Thread:Willbachbakal/@comment-1920550-20161003011221/@comment-1330314-20161012080557

I've seen the new stealth/item rework post and the assassin roadmap, yes, and I mostly like the direction Riot's taking, even if the information they've given for champion-specific changes has been pretty vague thus far. I wish they keep at least one "simple" assassin, since it sounds like they're going to make them all difficult to play, but there's no real way of knowing at this point.

Regarding the stealth changes, I mostly like them, though again we're still looking at a pretty incomplete description: I agree that there are generally two kinds of situations for stealth (i.e. brief in-combat invisibility versus ambushing), and while I personally think stealth could remain in one form (i.e. one second of Invisibility, then the rest is Camouflage), the two-form system Riot is proposing is more flexible and allows for different durations on both kinds of stealth.

One thing I'd like to see, which Riot hasn't really spoken on, is big changes to ward-based stealth, as well as true sight. I think this is the perfect opportunity to rework how we clear traps and wards and make the vision game both simpler and more interesting. I also don't think we'd need any stealth-countering effects following this update, mainly because Camouflage would already get revealed by proximity and impact.

The reveal by proximity on all Camouflage kinda bugs me, though, and I hope it doesn't have the same radius as Evelynn's. I acknowledge that it would let targets react a little ahead of time, and thereby create some more counterplay, but I think that might be overkill if assassins are having their burst reduced. I also don't think it really cleanly assesses the core issue with Camouflage, which is that it lets stealth champions use long-duration stealth as a form of untargetability. A shimmer or even a temporary de-stealth upon impact with a projectile would do enough to address that issue, since the core current problem with stealth is that it makes stealth champions and objects impossible to target, even if you know exactly where they are, without a hard-counter item.

A more minor issue is that this stealth might still not be a great fit for many stealth champions:, for example, does not fit with this system at all: his innate is called Camouflage, and is used out of combat to set up ambushes, but he can't have Camouflage-type stealth because he needs to be invisible even when close to enemies. Instead, he's getting Invisibility just because of that issue, which is not only completely contrary to his stealth (Invisibility is just for short-duration, in-combat stealth), but will go back to the current issue of him being impossible to dislodge unless you have displacement, even if you know exactly where he is. In many respects, I still prefer my suggestion for an updated version of stealth, because it would be more consistent across the board and would be a much better universal fit, especially in cases like these.