Tbh, if we can adjust AI to take into account player stealth, that would be great. But if not, that's still ok. AI doesn't *have* to react to stealth in any specific manner, as long as we can keep stealth viable and rewarding without being broken. You know, as long as it "feels good" to do it.

Just for reference, in the Baldur's Gate games, backstab multiplier goes up to 500% for a normal rogue, and 700% for an Assassin. And they are not even turn-based. I mean, you can apply invisibility and instantly auto-attack in a fraction of a second which is faster than doing 2 auto-attacks. "Sneak + attack" is both faster and stronger than "attack + attack". But of course, in those games everyone and their dog have some counter-stealth capability especially during late game. What I'm trying to say is, there *should* be a clear-cut spike in your damage output when attacking from stealth. That's how it's supposed to work. At least in D:OS sneak/attack is only stronger, not faster, than attack/attack (we can make it so, I mean).

EDIT: I probably should have mentioned the 3000% multiplier in Skyrim... but then I probably shouldn't because Skyrim is... well, Skyrim.

Last edited by Try2Handing; 18/11/17 03:11 AM.

"We make our choices and take what comes and the rest is void."