It's no fun when a hide wall can't be taken down after 3, 4, 5 turns. Whether I'm the one hiding or the one who can't get the saving throw, it makes a battle less fun.
Idea: After each saving throw fail, remove the lowest two numbers from the potential dice roll.
After the first fail, 1 & 2 are removed, thus increasing the odds of a successful throw by 10% and after 2nd fail, 3 & 4 get removed, then 5 & 6.
This won't guarantee a successful saving throw, but it will at least help players not get totally "wall blocked" by hide so often.