I think there is some room to improve stealth without making it as broken as it was in 1.0. I would even be fine with changing the full set bonus for the assassin armor depending on if something else were to change with stealth as it seems a little strange that just breaking line of sight would make zombies lose interest.
I've been wondering if so options / configuration / sliders related to different aspects of stealth performance might help players end up with the stealth they want. By that, I mean I suspect there are a few different groups of players with different expectations of stealth.
Correct me if I'm wrong, but I don't hear you saying the skills and rogue / assassin armors are a problem, but the triggers in POIs are the source of your frustration. Your position is they "completely kill stealth's viability." I'm more in an "overuse of triggers is infringing on stealth's viability" kind of person.
Harder, is trying to think of an option that changes the way triggers work, partly because there are a couple of different mechanisms here, not just a single "triggers" mechanism. One discussion on this board suggested a new command for minscripts that could test if an option was set to prevent multiple rounds of spawns.
After my recent post about stealth and learning more about triggers from another post I had a similar idea about changing how triggers work based off of stealth.
I would go as far as having a negative effect for being too loud where zombies are more alert or more spawn, and opposite for stealth.
If you are stealthy, Zombies should be less alert. I don't see why they wouldn't stay sleeping. When stealthy I don't think that waking up a full room of 10+ zombies and have them instantly sprint to your position just seems stupid to me. I do understand game balance and things of that nature but I do like things that make more sense to me.
Perhaps. I don't think of my "build" as being entirely Stealth though I would say I am Stealth-centric. By that, I mean I use Stealth as much as I can, but know I'm going to have to use other techniques at other times.
I can think of ways to make Stealth kind of effective during Blood Moons. I mean, couldn't back shots give sneak damage on horde night? Perhaps a Perk where a certain percentage of shots made while crouched with a bow/crossbow are treated as sneak attacks?
This is how I play as well. I try to stealth as much as possible but always have a backup plan for my weapons but also how to get out of a bad situation.
I also agree with the Blood moon thing.
introducing a back shot / flank mechanic is an interesting idea and would def change how I build 7N base.
Number of crouch shots leading to sneak attacks is also a good idea.
Maybe do something with distance from the player. Crouch shots from x distance away nets you sneak damage.
They could add this as a default bonus for the from the shadows perk. They could also lower the sneak damage multiplier for something like this to keep it from being overpowered.