What if the various skills that are viewed as “problematic” were solved by requiring said skills to use endurance? This would add another dimension to gameplay by forcing the player to trade a defensive benefit (dodging) for something else.
Here are a few examples:
Quickness – Lasts until you run out of endurance or the Quickness duration ends, whichever occurs first. While under the effects of Quickness, you cannot gain endurance and it decays at 20% per second. When you activate a Quickness skill, you instantly lose 20% endurance.
Stealth – Lasts until you run out of endurance, you attack, or the stealth duration ends, whichever occurs first. While under the effects of Stealth, you cannot gain endurance and it decays at 20% per second. When you activate a Stealth skill, you instantly lose 20% endurance. Note: You can probably do away with the Revealed debuff with this in place.
They could have done so much with endurance, like higher or longer jumps, climbing, who knows what else…but then they only used it for one thing…it’s sad.