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gagugu

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Everything posted by gagugu

  1. what is this "balance" you speak of i call bulls*** on that its not at all desirable to make "weird" builds equally feasible nevermind the difficulty to do so, should you succeed chances are that all you have created is a awfully dull game in a dnd-based rpg nobody would expect a multiclass sorcerer/mage/cleric/rogue with 12 in all attributes to do as well as more sensible builds you are supposed to be able to screw up and you are also supposed to be able to trade power for coolness "dual-wielding scimitars with 12 strength and a medium-bab-class?" "yep!" "why?" "cool!" i personally don't like potions and scrolls i avoid them in most games that i play i do this in full knowledge that i make life harder this way compromises are fun don't take away the fun
  2. one of the things that annoys me the most about skyrim is the highly restrictive yet partially overpowered enchanting system the solution i would prefer is to increase of the max amount of enchantments to 3 or 4 while proportionally reducing their power (1+1)*1 == (2+1)*2/3 a change that would be especially welcome in face of the plethora of new available effects future modding undoubtedly will bring tweaking of magnitudes seems to be easy (there should be a GMST for that) but i struggle a bit with the amount of enchantments modifying the "extra effext" perk again is easy (tried it and it works), but i have no idea how to modify the base value "extra effect" uses this kind of perk effect http://falloutmods.wikia.com/wiki/Perk_Effect_Complex_Codes (max amount of enchantments is number 80 in skyrim) has anyone an idea where and how the base values for those are stored or, even if unrelated to my problem, how one could compile a similar list for skyrim (aside from trial and error)
  3. huh? sure they are meshes\clothes\archmage\ textures\clothes\archmage\ .\f\ for female .\m\ for male
  4. how can there be a magicka problem if you can cast spells of up to two schools for FREE? it took me about 4 hours to get enchantment from 30ish to 100 (~220 enchantments, 5x training, 2 books) and mudcrab-soul-hunting was actually fun (sound weird, but i somehow really enjoyed it) (granted, i did stock up on empty and prefilled soulgems (petty and lesser) from the very beginning) i decided to not give my character -100% -84% and some serious regen-boost were enough for me you don't even need to enchant. you can get up to -72% with stock equipment alone (but it might take a while to find it) damage tends to get somewhat low on high levels, but then again who need damage when you can stagger-lock you opponent (another thing that needs changing. dual cast spells seem to stagger 100% of the time, 30ish seem more appropriate to me) getting surprised or swarmed is still deadly, but that's usually avoidable by, you know, thinking that's on adept, wouldn't know about other difficulties and frankly don't care this is not a mmo i agree damage and esecially master level spells need serious buffing, but theres no problem with magicka cost
  5. i replaced the meshes with the thalamor ones, which i kind of like but since its a hooded robe and the thalamor hood is meant to be a headgear replacing hood (not just cosmetic like the archmage one) theres minor clipping problems with circlets disabling the hood altogether would be my preferred solution, but i have no idea how to do that without cs i personally left the modified robe in the closet after all and went with a generic master robe i like it plain
  6. hmm don't really like a lot of the ideas here i think the key to proper rebalancing lies with enchantments first of all, the -% magicka cost enchantments desperately need a cap ( - 75-85 % seems reasonable to me) but I wouldn't be surprised if that's something that will be introduced in an upcoming official patch anyway (like the chameleon thing in oblivion) then we can introduce +% elemental damage enchantments with the same magnitude as the -% magicka cost (which makes sense because even while -75% cost quadruples damage/magicka, +75% damage still has the stronger effect on crucial opening attacks and short encounters) if adding such an effect is possible, distribution can be easily handled by replacing the -%cost effect on either circlets or rings with the new one to give pure mages a reason not to wear armor besides aesthetics "Mage Armor" should also improve spell duration (and massively so, I'm thinking 5-15minutes at level 3) furthermore the benefits of the "Magic Resistance" perk should also only apply to unarmored characters another thing i would like to see if possible is a reduction of overall effect-power of player-made enchantments by 1/3 while enabling two effects from the beginning with the final perk giving a third one this would make enchanting a little more interesting at levels below 100 while leaving the maximal benefits relatively untouched and would work well if more effects are added to the game (light, shield, detect life, fortify speed ...) and one final thing to make up for all that, filled grand and empty black soul gems are to be completely removed from vendor inventories
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