Fleeing?

  • Mettaricana
    Mettaricana
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    Cody wrote: »
    Fleeing is very hard. even when in all medium armor, all passives taken, with constant roll dodges used I STILL could not escape the guards. I had to use cloak just to escape.

    I can only imagine how hard it will be for DKs and Templars to escape the guards:D


    I ESCAPED!! as a templar.... but honestly the guards need to beable to die make my bounty go up higher if i killa guard but they need to beable to be killed
  • Recremen
    Recremen
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    Testing as a DK in Rawl-Kha, it appears to be entirely possible to Flee, and, indeed, easy enough to succeed repeatedly. 7/7 medium armor, Khajiit, full medium armor passives and a self-heal honestly seemed to be enough to elude capture and survive, even when multiple guards aggro. It is difficult, I suppose, but manageable.

    Let me know if you want some tips, I'll try to test some things out and see what works!
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • jaibierwb17_ESO
    jaibierwb17_ESO
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    Escaping guards:
    1. Full medium armour + passives - stamina enchants, well fitted traits
    2. Rapid maneuvers
    3. shadow cloak or potion of invisibility
    4. RUN!!! (and roll dodge, break free where needed)
  • ben_ESO5
    ben_ESO5
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    Let's just say Immovable is a thief's best friend :)

    Didn't really need anything else to get away from the guards....
    Edited by ben_ESO5 on 29 January 2015 04:18
  • NovaShadow
    NovaShadow
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    Should fleeing be as hard as it is? Maybe it's just me, but it seems hard to get away. I know all the reasons why people will say it should be very hard, but if we do get away we still have a bounty and still have to be careful wherever we go, so the consequences are still there, just minus the horrible pounding by the guards.

    Long live bolt escape. I made the mistake of dying to a guard and got hit with over 29k dmg. Not a mistake I'll make again.
    PC NA - EPHS
  • Spidermonk
    Spidermonk
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    I've not had any issues with escaping guards (1-2 at a time) with full med, NB class. It's only a matter of waiting for the grapple, rolling the talons, breaking the stun, and LOS around corners + sprinting. Hell, you could even roll dodge the grapple if you time it right.
  • kdrmickeyub17_ESO
    kdrmickeyub17_ESO
    Soul Shriven
    Thoughts on the Justice system.
    So i have been working on different aspects the Justice system this week, and I am liking many of the aspects, such as the fence, laundering, the new skill line and hideouts, but there are two issues both related to the guards that make it almost un-enjoyable.

    The 1st is the bounty vs heat and the guard, while heat is very understandable and works great, the bounty needs tweaking. In particular if you bounty is in the first tier the guards detection radius is too large. Having 7 gp bounty and you walk with in sight of a guard and they come running at you. You should have to approach with in activation of the talk function for the guard to take notice of you at that level.

    The 2nd is the un killable guards. If that is the case, they should have defeated Molag Bal. I think they should be a few levels higher than the area, and have the ability to recruit additional support. This will allow for more player interaction once the PVP enforcer to be implemented easier. Also the unkillable aspect limits the type of game play to run away, but then they chain you back, so only sorc lightning streak will be viable. Cloak for the NB should allow for a break and return to stealth, a DK/Temp should be able to attempt to fight the guards only to eventually be defeated by shear numbers.

    By keeping the looting level appropriate for the area will deter lvl 50 from going to starter isle to gain loot or xp thus the need for un killable guards would be a mute point.
  • Elsonso
    Elsonso
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    My level 18 templar with no abilities slotted (had not spent any skill points) was able to flee the Mournhold and Windhelm guards with some success after being caught. It was easier not to be caught, though. Also, Windhelm is one of the best places to flee, much better than Mournhold.
    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • NukeAllTheThings
    NukeAllTheThings
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    Escaping guards:
    1. Full medium armour + passives - stamina enchants, well fitted traits
    2. Rapid maneuvers
    3. shadow cloak or potion of invisibility
    4. RUN!!! (and roll dodge, break free where needed)

    That worked on my NB, plus I equipped bow for the speed bonus after roll dodge and I used Blur t give me a chance to avoid chains. I made sure not to sprint saving stam for rolling and blocking. NB's are OP thieves :)

