Is the blood phial lost when a character drinks blood ?
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Started by
Xarrian
, Jun 23 2012 07:47 PM
2536 replies to this topic
#2461
Posted 24 November 2014 - 08:11 AM
#2462
Posted 24 November 2014 - 09:31 AM
In response to post #20277884. #20285134, #20290149, #20290759, #20316184 are all replies on the same post.
Blood is like food for a vampire: they need it to function well. When a vampire feeds on its victim, he heals and progresses to a more powerful stage. Likewise, bottled blood does something similar. Asking why bottled blood heals more than feeding on a victim is like asking why cooked food gives more profit than raw: is has changed in a positive way.
To make the phials you need malachite, gold and venom for two reasons. The in-game reason is that you need special glass, using malachite and gold (hence the smithing perk requirement), to preserve the blood for a long time and the venom to prevent it to curdle (you need some alchemy skill to handle the venom). The game play reason is to make it difficult for you to create those phials, because otherwise you can be a vampire without much negative treats to counterbalance the very powerful creature you have become.
#2463
Posted 24 November 2014 - 07:18 PM
Archery has been balanced all wrong Ogerboss. Living in the Midwest, I've seen tornadoes put straw through barn doors, trees, etc. In archery, the type of projectile shouldn't have a big impact on how much damage it could do, as long as it flies straight and hits it's target, it can do damage; the damage should mainly be determined by the type of bow, not the arrow. You've set up to be the other way around in this last update.
Edited by kfbkfb, 24 November 2014 - 07:18 PM.
#2464
Posted 24 November 2014 - 07:45 PM
Requiem is a semi-realistic overhaul and the choice to move the damage towards the projectile has a simple gameplay reason: It's an incentive to use high-grade ammunition instead of using a ebony bow with iron arrows all the time. (And like this possibly make more people aware that high-grade ammo has additional advantages like armor piercing.)
Edited by ogerboss, 24 November 2014 - 07:45 PM.
#2465
Posted 24 November 2014 - 08:45 PM
Yes, but that set up (ebony bow with iron arrows) wouldn't be a big deal when dealing with low level enemies. Also, there was already a good incentive to use better arrows since they could hold better enchantments and do magic damage against enemies whose armor you could not pierce; (dragons, ebony clad vampires, practically all constructs, draugr if you used Azirok's SIC patch). That was always my incentive for using better ammo in 1.7.3, and it was a big one too, since you could not defeat high level enemies using archery without them.
Maybe instead of giving incentives by simply changing stats, you could add more higher level enemies to the game that you can't beat without high grade ammo? I've always felt requiem had too much low level content. Maybe add a few new lore books describing requiem builds and tactics would also be helpful; new players constantly struggle with finding what works and what doesn't in requiem, mainly because they think their old vanilla 'be good at everything strategy' from vanilla works in requiem.
It also appears that the amount of stamina you have influences how much damage you can do with a crossbow. I think crossbows should be an exception to that rule since they always apply the same amount of force when you pull the trigger when your tired as it does when you're fully rested. On the other hand, I can see how that would work with bows since if you're tired, you won't be able to pull a bow all the way back, and thus do less damage.
However, I do retract the notion of you guys balancing archery "wrong", maybe not wrong but different. However, I don't really like the changes so far, but I'm going to start a new character to see if the new system grows on me like the old one did.
Maybe instead of giving incentives by simply changing stats, you could add more higher level enemies to the game that you can't beat without high grade ammo? I've always felt requiem had too much low level content. Maybe add a few new lore books describing requiem builds and tactics would also be helpful; new players constantly struggle with finding what works and what doesn't in requiem, mainly because they think their old vanilla 'be good at everything strategy' from vanilla works in requiem.
It also appears that the amount of stamina you have influences how much damage you can do with a crossbow. I think crossbows should be an exception to that rule since they always apply the same amount of force when you pull the trigger when your tired as it does when you're fully rested. On the other hand, I can see how that would work with bows since if you're tired, you won't be able to pull a bow all the way back, and thus do less damage.
However, I do retract the notion of you guys balancing archery "wrong", maybe not wrong but different. However, I don't really like the changes so far, but I'm going to start a new character to see if the new system grows on me like the old one did.
Edited by kfbkfb, 24 November 2014 - 08:47 PM.
#2466
Posted 24 November 2014 - 09:10 PM
Well, I mostly remember "those salts are so rare" complaints from users, thus I doubt that the elemental arrows are used often by most players.
Stamina is interpreted as "Dexterity" in the derived attribute system, i.e. your ability to aim precisely for the weakest spot in the enemies' defense. Strength (health) only has a minor influence on the ranged combat damage bonus. Therefore your argument is luckily not really valid, because having a different behaviour for bows and crossbows would be beyond the limits of the implementation.
Stamina is interpreted as "Dexterity" in the derived attribute system, i.e. your ability to aim precisely for the weakest spot in the enemies' defense. Strength (health) only has a minor influence on the ranged combat damage bonus. Therefore your argument is luckily not really valid, because having a different behaviour for bows and crossbows would be beyond the limits of the implementation.
#2467
Posted 24 November 2014 - 09:11 PM
In response to post #20277884. #20285134, #20290149, #20290759, #20316184, #20317069 are all replies on the same post.
