MerguezMan wrote: »
That being said, hidden blade kills are not designed to prevent you from being spotted (I think it's a 15% chance at best)
You may have an easier time trying to go for "no kill & no spot" run, with invisibility potions.
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The timer in sacraments only starts after you kill your main mark, so if there were no respawns you could simply clear a place and walk to the exit without a care in the world after doing it. Instead, you need to plan. You can't count on a path being clear. Study patrolling guards' paths. Study the secret passages - there are many of them, and in some maps they're invaluable to getting to the exit within the two minutes after killing your mark. Use hiding spots. Get used to killing the odd NPC stealthily under pressure. The system has quirks, you'll fail unfairly sometimes, but I've done LOTS of sacraments with 0/5 detections. Practice makes perfect, and getting good at it beats getting another simple daily quest you do x times for the costume/achievement.
* The main issue is, how it currently is - this is more of a Thieves Guild Quest.
The timer in sacraments only starts after you kill your main mark, so if there were no respawns you could simply clear a place and walk to the exit without a care in the world after doing it. Instead, you need to plan. You can't count on a path being clear. Study patrolling guards' paths. Study the secret passages - there are many of them, and in some maps they're invaluable to getting to the exit within the two minutes after killing your mark. Use hiding spots. Get used to killing the odd NPC stealthily under pressure. The system has quirks, you'll fail unfairly sometimes, but I've done LOTS of sacraments with 0/5 detections. Practice makes perfect, and getting good at it beats getting another simple daily quest you do x times for the costume/achievement.
I hear you - but, it feels 'cheap' (on Zos' part) - especially role-playing wise.
As mentioned, to counter-act the place being cleared out - they could make it where the bodies have to be hidden.
(Right now, the irony is, the guard walks over a dead body and its all good! lol!)
After all that, if you are able to do that - sure, you deserve to walk out.
Again, I see that 'breaks' the time bit - but there should be a more feasible/realistic way to balance out this mechanic.
* The main issue is, how it currently is - this is more of a Thieves Guild Quest.
Why have the same mechanic for two Guilds - the super stealth makes perfect sense for the Thieves Guild.
But... Im an assassin - so, Im looking for something a bit different mechanically.
Yeah, I hear you - they are not too consistent with mechanics.Still, those are miles ahead of other shticks introduced in later upgrades. Vines that pull you onto ledges but mysteriously only exist in Murkmire? Grappling crossbows also limited to one zone, in a game that doesn't even have regular crossbows?
* The main issue is, how it currently is - this is more of a Thieves Guild Quest.
The Thieves Guild dungeon mechanics are similar broken.
I would love this daily and ask for more if there was no initial timer. Sneak and steal should be based on patience and good sneak armor and not a basic timer.
* The main issue is, how it currently is - this is more of a Thieves Guild Quest.
The Thieves Guild dungeon mechanics are similar broken.
I would love this daily and ask for more if there was no initial timer. Sneak and steal should be based on patience and good sneak armor and not a basic timer.
Thanks - haven't done Thieves Guild since Summerset or before.
But yes, they start you out on a timer with the Thieves quest... I agree, as a thief - should totally be about patience!