Forums » General Pantheon Discussion

Improvements to Invis / Strealth

    • 910 posts
    November 12, 2025 11:15 AM PST
    Invisibility / Stealth is fun and a necessary mechanic, but it's too binary and doesn't offer much opportunity for skill. Also, the thing that should make Invis / Stealth more fun, the True Sight (see Invis) Disposition, isn’t fun. It doesn’t allow for player skill to partially offset nor does it really present much of a tactical challenge (besides 'don't try to Invis past'). True Sight mobs will often aggro you before you've even seen them, making it more about memorizing spawn locations and luck than about skill.

    Also, Stealth needs to be differentiated more so it doesn't feel like a slower version of Invisibility.

    Spell / Ability Suggestions:
    • Doppelganger: Enchanter self-only spell that makes them look like their offensive target. Mobs will see them as the target and react accordingly. When cast on intelligent NPCs, if you get too close or spend too much to the target NPC, they might become suspicious and attack.
    • Fog: Druid spell that creates a AoE fog that reduces visibility. Maybe make this a channeled spell that is centered on the Druid.
    • Light Flash Arrow: Ranger ability that fires a non-aggroing arrow that temporarily reduces aggro range in the AoE of where the arrow hits.
    • Dance of Light: Enchanter spell that creates a short-lasting visual distraction that causes NPCs to turn and look at it, reducing their aggro range.

    Disposition Suggestions:
    • Keen Vision: see through Stealth.
    • Magic Vision: see through Invisibility.
    • Uncanny Sight: see through Doppelganger / racial illusions.
    • True Sight: keep this, but make it much more rare.
    • Hyper-Vigilant: Increased aggro range and immune to distracting spells/abilities (like I suggested above).
    • Skeptical: Decreased chance of Feign Death succeeding (based on how close mob is to Monk) and increased time before mob will disengage from a successful Feign Death. The purpose of this isn’t to increase the failure rate so much as to cause Monks to make tactical adjustments (like hitting FD sooner or from further away).

    All Dispositions that can see through a type of Invis/Stealth should still have a reduced chance to see, based on level difference, range, and time. Also, these traits should only work when there is LoS. This allows for player skill to be a factor. Having a chance to slip by adds the thrill of trying. Getting aggro from a True Sight mob before you've even seen them isn't fun, its frustrating.

    Stealth in particular needs the above factors reducingthe chance you're seen. Make it much less likely to be seen if you're not moving, so Rogues can hold still as a Keen Vision patrol walks through and maybe they won't be seen. This makes using it much more visceral and it will feel more Rogue-like.

    All Dispositions that can see through some kind of Invis/Stealth/etc should have a unified UI theme. All the Icons should use a unified, distinct color and design scheme, but with different symbols. This cuts down on the complexity of memorizing a bunch of unrelated symbols--a quick glance will show it's a vision-related Disposition.