Your first point does sound like something that should go into Technical Problems. It's true that the "invisibility" floating text gives away a bit of the general direction the enemy goes in, but I think it's not that big of a deal anyway. Like you said, invisibility is very easily removed, especially by spells that have big area of effect like Rain. In most cases, they don't move far from the initial spot anyway, so chances are good that you can still hit them with such spells even if you don't know where they're headed. Also, I'd say in most cases, they would be heading toward your party's positions. Still, some fine-tuning here certainly wouldn't hurt.
As for your second point, it really should go into Suggestions instead. It is work with the AI. Since you mention it here, I might as well point out that what you said are specific elements of the whole "combat stealth mechanics" - which is something that is almost nonexistent in D:OS2. Anti-stealth measures, NPC behaviors against stealth, etc. I mean, you can't really discuss anti-stealth measures when combat stealth doesn't exist in the first place. There have been one or two threads in here that discuss how underwhelming the stealth in this game is, and ideas for changes in that department.
Long story short, we need to first implement a solid combat stealth mechanics before we can even talk about what to do against it - and this first step should take a whole lot of work, I believe.
Last edited by Try2Handing; 18/10/17 03:49 AM.