Steve wrote: ↑Fri May 01, 2020 4:30 am
This implies we all should have equal access across the board to Class-builds that can solo epic CR content.

No, Steve, you've got it all wrong. What I'm implying here is this: If players are going to suggest making changes to ANY feat, they better have their ducks in a row, know what they're talking about, and come with more FACTS than sour grapes.
And, after 6 pages, all we have is the same old dead horse, and misinformed players making comments when they either :
A. Are too lazy to/Do not know how to invest in detection.
B. Do not know how detection mechanics work.
C. Do not know how stealth mechanics work.
D. Have never played a character with HiPS(at least into the epics).
E. Are just. plain. salty.
For example, when the OP's jumping point is this zinger...
Hide in plain sight as if functions now is horribly unbalanced- most notably in player-versus-player scenarios.
... everyone who replied should have known better. Not only is this patently false, it is irrelevant. But that didn't stop the "suggestions" and complaints from rolling on in.
Shouldn’t it be, on a RP Server that promotes group/collaborative gameplay, that 99% of Areas for adventuring REQUIRE Parties for their respective CR? And by rights any Character 4+ levels above that CR, should receive ZERO XP, to eliminate soloing.
Or, we just accept that Rogue-based HiPSters shine in a different color, and both the mechanics and the Role-play should concentrate on THAT.
If it's about groups/collaboration, how is punishing those who can't find a group going to solve anything? I'm pretty sure you know what it's like trying to group as a pre or post HiPS sneak, especially with all the full-sprint circle-grinding out there. Also, if it's about accepting that HiPS characters shine in a different color, why the 12 second timer suggestion?
Let me make something abundantly clear: Adding 3 seconds, or 6 seconds, or 30 to 45 seconds to the HiPS timer will
fundamentally shift the dynamic of playing stealthy characters altogether, and not in a way that will make anyone want to play them.
Do not believe me? Here's an example of a level 30 HiPS'er taking on a CR23 or 24'ish(approximately) yellow named mob, while using HiPS as his only saving grace(since it has been so widely and repeatedly touted as game-breakingly OP).
** Of note: This mob has detection scores in the 65 - 75 range.
Thus, it can reliably detect HiPS'd characters with Hide/MS scores in the 80 - 90 range.
I could have tried harder, and used consumables, but I didn't feel the need, since HiPS is just so insta-win.
FFW to 1:10 if you do not want to see the pre main event.
Also, I tried to cheat by pre-silencing, just so my server-destroying HiPS toon could at least get a few hits in...
Things you may have missed:
- The Necrolord detected my character, hence the dialogue at the start
- Something wonked out after trying to use blinding strike(when no attacks were firing)
- My character, somehow, got level drained, thus dragging his fort save down further into the toilet
- My characters blinding strike landed at the end, but that did not prevent the Necro from casting a DC 29 Wail of the Banshee
- On the last attack, my character was out of stealth for ONE SECOND** when the Necro started casting. Watch the HiPS timer.
** - now imagine you're playing your uber OP HiPS'er, and add 3, 6, 9, 30, or 45 seconds to HiPS. How do you feel?
And, before anyone says anything: Yes, I could have ran after the last attack, but likely not quick enough to get out of radius of the Wail(which is huge). I could also have tried running around the side wall(to break LOS), but the Wail's radius would have reached there too. Lastly, I could have used mantle/death ward/whatever, but no-one here seems to have a gripe with magic, only HiPS.