Currently, assassins and slavers are extremely powerful threats. Having informants is nice, because it gives you the occasional early warning, and even without it, warrior classes are still warriors and mages have magic tattoos for that instant buff.
However, rogues and wizards are still inherently in a very inferior position compared to strength builds. Rogues are not meant to stand up to a 1v1 (or especially 1v2) fight, so when they get attacked by assassins, there is no recourse for using stealth, while wizards likewise lose the option for darkness or invisibility. The best hope they have, if they get a particularly powerful summon, is to hope they can outrun their attacker, which just leaves an NPC roaming the area since they do not follow through area transitions.
Suggestions:
Remove the "true seeing" effect from spawned attackers. Allow them to show up late; someone gets a "bad feeling" and manages to get into stealth to reverse the ambush, or casts an invisibility spell to begin their escape. (This would be a cool way to make the world feel more alive, too, by adding lines and giving them a "search" AI, or lines ["Where are you?" - "Did s/he escape?" if it's a two-person team of attackers].) If the player manages to escape this way, allow them to be attacked again later on the same day, rather than just leave a wandering NPC in the area.
Slow down AI to match the same suffering of players. Plate armor should reduce speed by 20%, medium by 15%, light by 10%, or whatever the values might be if they get changed.
Currently, assassins and slavers are extremely powerful threats. Having informants is nice, because it gives you the occasional early warning, and even without it, warrior classes are still warriors and mages have magic tattoos for that instant buff.
However, rogues and wizards are still inherently in a very inferior position compared to strength builds. Rogues are not meant to stand up to a 1v1 (or especially 1v2) fight, so when they get attacked by assassins, there is no recourse for using stealth, while wizards likewise lose the option for darkness or invisibility. The best hope they have, if they get a particularly powerful summon, is to hope they can outrun their attacker, which just leaves an NPC roaming the area since they do not follow through area transitions.
Suggestions: