WMoPC in Thieves Guild
Tried my first run through the Thieves Guild to kill Yergius today with a level 10 character - two writhing masses, at least, spawned as I was still trying to find my way through the doors.
Surely the thieves should know where their own corruption traps are and not constantly walk into them? At least not after the first time.
Plus it's nearly guaranteed one is going to turn up unless you're playing someone who can power through the doors with magic, brawn or thief skill (ie, maybe half the classes).
It's a severely massive danger boost to what is otherwise a well developed area so is a way to either remove corruption traps entirely or at least let the human-intelligence thieves stay back when they find one?