I suppose I should post the other idea I had, the one which tries to make Sneak a viable option in combat. I abandoned it once I realized my numbers were bad, though.
The first thing to do is to reduce the AP cost of Sneak from 4 AP to 2 AP. This allows you to move away or to perform an action before Sneaking. I believe that it has to be 2 AP, 3 AP would still be too restrictive, 1 AP not restrictive enough.
The second part was to boost Guerrilla's damage modifier. Originally that was to go up only 10% to a total of +50%, and it would also allow you to Sneak at normal speed.
The third part, the really far-out, radical idea, was to remove the reduction in movement penalty from Sneak and instead add +5% damage per point to normal attacks made while Sneaking. This would stack with Guerrilla, so with Guerrilla and Sneak 2, you would get a bonus of +60% damage.
But I realized that I hadn't been thinking about the numbers correctly, as even Sneak 5 + Guerrilla would still give a bonus of 1.75x for the cost of 4 AP. It would be less than just using two normal attacks, and it would take until level 18 to get that high with natural points..
So I tossed the idea out.
When you hit shift you can see the range the enemy can see if you normally go into stealth, that's what I meant by sight range.
Hmmm... that sounds like an okay-ish way to give Assassinate bonus damage. Could be something like distance from target increases damage by some amount per meter.
I'll have to try out a ranger in combat and see how that affects their sightlines before I decide.
And I'm talking about enemies, not friendly npcs, here is an album from my solo guide in general section, shows how I killed radeka by sneaking in combat.
https://imgur.com/a/HDPaOThis kind of strategy should not be allowed, you may say "just don't use it if you don't want to", but that's not the point of tactician difficulty. Tactician is meant to be HARD, and cheese like this should not be allowed, there are always lower difficulty for players who desire a more story driven experience. Tactician should be a difficulty where players actually have to think about positioning, efficient use of every action point, not simple brute force or cheese.
Nerfing this does not hurt normal players because they don't sneak in combat like you said anyway. And my point is that Tactician difficulty should live up to it's name, should be an accomplishment, not some mediocre difficulty people can easily cheese through.
What kind of nerf did you have in mind for that? It still seems like that combo is more about Contaminate being considered non-hostile.