Stealth is minefield in any competitive game. If they aren't stealth "enough" people who play that character will gravitate elsewhere, essentially rendering that roster slot underplayed and a waste of development time, and if they're "too stealthy," the rest of the userbase will get frustrated.
Many developers, Riot Games and Valve included, have experimented with stealth to varying degrees of success. Blizzard originally had a hard stance on it in Heroes of the Storm, but rolled out some drastic changes for that tough-to-spot formula. I sat down with Matthew Cooper, senior game designer for Blizzard Entertainment, to see how the new system was going.
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