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Narusuke2787

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About Narusuke2787

  1. Maybe after the Thalmar are "thwarted" in Skyrim's story, the Altmer then assault Highrock to 1) prove they are better than Breton swine at magic and 2) gain a vantage point for futher assaults on their hated Nord rivals. This game would be a fusion of High Rock and Summerset (taking boats or magical means to transfer between the regions). That would be about 100% equivalent the size of Morrowind, Skyrim, or Cyrodiil. Then they need to do a game just in Hammerfall, Cuz Hammerfall is f***ing huge. Then they need to do a game combining Valenwood and Elsweyr and the Woodelves and Khajiit would have the floor. If you look at the map, this would also be size equivalent to prior games. Then they need to finally show some respect for the long ignored Blackmarsh.
  2. Dang Joker looks like you're just pwnin it up! haha yeah I was thinking about that more after I posted and figured maybe it was the wordwall dragons or when dragons swoop down on prey like elk and bears and get distracted. I'll have to deploy that tactic because I've made the game very hard for myself at this point and dragons 2 shot me. Happy adventures! Matth85: I bet you are the coolest person ever. I weep for the fact that I'll never meet you in real life. My life is forever deprived. Somehow, I'll manage to get by. Don't facepalm your beautiful self too hard now. BTW Bethesda obviously DID intend for those "Synergies". And for any other exploits. There's a difference between bugs (not intended) and fundamental design flaws (intended). I'm a game developer myself so maybe educate yourself or experience yourself before flappin that wonderjaw of yours. You don't develop a game for 5 years, have a QA department screaming at you for 2 of those years, and release a game with "unintentional" exploits. That's just naive to think so. Onlyonewing: Thanks man. I completely agree. Most Skyrim gamers are returning fans of the Elder Scrolls series and thus know the tricks of the trade. When it gets down to it, yes players like MattH can say "well you shouldnt take advantage of things clearly put in the game for you to take advantage of if it makes the game too easy", but in contrast, I feel like developers shouldn't implement fail design tactics like that. It should be balanced to the point where things are difficult enough to where you have to use EVERY advantage to just get by. And for you fanboys that say "IM THE MOTHER F*CKIN DAVOHKIN I SHOULD BE ONE SHOTTING THINGS" really? You have...what? maybe 5% diluted dragonblood in your veins and you think you're entitled to troll full blood ancient dragons like it's no big thang? pssh.
  3. Ok, the whole second page of this thread has been full of negative nancy's. This post is just here to help those who want a more challenging experience. @Matth85: There is a HUGE difference between using console commands to "kill dragons" and using them to make the game actually more challenging. There is even a bigger difference between realizing that what you're saying is that I basically do the same as putting in a cheat because I use in-game systems that bethesda acknowledged and implemented. @666Joker: I really doubt you one hit sneak attack dragons. Considering they swoop down on you and you're already revealed. Sneak attacks only work when you can initiate. And they don't necessarily always work in group combat situations. But I feel you. I'm playing the same type of character and assassins with dual power attack sneak daggers are very powerful with + 1 handed damage gear, 1 handed dmg perks, sneak tree, and dark brotherhood gear. @lichey: There is a mod that also makes for slower skill gains. combined with player.advlevel, it works pretty well to quell that sort of gap in level representation/skill levels. or you can just keep the advlevel closer to your "true" level to avoid this problem. That's why I only use it to increase my level by 25% of my true level. Makes things hard, but not impossible. allows for enough perks, but not so many that your choices are brainless. @valguse: I'm glad that you feel the normal game suffices. I just think that one shotting everything in the game and having it be a cakewalk kills immersion a lot more than having to look at a console for 5 seconds as you set yourself up for a more rich gaming experience eternally. But that's only if you aren't satisfied with the regular difficulty parameters. In your case you are, so cheers.
  4. Ya. haha. It kind of does just get perpetually harder as long as you persist to calculate whatever gap you want between you and the enemy and keep adding levels to account for that. I decided ultimately I'm stopping the increases at "level 60" when my "true" level is 45 then progressing to 80 from there. It's be crazy. Every foe is has the due amount of respect they deserve. I'm glad this post is almost at 1000 views! Cheers and happy Skyrimz!
  5. The game can be easy if you choose one of many exploits the designers clearly didn't care about you having. I swear they just ignored their entire QA team and was like "Meh, the Modding community will take care of it for us". I'm glad that so many of you find this game to be challenging. I'm having a TON of fun now that I'm using this console command to make my "fake" level 25% higher than my "true" level with player.advlevel on master. It's definitely a FIERCE challenge. Dragons take like 75 arrows to kill, and they can 2 shot me. haha.
