It seems to me that you are not interested in overhauling melee combat, merely sneaking and how the damage output works. Which, is fine, but melee and the sneak system are truly two different animals.Arnoxthe1 said:Anyway, to continue, let's just forget about QTE's for a second here. Now, some people want to make Stealth more realistic or at least harder. That's absolutely fine. The problem here though arises in the fact when they say that damage should be dictated by skill and sometimes, the kind of dagger being used. That sounds fine but the whole point of stealth is to NOT BE SEEN. If you are seen, it should be a punishment for sneaking badly. Now, back to the point. If I'm at a very low level and I backstab someone, chances are, with this system in place, yeah, the victim will incur some hefty damage but it won't matter because since it wasn't a successful backstab, the victim will still obviously be alive and boom. Cover blown. Now you're going to have to face off against a massive group of people and you're just a lowly thief. Yeah. What was the whole point of doing any of that?
Let me try to answer what I believe your question is. First off, you have to realize that TES has always presented low level characters with scaled enemies, so even at a low level, a solid back-stab with a low ranked dagger is enough to finish the job. Or at least get reasonably close. This is completely fair. A new assassin should not be able to sneak through every dungeon insta-killing everything. They should be learning their craft. Approaching the target, getting a shot in that is devastating and then dealing with whatever comes. As he improves, he is able to make those shots more deadly, perhaps getting 2-3 people before an alarm is raised. As he masters his craft, he can move between enemies like the wind, and strike like the plague. You should have to GAIN ability. Not just gauge weapon versus skill and ability to perform a sequence of buttons.
Secondly, you just stated that the point of stealth was to not be seen. So if you attempt a one shot kill, fail, and he raises the alarm, I think you have the penalty you are asking for. In reality, if you fail at stealth, and the guard raises his allies, your "penalty" is facing off against a massive group of people. Time to run, hide, the highland way....
I am going to attempt to speak for the group on this one, and I offer anyone to correct me if I am wrong. The problem with stealth and stealth kills in TES (for the record NOT the topic as posted) is not that one hit kills are cheap. It is that they are far too easy to obtain. I WANT to be able to kill my opponent in one shot without the need of a QTE, but I want getting that one shot to be more than leveling my sneak for a few hours. I want to have to think about nearby patrols, how much noise I am making, where is the best spot to make the kill, what am I going to do with the body, how much distance to leave before I start my approach... etc etc etc. If I do all of that, my reward is the satisfying animation of my dagger sinking into some vital artery. Not a button sequence that verifies my "skill level".
One hit sneak kills are fine. Getting one hit sneak kills instantly by crouching is not.
Hopefully, I am on the same page you are, and you see where we are coming from. As at this point, I am not sure there is any other answer coming.