Why is everyone complaining about becoming a Nightingale, Besides Noctournal is the Daedra of luck *hint hint*
Not sure why you quoted me. I don't mind becoming a Nightingale. My problem is that it's done in a very rushed and vague manner. I think less people would be bothered if the writers took their time to explain things a bit more.
They don't even give you a choice or chance to object or insult them, or kill them.
Could you please name another guild you have the option to object, insult, or kill after you join? Sure you can destroy the Dark Brotherhood, but not after you join it.
Every other daedra, it's optional. Don't want to deal with them, don't deal with them.
Don't want to stay a werewolf, cure yourself.
No other Daedra is part of a questline though (except Hircine indirectly as you mentioned). And the "Don't want to deal with them, don't deal with them," mentality extends to every single quest in the game, not just the Daedric ones. This includes the Thieves' Guild.
Mercer Frey is absolutely pathetic. He has a dwemer sword, for crying out loud, it's hardly armed to the gills with deadric!
You need no help whatsoever to deal with him.
This is Story and Gameplay Segregation. You don't really need help to defeat Alduin either, but they force those three people from before to come fight with you. I'd have loved both of them to be harder, but for the sake of the those who aren't doing exploits or training to level 81, the developers make it so you can defeat them at pretty much any level. They also don't want to give you Daedric level weapons really easily, so they give him lower tiered stuff.
Nocturnal does'nt even do anything to help you kill him.
She's obnoxious and fails to understand what every other deadra does, give something, get something.
She offers nothing, for far too much.
She offers literally nothing. Does'nt even show gratitude.
There is nothing that would make anyone worship her, ever.
I don't know about that. Did Mercer ever miss you when your health was low? Did you ever get a key hit on Mercer that made him start running away from you? Did his blood remain visible after he disappeared so you could keep seeing where he was? Did you get to kill him just before he used one of his Ultimate Healing potions? That sounds like Lady Luck's on your side during the fight.
And don't forget that she saves your life after you defeat Mercer. The room's flooding with water remember? But then out of nowhere some rocks just fall down and open a path to your salvation? Sounds pretty lucky to me.
You should be able to side with Mercer, he's the most logical of the morons in the TG, greed is his motivation, why not be greedy together and destroy the Nocturnal cult and influence.
Please tell me how this would work. Really think about it and explain it to me. Why would Mercer decide to include you in his whole plan of ripping off the Thieves' Guild? What would he possibly gain from it? Why would he think he needs you when he has the Skeleton Key?
Furthermore, why would you have any reason to want to sign on with him after he's tried to murder you? Killing him and running off with the Skeleton Key is one thing that makes sense, but throwing your lot in with the guy who tried to do you in is a very stupid idea, which means you'd have to do it before he betrays you in Snow Veil Sanctum, which still leaves the questions I left above unanswered.
Another thing that was freaking cretinous while dragging my poor kad'jitt through those horrible trophies, was when you go through the very unfairly locked off dwemer ruin...
It makes total sense that the area with the statue is locked off. If you listen to all the dialogue, Brynjolf explains that they tried finding the Eyes before and couldn't find a way to the chamber room they were in. I've never actually gone there before it's open so explain to me this? Is the entire area "You can't go in here" locked, or is it locked where you can go in and start exploring, but you can't progress to the end of the dungeon?
The latter makes sense, but the former doesn't, especially since bandits clearly found a way in before you. Either way you can't please everyone. If the did the latter option, people would still be upset that you couldn't access the statue room.
...the 2 precious, clever, clever thieves walk into every trap in the entire place.
While talking pretentiously like they're experts about it. Mercer Freys as bad earlier. It's like, yeah, because I, the Dovahkin, explorer, Companion, can't see the wacking great trap, that could'nt be any bigger or more obvious if it tried. Oh look, you walked straight into it.
I agree that these followers should be immune to setting off traps. This is a frustrating oversight.
However, I would argue that them explaining traps to you is an important feature because people do quests at different times, and it's important to include some form of tutorial about how traps work. The Thieves' Guild is the best place for these tutorials, so they should be the ones explaining them to you. Even if it doesn't make a whole lot of sense that they see them, explain them, and then activate them.