Attacking breaks stealth anyway, right? And Expose weakness is an attack, perhaps you can elaborate?chad878262 wrote:All custom feats break stealth, making EW useless to the character types that actually are supposed to be using it. There have been some idea's to make stiffer requirements instead of nerfing it, but in all cases there are builds that still should be able to use it that would be left off (for example STR rogue builds, Monks, Rangers, etc. would be at a disadvantage if a stiff DEX requirement was added).
I would think the way to accomplish this, if it is achievable, would be to tie the effectiveness of the feat in some way to a class mechanic, as opposed to a stat like Dex. If what the staff truly wants is to encourage the usefulness, and therefore the use, of this feat to rogue builds, but not to others mentioned above, could it be tied to sneak/death attack dice? For example, the bleed could stay a function of Dex mod, but the amount of AC decrease could be capped at an appropriate number and the AC decrease per hit could be some sort of formula like X/3=Y (Where X is total sneak attack and death attack dice and Y is AC decrease per hit).chad878262 wrote:The goal should really be to avoid the high BAB / Melee heavy builds abusing it for additional hits/crits when they are already landing them at a solid rate without EW.
It could even be balanced so that very very heavy investment in rogue makes it more worthwhile than it is now, medium keeps it about the same, and the dip for evasion makes the AC decrease almost negligible but keeps the rest.
I'm not sure this is the solution that satisfies everyone (or even anyone, really) but generally to incentivize a certain class or build to make use of a feat and discourage others you tie the feat to a class feature that others types of builds don't get. Surely there is some way to accomplish that here, yes?