My biggest concern about the stalker, or any other stealth class, is that stealth generally lacks good counter play. If you're unfamiliar with the term, here's a great video from Extra Credits explaining it. One of the best versions of a stealth class I've seen is Team Fortress 2's Spy class. The stealth mechanic in TF2 comes with many difficulties: limited duration, enemy players running into you and discovering your location, loud de-cloak noises, and a window of time when you unstealth during which you can't fire. One of the worst versions of a stealth class I know is WoW's rogue, where the only way to unstealth a rogue whom has permanent stealth is to spam your AoE abilities and try your hardest to keep him in combat, thereby preventing him from stealthing. Wildstar seems to have talked about 1 great mechanic that allows counterplay: the grass moves whenever a stalker moves over it while in stealth. I'd like to assume that other environmental features might react to the passing of a stealthed player: water rippling, sand parting, snow maybe having small footprints. However, this is an assumption, and you're likely to be caught in a situation where none of these environmental indicators are nearby to give you even a minute warning of your impending demise. The point I'd like to make with this is what mechanics seem to you guys as a good mechanic to be worked into stalker's stealth to allow counterplay? It shouldn't be frustrating for either player. I'm personally hoping to see the stalker's stealth as a limited duration, with high criteria needing to be met for the stalker to re-stealth once in combat. Additionally, I hope that the stalker's stealth will be broken upon reaching a certain threshold of damage while stealthed.