Sneaking should silence the players footsteps. Invisibility should silence the players footsteps, unless sprinting. Walking around while crouched will still play the footstep sound but at a slower rate making it clear that someone is sneaking around. This causes more defensible nexus rooms to exponentially rely on this sound to make it even harder to attack. In the same likeness swinging a sword at a single point to reveal all invisibility should also be ruled out unless relatively close to the nexus, if I were to give it a number about 13 blocks. Single entrance nexuses also are a huge problem for the game, requiring that a player almost always kill the defender in order to deal damage to the nexus. This of course discourages attacking of nexuses in the game artificially increasing the games length until extremely broken strategies have to be used which is also not as fun for some players.If you want lower iteration times, make defending interesting by making attacking interesting. This would also give the new player (pre Novice II) something to do in order to unlock the ability to attack enemy nexuses. By supplying a more constant stream of adversaries by giving said adversaries a consistent reward for attacking the nexus will be healthy for the game. Turtling is not healthy for the game and is less competitive by its nature, and competitiveness is where Annihilation thrives.See you in game!