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Everything posted by jeffrobot
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I'd be glad to take it 5 times in a row. :) +150%, that's exactly what's missing. Cmon, I'am "80lvl elf", I got to shoot FAST, so, that I realy need that 50% slomo thing. :)Talking about arrow speed, personally I'd take x2 or x3 I guess. What Im seeing here is "I dont know how to lead targets when I aim." Is that correct? I personally enjoy the difficult task of leading a target from a decent range. I've actually been known to shoot birds out of the sky (only twice so far). Don't really know how I did that cuz I'm not actually that good, but I felt like a badass when I did. Increase arrow speed and now awesome arrow shots are easy mode. I wouldnt want that mod.
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Isn't the point of leveling enchanting/blacksmithing to create great gear for yourself? You really can't make gear good enough to fight people with? That seems like a serious oversight of Bethesda's.
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I think it would be easy to mod your dmg output, cap your dmg output, raise the health of enemies, etc. But why not just not let yourself make that ridiculous gear? If you dont use that exploit, Master difficulty is really difficult.
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I like the companion aspect. It would definitely be cool to set up getaways for yourself, and also be able to put stuff in the horses inventory. I've done a sliver of 3D game development, but never worked with Gamebryo so am not sure how tricky this would be.
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"Anyone else think that hunting mammoths on horseback would be amazing? " That would be super awesome. Maybe make "Mounted Archery" a perk?
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I've killed guards and seen them drop the torch onto the ground they were using. Can you not just drop the torch out of your inventory?
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OK, I don't know because I haven't got that far into it yet. I'm sure you are right but is it worth investing all of those perks on something which for a long time is not worth doing. Even then I guess they would still look the same, so you still have the issue that every Smith in the whole of Skyrim uses the same materials to make the same items. Seems a little odd to me. Again, if I had the talent, I'd want to create something unique, even if it didn't have double the function. Its well worth the perk points. A standard elven bow (me being a sneak hunter) is i think, at my current char lvl (33/35) is 32 Damage. Now, that alone isnt great, it takes so many arrows to take down one foe. With my elven smithing, and my smithing being about, idk, i think its 52 now, with a nice set of +%smithing enchants, i can put that normal elven bow from standard 32, to a (Legendary) 68 damage. Over double damage. Now, that, is well worth having, more than doubling your damage, is well worth it. Plus, if you only need the LIGHT side of armor, just go up the elven tree side, and not the dwarven heavy armor side. Smithing is an invaluable tool, and i'll level it at least to 60 on all characters because it helps immensely, i would say you just havent played around with it enough to get enough gain from it, in the beginning, added 1 damage to daggers etc, yes, was crap. At 50 on the other hand with some smithing enchants, it is WELL worth it. Question for you - so you can deal more dmg. Is that making the game funner? I can understand feeling like a badass for a while afer you've created a bow that 1-shots everything, or armor that make you unkillable, but are you still enjoying the game at that point? For me right now, the fun of combat for comes from fighting people that are right on the edge of my being able to kill them. Guys that will kill me in two hits if I let them, and I have to dodge in and out with my daggers to bring down. I like the OPs idea because it could add a lot to the RP side of the game, like forging distinguished looking weapons and giving them to companions/all the guards in your home city so it looks like you all belong to some private faction, or something. The OP also talks about making your weapons specialize in certain things, which seems to me would create more interesting combat than just a straight +dmg.
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Hey, did you say that you have to put all 5 perks into one of those x/5 perks in the trees? That isn't true. If you want to unlock the perks above those ones, you only need to put one point into them. At least, that's how it is for Sneaking. I also don't think you need more perks per level. My character has been progressing at a rate I'm pleased with, though you may be trying to do more with your character than me. I've really only cared about 2 trees until a little while ago, so one perk per lvl was fine for me. What kind of character are you playing? I do however think the perks need a rework. There are so many +dmg perks, which I thinkis kinda boring. I mean, there does need to be some way for people to specialize in their chosen method of killing people, and dmg modifiers are one of doing that. But I dont think they are the only one - If you want to deal more dmg, get a new weapon. I think perks should be reserved for really interesting specializations imo. Like the stealth roll in the stealth tree, or the ability to poison people in the pickpocket tree.
