Here´s my take on it.
I liked the OP's suggestion that if you have GM Tracking you only have to click the Players option to see players even if they are in animal form and such.
No to decreasing the detect timer and that´s coming from someone who plays both sides of that fence.
No to changing how the re-hiding works.
If Ru says it´s balanced then I believe him. This just sounds like some people want the easy button to make their already strong templates stronger.
And of course all of this is just my opinion...
But it's NOT balanced, especially compared to the detect/tracking cooldowns, which has been stated multiple times. What is so hard to understand about that? Yes, I know everyone *****ing about it getting changed plays on Siege, but it's a slight rebalance. Other than it changing every single one of your precious stealthers so that you'd actually have to do something other than stay hidden all day, why is it such an issue?
But to modify the start of your post:
-
@PwnySlaystation and other people who actually pvp:
- Present logical arguments as to why Stealthing is unbalanced: the cooldowns on Tracking/Detect Hidden (which are hard to fit on templates without crippling either your offense, defense, or more likely, both), which likely won't even work in the first place, and nothing else is capable of revealing someone that's hidden if they have skill invested.
Siege players (Except Uvtha):
- DON'T FIX OUR PRECIOUS STEALTHING ABILITY! We won't be able to hide all day and claim there's pvp on our dead joke of a shard!
Can you, Kelmo, or Ru Give me ONE reason why there shouldn't be a delay on re-hiding if you get revealed for any reason, even if the skill timer has already passed? Or can you tell me why AoE spells that do large amounts of damage do not reveal the person that gets hit by them?