» Wed Jun 20, 2012 11:32 pm
Sneak is what my character is based around.
Nightingale Armor (max tier)
Blade of Woe (BS to Legendary)
Frenzy in offhand perked to be most effective and silent
I thoroughly enjoy ghosting people. I never get sick of slicing throats. Although a little diversity would be nice, like running the blade through the back instead of slitting their throat. Some finishers for non humanoids would be nice too and for those sitting in chairs, using a forge, etc.
Broad daylight at 100 sneak. I can get closer than I would like without being seen by someone looking my way. Other than that, it's not bad at all. You actually have to use obstacles, 3rd person to look around them, and wait for the enemy to turn away. Using frenzy or a bow at a distance almost becomes a must when assaulting a fort with multiple enemies patrolling about. Although there are some issues here. The search time is far too short, and with quiet casting, the person hit is too busy being under the effect to realize that they've been hit, and everyone else should simply think that this person has gone psycho on them. The eye really shouldn't open at all. Pick a guy off with an arrow and have another see their buddy go down should mean that alarms go off (in a manner of speaking). They should all be finding cover and be on guard for quite some time.
At night at 100 sneak. I can get as close as I would expect. The world lighting at night is too light though and should be darker, visually (not to make sneaking easier). I am still easily spotted by enemies when they are facing me and I still have to use cover and/or wait for them to turn their back to me. Especially against the Foresworn. Sneaking at 100 at night on a clear night against Foresworn is how sneaking should be at night/inside against any humanoid.
Inside at 100 sneak. It's a joke. You can go right up to the front of people. Even the Foresworn, provided you are in a 'shadow' and not next to a light source.
And that is where the challenge needs to be for a sneak melee character. The approach. For a fighter, the challenge is the fight. For an assassin, it should be getting up to them without being seen. Both should be equal in challenge. If the fighter win's their challenge (the fight), the enemy dies. If the assassin wins their challenge (the approach unseen), the enemy dies. Thus an assassin should be able to one shot (assassinate) their target.
There is plenty in a stealth character's arsenal (throw voice, arrows at walls, and invisibility as some examples) that makes it possible to handle any enemy setup.
Sneaking, even at 100, should mean a whole bunch of waiting and watching. To see what the patrol paths are. To see what the timings are. To plan out the approach and to know what it is you have to do before you get there. The way it is now, just walk up and one shot, rinse, repeat, is the real problem.
Then there is ranged assassins. Taking out a guy with a bow should mean having to pick off the ones not in view of the others. Picking off one that is in view should mean that they sound the alarm and they should seek cover. They would then periodically poke their head out to try and find you, maybe reposition to a new covering spot to either get a better view or to simply try and get closer to you. They don't know where you are but they should have an idea of your general direction. Maybe not after just one shot but certainly after two. The challenge then becomes hitting a considerably smaller target (often just their head), hitting a quickly moving target (as they go from cover to cover) and/or forcing you to relocate and running the risk of being seen.
It's not the damage multipliers and the ability to one shot that makes stealth over powered. It's the fact that the sneak skill combined with how the AI is setup makes it too easy to sneak.