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First, explain to me how shooting icicles out of your hands makes real world sense. Second, when we talk about magic, we definitely need to distinguish between NPC and PC casters, because they are basically two completely different classes. NPC casters have huge wells of magicka and health, and also lots of armor (at least it seems that way on difficulties above adept). Back to making realworld sense. if we do say that magic makes realworld sense, it also makes real world sense that a giant piece of armor on your chest would mitigate the dmg from one of aforementioned icicles. Mages are actually hitting you with physical objects - it definitely makes sense to have armor mitigate them. I can see certain spells having more armor penetration than others though, like drain.
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I really like all these points. If the dragons could swoop down and pick you up: imagine having to constantly be scanning the sky for the dragon to see if its diving you for a grab? And then having to sprint out of the way or something that'd be really cool. And your point about having the dragon kill your horse providing motivation to kill it is a really good one. Despite me wanting dragons to be more powerful, we have to remember that were we to make dragons as powerful as they actually are in real life (yes I said that) then a measly human wouldnt stand a chance. The dragon would just slaughter us with a stomp of its foot. So in order for us to be able to beat the dragon, it is always going to be a little unrealistic ie the dragon clawing us and our player NOT flying across the ground. An easy way to make fighting them harder would be to have them not ever land until you've broken their wings (with arrows/magic etc). Until you do that, they are free to fly, dodging your arrows/magic and blasting you from the air with their Shouts. Once you did enough damage to their wings and had them on the ground, then you really start doing the damage. As it is now, since the dragon is on the ground so often as it is, you can deal tons of damage to it rather easily. If it stayed in the air longer, it'd be harder to kill.
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I don't have the gloves yet, but I still almost always kill people with the x15. But often times when I'm in a dungeon, I find the enemies to be placed/standing in configurations that are challenging to get a sneak attack. For instance, draugr always stand with their backs to the sarcophagi they walked out of. In a situation like that, I usually fire an arrow to lure them somewhere so I have a better chance at their backs, but that makes them wary, so sneak attacking one without attracting attention becomes more difficult, and I frequently somehow mess it up and have to run or try to survive in melee. And that's definitely my fault. Stealth is a challenging but rewarding way to play the game, and I don't want it to be easier. But for all those times where I do mess it up, and I have to run, it would be really lame if it took my enemies 5 minutes or something crazy to reset to calm and I could try again. On the subject of bows - I try not to use em. They deal soo much dmg with sneak attack, it seems too easy.
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Hey Manshooter and everyone else, I just wanted to chime in on the stealth discussion. From what I've read, most of you guys think that playing your stealth ranged character is too easy because the enemies forget about things too fast. But don't forget to consider the melee stealth archetype when you're talking about stealth mechanics, which is what I play. First, I'll say that I play on Expert difficulty, and don't allow mysef to take any potions/apply poisons while in combat. So, though some melee stealthers might feel like what I'm saying is ridiculous/doesn't apply, I think it will in the context of the rest of your mod. For archers, a missed arrow from stealth isn't a big deal. And when you hit someone with an arrow, they're only alarmed, and you have time to run somewhere else before they see you. But for melee characters, it's pretty much like: if you mess up at all, you are SEEN, and the guards start attacking you. Or even if you don't mess up, but your sneak attack doesn't finish them off, everyone in the area instantly sees you. At that point for my character, I pretty much have to run. Remember I don't use pots in combat (or restoration magic). When I'm outside and there are cliffs/rocks around, or in a village with houses, it's usually easy to put some distance between myself and the targets and lose line of sight. But inside dungeons the cramped spaces make it a lot more difficult, so being seen in a dungeon usually means I just start running and wait for that timer to tick down (or I hit f9). This means that encounters that take my 2h-warhammer friend 20 seconds, oftentimes take me a minute or two. My worry is that if you extend the "alarmed" duration, it could make playing a melee stealth character too tedious/time-consuming, because every time we mess up the gank, we have to wait that much longer. I'm sure some of you would want the duration to go all the way up to 5 minutes (or a half hour) or something extreme like that, but that could make playing a melee stealther super frustrating. I think you could make the change, but not without an additional change to balance it for melee. Somebody mentioned adding darkness to dungeons and letting melee stealthers use it to drop line of sight. I think this would be a good solution to the problem, because I could just find a dark area and do some jukage, instead of having to run/wait.