  6. Thank you. I realized there is a great lack of mods that provide enhanced difficulty so I turned to my own devices to find something simple to remedy this. I hope it helps any who view this and sympathize with the difficulty issue.
  7. It's also important to note that one can use these two commands (btw console commands can be inputted by hitting the "~" key in game) on any difficulty to find an "In between difficulty"....like something in between adept and expert and so forth.
  8. I originally started playing Skyrim on normal. As a mage that wore cloth the entire time up until when I stopped playing the character (36), I figured that it would be a decent challenge. I was more of a spellblade really. I would conjure allies, buff up with flame cloak and stoneskin, and go in swingin with dual (unenchanted) glass maces. That and elemental fury alone broke the game for me, even going melee wearing cloth. It was too easy. I moved on. My next character was an unarmed Khajiit. Since I never really took advantage of smithing, enchanting, or much alchemy on my first playthrough, and considering I set it to expert this time around, I figured I'd need these advantages. Boy was I horribly wrong. Once again, around 35 or so, my character was gamebreaking good using potions to make enchanting better to make potions better to make enchanting better to make smithing better. I crafted a set of Daedric and upgraded it to have a total armor amount of around 600. My character required "Fists of Steel" to make damage with fists viable. Unfortunately my 130 damage (+15 claws, +115 armor gauntlets) per swing were far too much for anything my level to be a challenge. Immediately upon realizing that the crafting systems break the game, I changed it to master. Still too easy. I moved on...again. This time around, I'm not taking any chances. I'm a sneaky rogue, on master. I'm exclusively NEVER going to smith a damn thing, and there's still one more thing I required to make the game harder--and boy have I been enthralled by the finality of difficulty I have found after long seeking, experimenting, and 3 playthroughs. I'm sure many of you may know of these sole console commands that can make things so much more challenging, and are ADJUSTABLE to suit how much additional challenge a player may want past master. The first is: "player.modav healrate x" where x is any value less than the 0.7 vanilla Skyrim grants you. I have mine personally at "player.modav healrate 0.2". This allows for me to still regen when out of combat or when resting, but when in combat, the regen does nothing for me. The second is: "player.advlevel". This will allow you to "level up" your character strictly for the numerical value. You WILL NOT gain any perk points or stat points from this approach. Instead, it will simply put you x amount of levels above your "true" level, thus making enemies scale up to this imaginary level, and therefore making the game as adjustable in difficulty past master as you wish! I hope this has been some assistance to those, who like me, found that master difficulty was simply not challenging enough. I am blessed that I stopped playing the first couple "broken" characters before I ever did any of the major content in such a wonderful game. Now, at last I can enjoy the game for what I feel it should be. Thanks for your time and happy gaming!
  9. No problem. I find that player.advlevel works well to make the game harder. I "level" myself 5-10 levels above my "actual" level to make the mobs auto-adjust to being tougher. Since it doesnt actually award me perks or stats, it seems to do the job. Now I just have to avoid the temptation to smith/enchant/alchemy myself to godhood. Too many exploits. Too little QA from Bethesda. >: (
  10. I can see where you are coming from. I'm sure plenty of people find the game difficult enough. And for those people, mods aren't necessary. But since we are on a modding forum, I suppose it is for people that are looking for something more out of the game. For those who don't want it, well, you don't have to dl such a mod. But yeah, definitely would be great if it were adjustable/had some variables that could be enabled or disabled. Grandmaster would be great. I just don't see why Bethesda couldn't have taken the two seconds to modify enemy/player stats and make an additional difficulty mode before shipping the game.
  11. I've seen so many mods that are made by talented people, but they are focusing their talents on making Pikachu shirts for kids, or purple horses. Can one of you mammoths of modding please please PLEASE make a mod already that addresses the lacking challenge this game provides? Personally I've played since Morrowind and simply am too knowledgeable/adept at the game for even "Master" difficulty to be any challenge to me. I even tried rocking an UNARMED Khajiit character and was still met with no challenge. A lot of this is due to the overpowered smithing/enchanting/alchemy circle jerk for a lot of people, but even without it, I don't feel the game is difficult enough. I've resorted to using player.advlevel in console to make myself a "higher" level without actually gaining the perks or stats associated with it to make mobs harder. I'll theoretically be level 10 but actually only be level 5. Still too easy. Can anyone simply go into the .esm and modify the damage output of all enemies by like 20% and health by about the same? I'd do it myself but I'm totally inept with the FOMM/TESsnip. If this idea was ever realized, I know that myself and many many others would praise its coming. Thank you!
  12. Is there any way to make the game harder besides player.advlevel? I use this one to make enemies harder without giving myself the perks/stat increases. I already know of turning off health regen as well... I'd really love to find a way to globally increase damage modifiers for all enemies, but I'm sure that one's pretty lofty. The game is just too friggin easy even on Master.
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