatically know your exact location.
The devs NEED to implement some kind of last known player positioning so that the enemy AI can use that if they don't have direct LoS to the player. Similarly, what LoS capabilities they've already coded need to factor in lighting - holding a torch should make you more detectable than if you were in the dark.