    "it's important to state that our decision to go with subscriptions is not a referendum on online game revenue models. F2P, B2P, etc. are valid, proven business models - but subscription is the one that fits ESO the best, given our commitment to freedom of gameplay, quality and long-term content delivery. Plus, players will appreciate not having to worry about being "monetized" in the middle of playing the game, which is definitely a problem that is cropping up more and more in online gaming these days." - Matt Firor
  • Elsonso
    Elsonso
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    Escaping guards:
    1. Full medium armour + passives - stamina enchants, well fitted traits
    2. Rapid maneuvers
    3. shadow cloak or potion of invisibility
    4. RUN!!! (and roll dodge, break free where needed)

    That worked on my NB, plus I equipped bow for the speed bonus after roll dodge and I used Blur t give me a chance to avoid chains. I made sure not to sprint saving stam for rolling and blocking. NB's are OP thieves :)

    Use the AI to your advantage. AI pathing gives you an advantage. The AI paths can take them out of their way as they attempt to chase you. The goal is just to get out of chain pull range. After that it is just a matter of getting them to lose interest while not attracting the attention of new guards.

    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • NukeAllTheThings
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    Good idea, thanks.
    "it's important to state that our decision to go with subscriptions is not a referendum on online game revenue models. F2P, B2P, etc. are valid, proven business models - but subscription is the one that fits ESO the best, given our commitment to freedom of gameplay, quality and long-term content delivery. Plus, players will appreciate not having to worry about being "monetized" in the middle of playing the game, which is definitely a problem that is cropping up more and more in online gaming these days." - Matt Firor
  • onlinegamer1
    onlinegamer1
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    Escaping Guards:

    1. Run into deep water (so you are swimming)
    2. Win. (Guard can't path to you, resets)
  • C0pp3rhead
    C0pp3rhead
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    You can knock back guards or use other CC abilities on them. After that, fleeing is easy. Sure, they might chains or talons you once or twice, but roll dodging isn't that hard. My magicka-based Templar had no trouble with the guards. NB's have invisibility, Sorcs have bolt escape, Templars have heals & bubbles, and DK's are trucks. PvP some more, and you'll get skilled at escaping sticky situations.

    Guards are invincible, and they WILL kill you with Riot Control if you mess with them long enough. It's not hard to sneak around a city. This is why I loot the trash stamina pots from mobs - easy long-duration sneaking sessions.

    I wouldn't be opposed to a jail option for those times when I have no gold - go to jail and one of your abilities or skill lines might lose a rank. This wouldn't be a problem for most as long as it's just your class & weapon skills, not your guild, alliance, or world skills.
    Edited by C0pp3rhead on 3 February 2015 18:59
    "Things which are alike in nature grow to look alike, and the speaking stones have lain a long time lookin' at the sun. Some believe they descend with the lightning, but I believe they are on the ground and are projected downward by the bolt."

    Fear my moustache powers.

    Tastes-New-Blood - V14 Argonian Templar
    Giblets N Bits - V2 Imperial Nightblade
    Skruyue N'Alyutu - V1 Altmer Sorcerer
    Jolbie Firecrotch - L31 Nord Dragonknight

    Vehemence - - Valhalla's Guard
  • Pyatra
    Pyatra
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    I find that hopping over fruit baskets and low walls does the trick. Jumping from wagon cart to top of wall as well. Terrain is key, well at least for a non-bolt escape sorc it is.
  • Sue_D_Nim
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    Jumping over a wall and into the ocean worked for me. So did breaking line of sight and running, apparently, out of the guard's zone, the way you can run out of a mob's zone and they will stop chasing you. Both of those were heavily dependent on luck, though, and a decent head start. If they root me too many times at the start, I don't have a prayer.
    "If danger doesn't find her, she'll seek it out and invite it home to dinner." ~ Prince Naemon
    "Such despair! Richer than a cheese sorbet!" ~ Sheogorath
  • Aiko
    Aiko
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    Sorcerer Pets make it kinda easy to flee :p
    And yeah.. they can root, stun etc. you.. but you can too.
    Just stun him and run away..
    Fast is fine, but accurate is final.
  • Wolfenbelle
    Wolfenbelle
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    Best way to flee is to do your stealing and murdering close to deep water, and stay in sneak as long as you can. Don't do it inside a building unless there are no guards in the building, because you can't open doors to get out if spotted.
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