Why are you okay with the fact that one thing which requires only reaching a certain level can only be countered by a person who has prepared a specific set of spells, in this case being only either a wizard or a sorcerer, but not okay with the fact that shrouded dance can be countered by anyone who bothered to take detect?
Suggesting that I can't have concerns about Shrouded Dance because I haven't raised issues about Ethreal Jaunt is a poor argument. Ethereal Jaunt is a move towards PnP, and at any case most of us are just glad GSanc is dead. But this version of Shrouded Dance is completely different from PnP.
You act like detection is difficult and it is really very simple, and it's easier to beat stealth than it is to beat detection.
This is yet a contest of swinging anecdotes. In my experience, Stealth gear is more common than Spot gear, therefore I disagree with you. I guess I need to start playing Bards or other Listen classes to be certain of having decent detection. :/
By the way, for the record, Shrouded Dance isn't even as strong as Ethereal Jaunt, much less Greater Sanctuary. GS makes you immune to everything, even if something happens to have -real- true sight, which is pretty much nothing a player can achieve short of shapeshifting to a red dragon and even then all they can do is see you - not harm you in any way. Ethereal Jaunt still makes you immune to damn near everything, something that Shrouded Dance doesn't do in the least bit. Additionally, you can cast these multiple times a day. As Mika pointed out, one aoe can pretty easily take care of someone in stealth. What are they gonna do, walk away very slowly? Good luck
Okay, so what power level
is Shrouded Dance equivalent to? Let's play a game. We're going to take Feats and map them to approximate spell power.
Healing Hands
Type of Feat: General
Prerequisite: Heal 5 ranks.
Specifics: The character can bring someone back from the brink of death. Once per day, if the character succeeds on a Heal check made to stabilize a bleeding character, that character also heals 1d6 points of damage.
Use: Automatic.
Healing Hands, once per day, lets you heal 1d6 HP. On average, this is less than a Cure Minor Wounds. Approximate Spell power level: 0.
Clarity of Vision
Type of Feat: General
Prerequisite: Spot 12 ranks.
Specifics: The character can briefly see invisible opponents. Once per day, as a free action, he can attempt a DC 30 Spot check. If successful, he focuses his vision so clearly that he can see invisible creatures for one turn.
Use: Selected.
Once per day, you can See Invisibility. Approximate spell level: 2.
Now let's do the same with Shrouded Dance. Okay, it doesn't easily map to a spell; it's a Stealth enhancer in a rather unique niche. But I hope nobody will argue that it's just equivalent to Invisibility -- Invisibility is easily countered. If HIPS were equivalent to Invisibility, people would buy stacks of Invisibility potions instead of ever applying for the Shadowdancer PRC. So let's move up the scale. Is it as strong as Improved Invisibility? Possibly, Improved Invisibility lasts a lot longer, but is still more easily countered -- it's easier to get See Invisibility/True Seeing potions than it is Spot gear; even the conceal bonus can be partly countered with Blindfight. That's spell level 4. At any rate, this effect is clearly more powerful than a level 2 spell. And let's accept that Ethereal Jaunt is its upper limit.
So that's an approximate spell level of 3 to 7. Compare that to the other feats, and it's obvious this feat is a considerable step up in power.
I'm fairly certain no one has argued against making it more difficult to use, I even said as much originally, as did other people. The points I've taken exception to are the ones I and others have been arguing. If you think it should be reworked to be more difficult to use then that's fine with me, I just don't think mountains should be made out of molehills. It's been blown pretty far out of proportion at this point in my opinion. Something can be worth reworking without making it out to be the single most powerful ability in the game.
You know, I
wish the first time the point had been brought up, the topic would have gone like this:
"Hey, this feat is a little strong."
"OK, I'll tweak it."
FIN
And many people seems to kinda-sorta agree that maybe the feat is a bit too strong, but nobody actually engages with proposed compromises or puts energy into finding a consensus, preferring instead to argue over minutae (and hey, I freely admit I'm argumentative, but it takes more than one to tango).
So, if you agree broadly with me that this feat could be tweaked a little, let's focus on that:
* Raising the Performance requirement. What do you think about that?
* Replacing the Hide check with a DEX check to make the Feat less level-dependent, what do you think about that?
* What other tweaks can we think up that would make the Feat closer in power level to the likes of, say, Clarity of Vision?