@axonis. If i'm not mistaken, the blood phial (the empty bottle, made of gold and glass material) does disappear after you drink from it.@heckur. Donated blood doesn't have something to keep it from curdling, I think. Wouldn't keeping it cold be enough?
"you need some alchemy skill to handle the venom". You mean like gloves to hold the cold bottle?
How would the bottle change the blood in a positive way?
Needing special glass, mixed with gold, to preserve the blood for a long time, seems odd to me. Metals in Oblivion and Skyrim don't have alchemical properties, and even if they did, that would mean that both of them would require the alchemy effects of frost damage, so that when they are mixed together, it would create something like the poison of Frost Damage in the game Oblivion. The poison would need to last a long time though, or permanently if ogerboss is thinking of making reusable blood phials.
Interesting. Eating Frost Salts in Oblivion did cause frost damage, apparently: http://www.uesp.net/...ion:Frost_Salts
Fire salts caused fire damage: http://www.uesp.net/...vion:Fire_Salts
Void salts didn't cause elemental damage, but it did hurt you. It should cause shock damage though, since those exploding bolt things sometimes use them to cause shock damage: http://www.uesp.net/...vion:Void_Salts
I never created the blood phials, but since there were requests to make reusable blood phials, iirc, wouldn't that make it easy/similar to having easy to make/attain blood phials? I drank from my companion, so that made things easier. I don't think it would be bad to make it easier to have blood more often. I think it may be annoying if you're in areas that don't have many, or any blood supplies (i.e. dwemer ruin or draugr place), and/or if you have Serana as a companion, without blood phials. As I said my character didn't make them as he wasn't a blacksmith. I think I had a slightly difficult time, before I got an additional healing method, which was a once a day full heal power from Dragonborn.
Edit 2: Glass didn't cause a cold effect: http://www.uesp.net/...owind:Raw_Glass
Edited by 45akaColt, 25 November 2014 - 03:57 AM.
#2468
Posted 24 November 2014 - 09:27 PM
Wow, I thought stamina was making my character pull the string back farther. I guess the perk that makes you able to hit the weak spots of enemy armor, means that you know where they are (although it makes you do more damage, to armored foes, regardless of stamina level). So more stamina makes you do more damage to all enemy types (i.e. a flame atronach, which may not have a weak spot, and it has no armor, iirc). I was going to suggest it be made a loading screen that stamina means dexterity, which means better aiming for weak spots (from a role playing perspective, it's nice to know what your character is doing. i.e. that stamina means your character/you are better able to aim at weak spots), but that might not be a realistic thing now.
Edited by 45akaColt, 24 November 2014 - 09:43 PM.
#2469
Posted 25 November 2014 - 01:26 AM
In response to post #20327309. #20327959, #20329534, #20330239, #20330674 are all replies on the same post.
I wasn't talking about the derived attribute system; I was referring to the difference in damage you do when you have 20 / 120 stamina verses 120 /120 stamina. Wait, is that a new feature or is my game bugged? 0.0 I can't find it in the changelog, but maybe I overlooked it?
As for the salts, you can make them using regular salt and gems at the atronach forge if I'm not mistaken (common ingredients); it's one of the few things you can make without the sigil stone. However, I never really like how the atronach forge is just 'there' in skyrim without much in game explanation on how to use it. If there is some book in game describing it's recipes, I've never found it in game. There are atronach forge recipes that float around, but I think there should be a book or something somewhere that explains what it can do in a an immersive way. Maybe make the book a requirement to use the atronach forge, and make it really hard to find, like hidden and protected by invisible daedra. =)
Honestly, I think the reason why more players don't use elemental arrows is the same reason why they don't take advantage of many of the features in requiem, they don't know that feature exists. It took me forever to find out how to make enchanted arrows (same goes with salts). Also, on a side note, I never really made my salts at the atronach forge (in requiem); I just picked up all the salts in game as I go along and use them when I need them. Never ran out, and that was with Azirok's hard time patch that removed a lot of the salts.
Edited by kfbkfb, 25 November 2014 - 02:19 AM.
#2470
Posted 25 November 2014 - 04:27 AM
In response to post #20327309. #20327959, #20329534, #20330239, #20330674, #20335539 are all replies on the same post.
I think the less stamina you have (i.e. if you've used up some of your stamina), the less damage you do.There is a book/manual, found under the college, near the forge, that explains how to use it: http://www.uesp.net/...ch_Forge_Manual
I never used arrows with elemental salts stuck to them, because I wasn't sure that I liked the idea behind them (how they work and the fact that they explode). Now I understand a little more, like the fact that they do elemental damage to whatever they touch, and maybe the force makes the salts explode. It is a dream world. It's not as weird, once you know that. Maybe a loading screen should say those things, if their are other people like me that avoided using them, because they seemed weird. I think it may be possible to hold the hot fire salts in your bag, if you have ash around it, in a bag or something. Although their may be the question of how long would the heat last, since it would dissipate not long after you ate it, to discover it's effects, unless it didn't, in which case, it could require a potion to dispel.
I'm not sure I'm a fan of the atronach forge. I used to think that maybe if was offering the items to daedra, but some of the items requirements are weird. Now I wonder if the forge altered the items, like alteration magic. You offer the items, because they are destroyed/lost, and the conjuration animation take place fairly quickly, iirc. It could be conjuring the material from the box to the other place.
Edited by 45akaColt, 25 November 2014 - 04:36 AM.



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