...for those who are impatientTheShadowScout wrote: »Thieves guild skills would be a great place to start with stuff thats only usable in stealing and not in combat.What Thieves Guild Skills could do:
Active skills might include...
...something to distract roaming NPCs (not guards like the ones who keep an eye on things in the bank though - its their job to not let themselves be easily distracted) so you can burglar that lockbox they are wandering around without being spotted.
...a spell that costs a lot of magica, but has a chance to open a door or treasure chest lock (depending on lock quality and object - a strongbox should be harder then a treasure chest, a chest harder then a apartment door...) for those who forgot their lockpicks.
...a spell that gives you a "don't notice me" aura which makes pickpocketing more likely to succeed, or possibly an "out of stealth pickpocketing" (as described, bumping into someone, making your apologies and hopefully delaying their notice of their missing purse until you get a headstart)
...a toggle that increases your stealth capabilities (better sneak speed, lower sneak cost, harder to detect) at the expense of your sneak attack bonus (to make it quite useless for gankings)
...as mentioned, a "vanish/disguise" spell that can be used to break off guard pursuit if you manage to get a certain distance from them, or maybe not depending on distance, but with a chance to fail depending on your bounty (they might not put too much effort into chasing down someone who stole an apple, but would pursue that infamour outlaw with the huge price on their head way more seriously...)
Passives might include...
...the mendioned speechcraft passive that gives you a chance to convince normal vendors to buy -one- stolen object (with a bounty if failed, as described)
...a speechcraft passive that allows you try and to "bribe" a guard to let you go without confiscating your ill-gotten goods (for when you get nabbed -just- as you snatched that imperial motiv...)
...passives that give a chance not to recieve a bouty when spotted stealing, or to lessen that bounty
...passives that increase chances for chance-depending TG skills, or reduce costs...
...passives that unlock more interesting thievery quests (like the fighters guild cyrodil bounty, requiring more then sneak and grab to complete - at least a combination of thievery, like, pickpocket key first, sneak past guards, distract servant, steal & wear disguise, complete miniquest to deal with final watchdog, escape)Dark Brotherhood would likely have to have combat-oriented skills, but I love the idea of them only being somehow not all that applicable in PvP. Just making players immune (citing "vestige" status) might be plausible!What Dark Brotherhood Guild Skills could do:
Those skills might include...
...definitely something to deal with NPCs from stealth. But we already have an insta-kill mechanic (if their HP are low enough), so how about a snooze mechanic instead? Sneak up with that alchemy-soaked hanky, and knock them out with a big dose of medieval-magical chloroform so you can take pride in only killing your designated target, and not the poor schmucks just standing guard?
...possibly a toggle that allows some illusion disguise as "completely harmless" (visuals depending on surroundings, same mechanics like any other disguise - sentries looking through it, combat breaking it, etc.; in PvP you'd still have your "faction" designator so it'd be useless)
...maybe even some area-feature disguise skill that is proof against spotted by sentries, but requires you to stand still or it will break? To navigate guards, letting them pass you by while you play scrub or wall hanging
...perhaps some "escape" skill invloving throwing a smoke bomb and doing a short-range teleport that will break a pursuing guards aggro for a few seconds, allowing you a chance to enter stealth and get away
...possibly an skill that coats your weapons with an special extremely virulent poison (which for some reason just happens not to work on vestiges) for the next attack only allowing you to do one strike worth of poison damage (effectively a double damage attack for those assassinations where its doubtful you might get a second shot)
Passives...
...should really include a "this doesn't concern you, walk away..." skill that gives a chance for a single witness to be scared witless by a dangerous looking assassin and keeping their mouth shut when they see an assassination happening as to not become collateral damage
...might include some in-stealth regen boosts. Not entirely useless for PvP, but... not that big a deal in combat either.
...passives that reduce the bounty for being spotted doing your killings
...a passive that unlocks more interesting targets (like fighters guild cyrodil bounties, requiring more then sneak and stab to complete, stuff involving learning where your target might be, using mutliple disguises, dealing with guards, getting to the intercept location, perhaps even killing in one specific way - poison in a cup, arrow in the dark, cutting off the head and placing it in their lords bed...)
