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The majority of conflicts are solved in open combat with like 20 enemies, you can rarily/never do what you might do in the tabletop game and sneak in ahead of the group to assassinate a leader or poison a water supply.
Quirk of the genre.
Stealth in this game seems semi useful. It will help to get close enough to a group to see what you are going up against and you might be able to get close enough to disable some traps, depending.
If programming, time, and resource limitations limits the efficacy of stealth in comparison to the PnP that's understandable. Doubling down on that by giving common enemies a staggeringly-high perception seems like overkill.
Well that would be the case if "charge" would finally work correctly. Same as healing sometimes.
Critical hit with ranged weapons anyone? Invisibilty and greater Invisibilty make some fights easier, its not useless. try it.
Pillars 1: Stealth doesn't really do anything. For starters it's kinda broken but even if it works at best you get a single opening salvo against a group of enemies who then immediately turn you into mulch because the rest of your party had to stay back to avoid detection so it's 1v10 for the first 6 seconds of the fight. *At best* it's used occsaionlly in the storybook skill check sections.
Pillars 2: Less broken, but the above didn't change.
Dragon Age Origins: Same as above unless you're an archer, in which case you lay 50 traps between your party and the enemy and pick off 1 of them from behind said traps. Techncially functional, objectively bad compared to the other options.
Dragon Age 2: Stealth isn't a thing, you have rogue-magic concealment from some ability you used, or you don't, it's not a skill.
Dragon Age Inquisition: See above.
Divinity OS/2: With the exception of very rare instances of reactivity, it's primary use is for getting into position prior to a fight, or for AI exploit cheese where you pick off 1 enemy and nobody else even bothers to look for you once you stealth. It's painfully bad in fights. Especially as the game cheats with undetectable ambushes where like 10 enemies just spawn around you.
(Side note: Undetectable enemies asside, this probably the best implementation, because being able to have everyone in position near the particular enemies you want them to kill first or being able to open the combat with group wide CCs is incredibly powerful. Also also, you need next to no stealth-skill investment to do this, it's just a thing you do whenever you have the option.)
It's a format thing. Actually implementing all the ways in which one might use stealth in this kind of game would be basically making an entirely seperate isometric hitman game and layering it on top of the existing game, which simply isn't going to happen. Quirk of the genre. A live GM can accomidate that (still a lot of work) but this genre of computer game stands more or less no chance.