Personally I like that stealth forces you to think, I think that that's a really good thing. But the battle of wits around where the enemy is hiding and can you do this or that safely is good for messing up the tempo of the game (although it does piss me off when I forget that there's a stealthed unit and he caps my shrine font and causes me to auto-lose). However I disagree with the idea that we need hard answers like detection to deal with them, I feel like it should be balanced such that you can counter play without the need for hard answers. Honestly I'm more interested in the problems involving equipments than stealth, stealth was an afterthought since I thought that it shared similar problems in terms of how you answer it.
most of the time when a unit stealths i start counting spaces to see what their potential threat range is. if they haven't shown after a few turns they're either at a sidefont (or going for one of mine) or i just pressure to find where they are it's really not that hard, it's just obnoxious in large quantities and when repeated ad nauseum sidenote, i'm fine with assassins/assassinate, i just think that it should take some effort/skill to pull it off
what if the assassinate attack had to 'charge up' based on the number of turns the unit was stealthed.
In Ragik's example, which I'm not sure if I like or not, it seems that having it become active after a certain amount of time would be better than having it charge up. Think about the turn-counting and calculating nightmare that would be if it did a certain percentage per turn. On the other hand, if the ability read Assasinate "This champion will deal double damage on its next attack after it has been stealthed for 4 turns". That gives your opponent time to react a bit. I've always thought that walking up to a units face, stealthing, then assassinating was pretty derpish.
Equips could use "Unbreakable", "Attrition" and "Fragile" conditions. Unbreakable: This equipment can't be destroyed by the "Shatter" ability. This could be toss to meant to last/slow profitable equips to make the investment worth the risk on the long run (defensive equips for tanks, regeneration equips and expensive ones too for example) Attrition: After X ammount of uses/hits taken/attacks/spells/anyother proc, this equip is destroyed. This condition could be for equips which are meant to give a quick adventage if they are used on the battlefront or those equips that are too far away to be dealt with normal means (for example: "Horn of Order" or "Swamptouch Amulet" or "Draketooth rifle") Fragile: A single "X" action breaks it. This one is for those very powerful equips (like "Forbbiden fruit") which means high threat if not dealt with quickly. For example an equip meant to be used on stealthed champs like Darkmarsh Helm or Scythe of Gore, could have a Fragile condition that breaks them if the champ is hit once. This fragile equips would be gambles most of the time, they shouldnt give inmediate adventage but VERY high threat.
In fact, I've suggested this as well -- abilities like shadowstrike can change as necessary. We've tried the "if you don't like the game, leave" method, and players kept leaving. The point of the revamp is to improve the game.
not for me- i've just always thought the idea of walking up to someone while completely visible, stealthing, and then bushwhacking them is pretty off, and replied to the (hypothetical?) topic as a result
I think there's a lot of this in this thread. The thing is, you don't even need to run non meta. If you're running a meta deck with a good variety of champs, and with a reasonably diverse spell set, then you should have enough options to deal with stealth and equips even if you don't run specific counters -- sure it will be harder, but that doesn't mean you don't have adequate tools. The other thing to remember is, if your meta deck comes across a specialised deck like full stealth, then YOUR CHAMPS WILL BE A LOT BETTER. The advantage he gets from your lack of counters is offset by the fact that you have raw power.