I agree. Increasing baseline player stealth detection is not a fundamental change to Stealth itself. It was easier to detect in 2004 than it is in 2023–it has slowly moved away from being a Sneak to being an Invisibility.
The frontal cone of players in a thin 5 yard radius at 20 yards out should be sufficient to spot an enemy Rogue (I debate myself on whether Rogue/enemy movement should buff/nerf detectability, but that’s more about depth than demand).
Right now, I’m not seen, sometimes even being directly on you. That’s not sneaking–thats invisibility. There are plenty of tools to make that a non-issue for rogues (step, vanish, sprint) that people asking for adjustments wouldn’t substantially impair the current state.
Not listening to the concern is not an attack on the legitimacy of it.
That seems related to traffic flow rate problems, which are largely solved engineering challenges. If you have a big enough pipeline, your flow rate stays positive. But as soon as inflow exceeds outflow, you get a clog. The goal of energy is something like, without bonus regen, you are clogged (energy starved). Once you are no longer clogged, getting an even larger pipe does nothing.
So as a system, Energy is designed to be good in a game with a GCD surplus–when the game is designed for players to stand around waiting for rotational cooldowns, thinking about what they’re going to do next. In that framework, the theoretic max for Energy is perfect GCD availability which, by design, is not what players are supposed to have. That’s what the game was like in Vanilla.
In today’s actual version of the game, rotational cooldowns are designed to fit nicely together with no or minimal gaps. That is, the game is built on a GCD deficit–you high a very high APM and need to quickly choose the highest value GCD, plan to avoid losing available GCDs, and not delay making the next choice. Gaining haste doesn’t suddenly make class rotations “fit”–gaining haste makes the already well-fit rotation faster.
The evolutionary “nail in the coffin”? Enter, Demon’s Bite versus Demon Blades. In low haste environments, Demon’s Bite allows filling gaps in rotations while generating Fury. In high haste environments, Demon Blades allows virtually gapless succession of high-coefficient spending abilities. The nature of these abilities radically changed the nature of resource generation (so much so that Crusading Strikes had to be nerfed before release to make Templar Strikes a less hideous competitor).
Again, I’m not really sure how to suggest fixing it, so instead I’ll circle back to flow rates to make a pun about rogues needing to apply their Poissons before combat…