Then I do not understand the context in which you plan to use that switch. Are you proposing to use a trammel ruleset with switch in all the landmasses? I can imagine how the trammel population would cry if you let loose thieves among them like that. Or are you planning to use it only in fel? In which case the fel population would have every right to cry about the only pvp land, already consensual enough, being turned into a full consensual pvp area, while trammel gives nothing in exchange.
Ah, I was thinking about Fel only. Aim is to inject a bit more life into Fel. Tram is not ready yet, no matter how much I might like to enable this to police the scripters.
What if we allow reds to go Tram areas and Ish and Doom? Reds being viewed as anti-social elements and thus being disallowed to go these areas does hold. The Reds could just create a blue char. And being blue doen't prevent you from being anti-social. Yes, there could be subtle changes in character when people play red or blue, and maybe a red would grief/goad/smacktalk you into fighting him in Fel, but well, griefers can be paged on, and anyone can chose to ignore smack-talk.
I was specifically thinking about the melee stealther, regardless on whether he uses ninjitsu, poisoning, or item id. The guy who ambushes you. I am against the way in which smokebombs can be used to disappear at will to attack again in 10 seconds (they should be used only for a real escape, not for a 10 sec break), but that's "merely" a matter of rebalancing the skill. The timed switch eliminates not only the ambushes, which are an integral part of the game, but any need to act in a hurry on unexpected situations.
I can imagine: I come with two friends to do a spawn. Then 5 people show up, so i go away. I gather 10 people and go back to the champ, while the others go away. Then the others gather the rest of their zerg guild and show up with 20 people, so we go away. Not a single spell exchanged. Good fight.
Sorry, I really cant see it working. The unexpected is part of any non-consensual pvp, and removing it effectively removes the ruleset.
So in this case, you would prefer not to run away and want to pit your skills against the 5 raiders right? You still can, just retaliate away instead of going away, there's nothing to stop you from doing that. You actually have an advantage now to rally your 2 friends to counter-attack.
If the raiders zergs you, then you can try to run away or retaliate as per above.
What I am saying is that you can still do whatever you would have done without the timer.
Now, of course it will be a different story if you are a thrill seeker that likes to live on the edge and actually hopes that someone will raid you. I can understnad why someone would like that, possibly to train your reaction, reflexes, teamwork and tactics while under stress.
Is this the case? Let me think about this and see if there's a solution.
Regarding your melee stealther, when you say that melee stealthers are weaker, the reason is because you have devoted 180 skill points into hiding and stealth, leaving less skill for combat skills right? You can still use the same skills and same tactics, except the damage from your first strike.
So in effect, you the only advantage you have from using an assassin template in this case is that of the first strike capability, yes? If there's a way to balance that, would you consider?
Are there any problems that you foresee?