Smokescales wrote: »I don't think they should get cloak or invisibility as it takes away from making a nb unique. Maybe something like a flash bomb or spell that gives the enemy a miss chance, like a reverse of evasion. Traps, stuns, mobility skills, stealth detection or own detection chances reduced, they could be centred towards cc more than killing if they like.
Maybe passives towards bartering when selling or buying from npc's and to get a chance to get away with a bounty when caught. Sneak speed passives, stealth detection passives etc.
Maybe an ultimate that gives an aoe evasion or something different to what we have now.
Forestd16b14_ESO wrote: »Sorry but please stop with "skills with thieves guild" posts already.
AFrostWolf wrote: »A magic lockpick. Casting it would instantly open locked chests up to a certain level. (Requires real locking picking and not the joke that we currently have now)
Invisibility for the classes that don't have one.
A disguise skill. Cover your true identity up so that you don't get a bounty if you get caught. ( Would have more value if PvP was a thing)
Yolokin_Swagonborn wrote: »Forestd16b14_ESO wrote: »Sorry but please stop with "skills with thieves guild" posts already.
Why? Are you glad we are getting less and less from every DLC? The game is already finished. ZOS is just prolonging the inevitable at this point.
Concept for Thieves Guild abilities
Active Abilities
- Distraction: Throw a rock to a nearby location in the attempt to distract all nearby NPC's in a 5 meter radius. 50% succes chance.
Morph 1: Upgrade to Threatning Distraction, Rock thrown now has a 100% chance to distract all nearby enemies in a 5 meter radius.
Morph 2: Upgrade to Noisy Distraction, Throw a glass bottle in the attempt to distract all nearby NPC's in a 10 meter radius, 50% succes chance.
- Smoke Bomb: Throw a smoke bomb underneath yourself to loose all threat and gain 0.5 second of invisibility.
Morph 1: Upgrade to Toxic Bomb, all enemies hit with toxic bomb will take additional X poison damage for 5 seconds.
Morph 2: Upgrade to Vanish, all allies that stand within the smoke bomb will gain 2 seconds of invisibility.
- Non-Lethal Takedown: Subdue your opponent from behind to stun them for 50 seconds, only useable on a single opponent at a time, and cannot be used in combat. Any damage taken breaks the stun.
Morph 1: Upgrade to Lethal Takedown, stun reduced to 20 second, but the enemy will take equally to 30% of their health in damage over the duration of the stun.
Morph 2: Upgrade to Twin Takedown, you can now subdue two enemies at a time.
- Masquerade: While behind an innocent humanoid, subdue them and steal their attire to impose as them, rendering guardsman unable to detect you. Drains X stamina while moving, any skill-use or attack will cancel the toggle.
Morph 1: Upgrade to Masterful Deception, you can now impose as hostile humanoid too, rendering their allies unable to detect you. Addtionally, Non-Lethal Takedown and its morphs will no longer break the toggle.
Morph 2: Upgrade to Imposter, gain the ability to tell a guardsman of your subdued victim to frame him/her for your crimes, forcing the NPC to pay off 40% of the players bounty, the same guardsman cannot be tricked twice within 24 hours.
Ultimate
- Bow of Shadows: Shoot a powerful poisoned arrow that ignores target armor and deals X amount of damage.
Morph 1: Upgrade to Legendary Bow of Shadows, gain 6 second of invisibility and major expedition after use.
Morph 2: Upgrade to Focused Bow of Shadows, allows a second arrow to be shot within 4 seconds of the first shot.
I was thinking about this and I can't come up with any useful active skills except a copy of a Nightblade's cloak.
Passives? Sure! Faster hiding, more speed in sneak, smaller detection radius, higher chances for better loot when stealing...
What are your ideas? Just remember: The guild does not allow killing, so any harming skill would be lore breaking.