The Stealth mechanic at the moment is defined around 100% Invisibility. I would like to present my case as to why Stealth would be a better mechanic without it, and suggest how it could be removed without a necessitating complete rework of any mechanics surrounding Stealth.
As we have all seen by now, Stealth is one of the major contributors to Thief QQ in the forums. The sheer amount of negativity surrounding the mechanic in the forums is astounding, and this forces ANet’s hand to repeatedly nerf Stealth to the sad state it’s in today. 100% Invisibility is the reason for most of this negativity, and understandably it is not exactly fun to play against something you can’t see at all for a significant percentage of the fight, balance considerations aside, this alone is true even from the perspective of a Thief player such as myself.
The biggest issue with Stealth, however, is not how others perceive it, but rather the fact that Stealth in itself is mostly a liability for Thieves in the sPvP conquest meta, because Thieves cannot contest points while Stealth is active. This is why a large majority of Thief builds based around Stealth are doomed to be unviable in sPvP, because they cannot contribute effectively to the single most important mechanic to winning games in high-level play. This is again, a direct consequence of the 100% Invisibility aspect of Stealth, because by any measure, to be able to contest points while remaining completely unseen is not fun or fair to play against.
Now that we have laid out why Stealth would be better off without 100% Invisibility, let’s move on to the how:
First and foremost, 100% Invisibility to enemies needs to go. Make a player in Stealth look the same to enemies as they currently do to allies. Keep the name tags removed, and make enemies have to work reasonably harder to see where a Stealthed player is, but not have to guess for it as they do in the status quo. A player in Stealth should still be untargettable by single target skills that require targetting, because without this, Stealth would be completely worthless as a defensive mechanic for classes or builds that have no traits to augment it.
Secondly, allow Stealthed players to contest points, because without 100% Invisibility, there will be plenty of reasonable counterplay options available against a player contesting a point in Stealth. This will immediately improve build variety for Thieves, because Stealth related builds that have been doomed to a lifetime of unviability can now be experimented with. Allowing point contention will also undoubtedly open up many additional non-roamer roles for Thief players in teams, further disrupting the stale sPvP meta. The possibilities are exciting indeed.
Additionally, a passive movement speed increase in Stealth may also be necessary to counteract the loss of 100% Invisibility, for the purpose of facilitating escapes and positioning-based Stealth mechanics like Backstab that would become much more difficult to pull off after the change. I would recommend integrating the +50% movement speed trait for Thieves into the Stealth mechanic itself, which effectively makes a Stealthed player able to move at the same speed in-combat as an out-of-combat player with Swiftness (out-of-combat movement is also capped at this speed AFAIK). The exactly value of this speed increase needs to be experimented with but I feel some degree of improvement to mobility will be required to maintain balance.
Last but not least, AIs need to treat Stealthed players as they always have (as if they were still completely invisible). Without this, Stealth would loose all utility in anything other than PvP.
TL;DR: Stealth as a mechanic would be in a much better state if 100% Invisibility was removed, and allowing point contention in Stealth would improve build variety overall for all classes that make use of Stealth. These changes should also help make Stealth just generally less un-fun to play against, which is definitely an important consideration for new players and player skill progression overall.
Feel free to point out any balance considerations that I may have missed or leave any other constructive feedback.
(edited by Kaon.7192)