First off, nice to see more and more things touched upon!
Not having had much of a pvp career, I'm trying to think how we are supposed to want things to develop in a pvp scenario. Of course a chunk of what I'm thinking might be unrealistic, but hey, it's not that people kill eachother every day so
I understand jumping someone as a stealth character as a very welcome feature.
Invisibility that I have personally used (as a spell) is kind of trash with this. If you start doing something meaningful like casting you either break it instantly or at least show to the room that something's going on, at least from what I remember it. Having the ability to basically backstab with a spell from invis might be a bit unfair though, so that's probably fair enough.
<backstab> or some invisibility strike that I'm not aware of seems to be the only way to open and land something. You can drop some fatigue poison, deal a lot of initial damage and start hunting them around if they don't feel like fighting from that bad starting point.
However, a very big portion of the players can't do that at all.
What should we expect then? Probably some nice, heated team rumbles or honest to god 1v1s, some situation in which maybe for RP reasons people will not simply spam movement to get away from. I dislike block as a concept, but that's also a solution I guess, if the enemy is not beheld by pride or guild representation in any way.
I am not sure that we have meaningful team role mechanics for such a situation, which makes some people like tanks a bit stupid or others like the poor assassin from earlier who is manually targetted with an attack more vulnerable than could be if reasonably - with common sense - strategized.
Maybe the team mechanics need some extension, which be also cool for potential complicated pve boss battles. Maybe a number of "front slots", potentially different depending on the area (narrow corridors, 1 front, open field 3 fronts etc). Fronts could take attacks, maybe 2nd row could only use some special abilities like pounce or sneak but others could be polearm/bow-based. Middle row can't be touched, you can place healers there.
Of course what I said does not fit with Genesis as it is now, but it's just a vague concept of what kind of things could make the whole tanking/backline/healers thing make more sense to me.
Paralyzes sound a bit too penalizing to balance around, and the stat differences that exist out there make them a bit binary in their effect. If a couple of 250s get a baby myth into a paralyze it might be just a wrap. You can't meaningfully balance the duration of the paralysis around such a scenario while keeping it useful in the context of a more even champ v champ battle. I liked the slow effect that was mentioned, I think it is a more flexible and balance-able alternative, making a subsequent hunt part of the contest if you get to jump someone.
Tracking.. ah. It's kind of hard to tell. I think it's ok to be able to trigger your way to where your pray is, honestly. You're not as quick as they are in making those steps by a long shot, so they can reasonably escape. But you will also go far and might catch their boat. People are able to mess with their own footprint or simply be a warlock to avoid leaving those behind. I understand why it might seem weird that someone can homing-missile you, but I wouldn't expect to escape an Elven Archer with all the tracking skill in the world if I was on the run by simply pressing on the numpad furiously.
More of a "thoughts thrown around" rather than full addressing, but hey, nice topic.