My bad if that came across as a negative, dude? What I mean is it's a viable idea since we've already got the basic mechanic. Like every idea for every other talisman has also already been done. They're taking something we've already got (shooting arrows, climbing, walking across narrow things, charging your spin attack), and extending the idea in a helpful, albeit minor way so it makes you feel like a more powerful/experienced adventurer, without changing gameplay much.
So having enemies in a reduced state of awareness until the player alerts them is, like shooting arrows or climbing, something we already have in the soldiers in town. So that talisman would take a mechanism we already have and use it to make the player feel more experienced or powerful. Like every other talisman. :p
The difference here is that instead of altering a parameter of the player(swimming speed, magic consumption from shadow medallion, power of sword beams, etc.), it's altering the behavior of all the enemies. I imagine that's a little bit different from a coding perspective which I know nothing about, so I'm trying to invoke the wisdom of Steve here.
Sorry for arguing yours and everyone else's ideas. I feel like that's how design should be, everything gets tried by fire. I'm constantly afraid I've got shitty ideas and nobody will say anything to kill them.
Oh, sidenote I just thought of, what's your feeling on a mechanic that causes enemies to ignore you as a thief skill vs. a talisman? Like, if Link visited someone who trained him to move more silently, and then enemies ignored him until he triggered something to get their attention? Like, gameplay wise, no difference, it'd just be a narrative thing.