Greetings,
I have been doing some tests with the forementioned add-on in multiple cases. I am stating my findings below in a case by case analysis.
- In a group with 16 players doing regular keep sieges - Everyone was instructed to have Radiant Magelight, 4 of us had detection potions and 2 of us were using Infernal Guardian. I personally was using Sentry and Way of the Air to test with the add-on. The add-on seems to have a figuratively large radius. We were getting pretty regular stealth alerts from the add-on and it was pretty accurate on that point. Generally speaking, popping Magelight all at once (albeit it was pretty damn hard to get everybody use it at once in a PUG) nearly always seemed to stop an inpending gank. Combined with Sentry and Way of the Air, it was rather easy to detect the stealthed players even without Magelight and detect pots. Even if those failed, double Infernal Guardian detected the hidden players each and every time. Also if somebody managed to start a gank attempt without triggering the stealth alert, the add-on basically sends out an emergency alert to everybody else, making it pretty easy to pin them down. It was pretty useful to detect and kill incoming defenders and camp placers in sieges.
- With a friend in his magicka nightblade in another alliance - I am not using any stealth detection gear here. While the overall detection capabilities of the add-on seemed to be a bit lesser while not in group, I noticed some interesting things. Some alliance guard NPCs have a significantly large detection radius and pulls players out of true stealth when nearby though it is possible to cloak through it. This action also triggers a stealth alert in the add-on even though, I technically had no prior awareness of the incoming stealthed player; making it possible for the add-on to detect cloaked enemies once they regain true stealth. This becomes incredibly useful in inside keeps and in resources, where simply the presence of nearby NPCs is enough to register an stealth event in the add-on. Also, there are several skills that momentarily break stealth, like Rapid Manouver, Vigor, Lightweight Beast Trap, Refreshing Path. Practically any ground based AoE, any summoning skill and anything that affects more than one enemy will break stealth. The most significantly skill with this behavior is Shadow Image, which is pretty common in the arsenal of many nightblades of both resource variants. It is most commonly used before attempting to bomb groups and also before ganking targets in big groups as a possible escape. The case is that the moment the user restealths after activating Shadow Image, it trigger a stealth alert in the add-on.
- Running solo - Paired with stealth-detection gear, I was getting quite a lot of stealth alerts. In one particular case, the opponent managed to cloak out very fast without giving enough of a window to fully detect the player (in fact I did not still notice him) but he triggered a stealth alert and it was easy to find him with Caltrops. Once you know that there are nearby gankers, it is not generally hard to guess where they are, if you got some prior experience ganking. Given the builds of gankers, it is not really hard to kill them if you catch them pants-down (unless they stack proc sets and you don't ). Also, if there is a nearby gank attempt on somebody closeby, you still get an alert even if you are not in a group with them.
Now, given my findings, I got some concerns with Miat's PvP Alerts.
- Firstly, even though the add-on does not detect players that never breaks stealth, actually currently moving around in full stealth in medium-large scale conflicts while looking for potential targets is like walking on very thin ice. Sooner or later, it will break somehow or the other. Now even if you cloak and regain stealth, you will be detected in the stealth alert.
- Now, at this point even if you have no idea that the enemies know of your presence, they can check some of the valid areas with proper skills to sniff you out. Also, with Infernal Guardian even that's not necessary, just an enemy spamming shields will get your exact location and pull you out. This add-on, when paired with Infernal Guardian, will make users nearly ungankable.
- At this point, even if you get a perfect gank without alerting anybody, the add-on immediately sends an alert to everybody nearby about it making it much harder to get away and almost impossible against organized groups.
- Most of the attack detections have been primarily designed against gankers. It pretty much nullifies the playstyle of melee bow builds (bow heavy attack canceled by Ambush/Suprise Attack is staple for such builds). Destro heavy attack, Assassin's Will are primary attacks of the magblade gankers. 2H/DW heavies and ambush are staple for the usual stamblade gankers. Bow heavy, Lethal Arrow are staple for DK and NB snipers.
- Prior information of certain players in a range will allow you to change your gear/skills to counter their build.
- Also, most actions in the game break stealth like burning siege, using doors, fixing walls. So basically the moment you execute one such action, even if not detected directly, the enemies will be alerted. This will be make defending keeps when outnumbered much harder, especially against organized groups, as you wont be able to fix walls behind them. In fact, they will be alerted the moment defenders enter or exit the keep. This benefits only the side with higher numbers.
- In fact lots of tactics and strategies of the alliance war revolves around stealth play. Trivializing stealth affects these badly.
- Organized guilds and ball zergs are more rewarded with the addon than small groups and soloers.
Also I have some concerns about the extent to which add-ons can affect the game.
There are some private scripts and add-ons, that are highly intrusive in nature. For e.g. a certain modder created a memory hook that allows add-ons to use Protected LUA API including actual activation of skills, dodges, etc (check Hook64 premium). It is most likely also possible to achieve to achieve the same by hexediting the executable and also via memory-altering tools like Cheat Engine, Art Money, etc. Even if Cheat Engine gets somehow blocked, there are many other less known memory-altering tools available and it is fairly easy for a modder to make a memory-altering program. While that certain person never released his version of the hook, at least publicly, it is possible to have been circulated privately. There are quite a few hooks, modded executables and similar tools in circulation, allowing existence of even more intrusive private add-ons and scripts and even direct memory hacks (like infinite ultimate that was disclosed few months ago). As such, I think there should be some changes need to be made to make the game code somewhat more secure and have better regulation to what information add-ons can access.