Currently, there's an issue with the AI that makes stealth extremely overpowered, that being that the AI never searches for hidden players, which is extremely easily abused to the point you can solo any enemy with any class at level 1 with no gear by simply attacking, then using your bonus action to hide, and repeat. normally the enemy AI would continue to target your other party members and might see the stealthed character by chance, but if there's no other characters in the fight the AI will do literally nothing and skip their turn, even if you just stabbed them in the back with a dagger. As long as you're hidden and out of sight of all enemies, you can just keep stabbing people in the back over and over and over until they eventually die. Or even better, you can snipe them at range from outside their cone of vision, even if they're looking right at you. People saying you can just choose not to play that way are missing the point, it completely ruins any sort of solo stealth combat gameplay by making it braindead easy. Stealthily killing people outside of combat is actually really fun and engaging imo, you have to run away before enemies come and investigate and catch you, I remember really enjoying using ranged sneak attacks to pick off enemies in the first goblin camp with the windmill gnome, because you'd have to run away and hide from the NPCs who came to investigate, but that just doesn't happen when in combat. The enemies will instead just sit there politely waiting to be stabbed/shot, not even reacting to any damage they do take. My suggestion to fix this is that enemies that would otherwise do literally nothing on their turn should instead look for hidden characters similar to how they investigate out of combat stealth kills, such as going to or looking at where your last known location is and looking around to try and find the stealthed character. And enemies who were just damaged by a character now in stealth should also do the same, to prevent abusing the lack of search AI in team fights by say, stabbing an archer in the back repeatedly and then stealthing so they forget there's a rogue behind them. I think by making these simple changes it would really make stealth combat more engaging, especially for players who like playing solo stealth like me, though I know I'm probably in the minority on that. Either way, these changes would also make stealthing in team fights a bit more dyanamic too, as you could no longer trust your rogue to be able to just repeat the same stab -> hide -> end turn cycle in the enemy backline with no repercussions. If you disagree I'd love to see why, I'm all for leaving in fun broken things like barrelmancy in Dos2, but in this case I think you actually add a lot more to the game by patching this exploit.