Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The horse is the only guy who can cause a "full enemy stealth" situation, and he's new, so it might be that there's something wrong with his spawn. They might want to make it so that two horses can't spawn together.
If you're looking for anti-stealth options there actually are quite a few. I've not had many problems with horses because you don't really need proper anti-stealth as you can hit them with AoE. You just have to manouvre them into the center positions and hit them with either front line AoE or back line AoE. I pay attention to this when I play Endless so it rarely happens that I have problems because I can't hit the horse, and even when it happens I have skills you can use in the downtime - buffs and heals. Occasionally one guy won't be able to do anything but then you just move him if you really don't want to take damage.
Failing to see the problem here - you have anti-stealth QUIRKS now, and even an anti-stealth TRINKET that allows someone to utterly ignore the mechanic. Failing that there's numerous stealth-removing abilities.
As I'm fond of saying around here, you can't have your cake and eat it. The perfect group would be any composition that has access to everything and anything - but the game is designed for this to not be possible.
If you find yourself sitting on your hands because two horses were given time to stealth, blame yourself, not the game. With my most common setup I'd have either hit it with SB or HWM Tracking Shot and stunned the thing afterwards for fun so that it couldn't charge.
Expose, Tracking Shot, Illuminate, Flare, Skeet, Intimidate, Flashpowder... The list goes on.
the game is about making the "most" out of bad situations. Giving more Anti-stealth would take away from those situations.
AoE still works against stealthed enemies.
The short and sweet of it is - if you are genuinely bugged by stealth, take an anti-stealth ability.
People need to remember that AoE ONLY works when that AoE falls in-line with a targettable enemy. Furthermore, hitting said stealthed unit won't reveal them, so while it is handy to harass (maybe even kill) a stealther without anti-stealth, having AoE is not the answer if you have TWO stealthed horses. You can't hit them unless a hero has a 'ignore stealth' quirk, the ignore-stealth trinket, or a de-stealth ability in such a case, so it doesn't answer OP's gripe.
AoE is still handy for harassing enemies that others can't target, maybe even killing them outright, but it is still worth considering a more stable option if you are genuinely annoyed by stealth.
My last comp had 2xAoE and one hero with a one-time-per-battle buff that also serves as anti-stealth. Fact is I'm not bothered by stealth that much, so if I buffed up already when one appears, oh well, I have AoE and Stuns to try and get them down -- but sometimes you have that option to buff up + de-stealth something right out of the gate, eg. Row 2 Scarecrows, or stealthers later during the run.
TLDR There's more than enough tools for the job. Take them if you want.
They can by default anyway, it's just not forced. Been rudely awoken by plenty of stealthed sword-skellies while trying to get a sneaky non-protected camp-buff going. I doubt they'll try to script more specific encounters when ambushed when the same result is already possible via random chance.