Why are you so against a nerf to stealth? It is not the sole identifier of the thief class. It is not what makes a thief unique. Yes thieves have the most access to it. And yes it is broken as kitten which this thread is trying to address by finding a way to make it more reactive with the rest of the game.
It may not be “the sole identifier” since other classes have it. It may not make them “unique”. But you are failing to realize just how many abilities and builds are tied to it.
Stealth is the only way for a thief to effectively clear conditions with the trait: http://wiki.guildwars2.com/wiki/Shadow%27s_Embrace
Without it, the only ways we have to clear conditions are:
http://wiki.guildwars2.com/wiki/Shadow_Return (infiltrators return)
Only on the sword and essentially costs 5 initiative to cure ONE condition.
http://wiki.guildwars2.com/wiki/Shadow_Return_
Removes three conditions, which is decent, but it’s on a 50 second cooldown and is primarily used as a stun break. If we use it just to cure some conditions, there goes our stun break.
http://wiki.guildwars2.com/wiki/Signet_of_Agility
Although it talks about curing one for each ally, that’s one condition on each ally. It only cures ONE condition on the thief and has a 30 sec cooldown.
http://wiki.guildwars2.com/wiki/Fleet_of_Foot
Hardly counts as a condition cure as it only removes cripple and weakness. Neither of these are one of the 5 damaging conditions.
http://wiki.guildwars2.com/wiki/Pain_Response
This one isn’t too bad because it can remove 3 conditions that are damaging, but only 3 specific ones. It won’t do anything to torment or confusion, and it has a 30s cooldown.
http://wiki.guildwars2.com/wiki/Withdraw
Hardly counts again, as it only removes non-damaging conditions.
http://wiki.guildwars2.com/wiki/Hide_in_Shadows
Is fairly decent, but like Pain Response, only handles burning, poison, and bleeding.
Besides this very important stealth based trait to remove conditions, lets look at the absolute plethora of traits tied to stealth:
http://wiki.guildwars2.com/wiki/Hidden_Killer
http://wiki.guildwars2.com/wiki/Meld_with_Shadows
http://wiki.guildwars2.com/wiki/Hidden_Assassin
http://wiki.guildwars2.com/wiki/Shadow_Protector
http://wiki.guildwars2.com/wiki/Infusion_of_Shadow
http://wiki.guildwars2.com/wiki/Cloaked_in_Shadow
http://wiki.guildwars2.com/wiki/Hidden_Thief
http://wiki.guildwars2.com/wiki/Patience
http://wiki.guildwars2.com/wiki/Shadow%27s_Rejuvenation
http://wiki.guildwars2.com/wiki/Fleet_Shadow
http://wiki.guildwars2.com/wiki/Merciful_Ambush
http://wiki.guildwars2.com/wiki/Instinctual_Response
http://wiki.guildwars2.com/wiki/Last_Refuge
Then there’s the fact that our biggest burst comes from attacks while stealthed:
http://wiki.guildwars2.com/wiki/Backstab
Without that, I think our biggest possible burst is maybe
http://wiki.guildwars2.com/wiki/Pistol_Whip
But no one but idiots stand in that for its full duration.
Then, lets remember that it is our primary ability used to not die.
Thieves have ZERO access to Aegis and Protection. We have only one ability that gives us stability, and it’s tied to an elite that is quite situational. We have a couple traits that improve dodges, but very little access to vigor. And we also have ZERO access to total damage immunity or immunity to conditions. You might think we have a lot of dodges built into our weapon skills, but the vast majority of these are extremely short duration and do not even cover the full animation for the skill. Thieves are also among the lowest base health, and just the middle of the pack for armor. And we can’t really spend much to improve those. If we build toughness and vitality, our attacks hit like wet noodles and we still die fairly easily.
Stealth is huge part of most thief builds. Significantly nerfing stealth would significantly kitten the class. What if we gave other classes a way to instantly kill all of a ranger’s equipped pets, what if we made a counter that instantly drained all of a necros life force, what if we gave people a way to prevent a guardian from gaining aegis for 10 sec, or prevented a mesmer from making any phantasms. It would have a similar effect.
Making any significant nerf to stealth would have to come with some significant buffs in several other areas and would basically require almost a complete class redesign. But then, people are asking for hard counters to stealth. And even assuming stealth is a problem, hard counters are not the way to go. Hard counters just lead to balancing arms races. One class gets a hard counter, the others need a hard counter to that hard counter, and so forth. Perhaps stealth could use one more soft counter, but it already has quite a few of them, it’s just that people refuse to learn how. But nobody has proposed a good soft counter that I’ve seen.