I do very much agree that stealth feels hugely neglected overall in this game. Definitely seems like they only added it because ES fans would have rioted at such a staple mechanic of the series being removed, and not because they actually planned to incorporate it in any meaningful way.
Just imagine if dungeons and trials had flank routes, or if NBs had unique mechanics to benefit from sneak attacks.
I do very much agree that stealth feels hugely neglected overall in this game. Definitely seems like they only added it because ES fans would have rioted at such a staple mechanic of the series being removed, and not because they actually planned to incorporate it in any meaningful way.
Just imagine if dungeons and trials had flank routes, or if NBs had unique mechanics to benefit from sneak attacks.
CassandraGemini wrote: »I do very much agree that stealth feels hugely neglected overall in this game. Definitely seems like they only added it because ES fans would have rioted at such a staple mechanic of the series being removed, and not because they actually planned to incorporate it in any meaningful way.
Just imagine if dungeons and trials had flank routes, or if NBs had unique mechanics to benefit from sneak attacks.
Have you actually played the content, the OP is talking about? Because yes, sure, what you mentioned is a thing, too, but it has nothing to do with the topic.
CassandraGemini wrote: »I do very much agree that stealth feels hugely neglected overall in this game. Definitely seems like they only added it because ES fans would have rioted at such a staple mechanic of the series being removed, and not because they actually planned to incorporate it in any meaningful way.
Just imagine if dungeons and trials had flank routes, or if NBs had unique mechanics to benefit from sneak attacks.
Have you actually played the content, the OP is talking about? Because yes, sure, what you mentioned is a thing, too, but it has nothing to do with the topic.
I did actually. That's where I got the first two-thirds of my post from. Both DB and TG were added after the fact as almost novelty quest lines and skill lines, meant to appease those who were upset that such iconic guilds from the main series were absent rather than bring them into the larger game as a whole. Everything from the sets, the skills, the implementation of Blade of Woe, etc. all were meant to work in the context of those zones and really not much else.
The OP's issue seems to be the lack of ways currently to effectively utilize an assassin/thief playstyle, something that you really can only do in the Gold Coast and, to some extent, Hew's Bane. However, had stealth been properly included in the game's main content (which is combat focused, sorry if you don't like that), then there likely wouldn't have been this complaint in the first place.
As a side note, Skyrim didn't really have specially designed stealth zones outside of the DB and TG questlines. Instead, they gave you a properly functioning system that could be used pretty much anywhere you could think to make it work. ESO by contrast has a very rigid stealth system that really only works well when it's specifically called for, thus requiring them to deliberately make dedicated "trespass" areas that anyone who isn't into sneaking will likely just avoid altogether. Not exactly flexible or efficient for long-term development.
SeaGtGruff wrote: »About the unkillable guards: Getting spotted by a guard isn't necessarily a guaranteed death sentence, because you might be able to get away. It does depend on the environment, though.
TheShadowScout wrote: »I really enjoyed those questing stealth missions. I lived the sneaking around, and especially the secret passages in the castle...
And especialyl I enjoyed the sneaking without time limit!
Of course, I often try to do the same in some dwelves, sneak past enemies instead of fighting them, but... well, dvelves are usually not set up for that sort of thing.
And yes, I wish more locations in later regions too used such mechanics... I especialyl would adore it if you had several ways to get through something like that, one by fighting, one by sneaking... and one by finding and using the right disguise (bonus points if you would have to match "lie" dialouge options to your choosen disguise when questioned by a roaming guard!)
Sadly, most locations arte very linear. There is one "supposed" way to do them, and if you try something else... it tends to end badly.
Versispellis wrote: »Making guards invincible is cheap, and always felt like artificial difficulty to me--people have strong characters, and instead of crafting a compelling challenge for them, they just lazily hand wave the option to fight away.