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18 Skill Trees: 4+ Broken?


benny00000

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They're not broken in the slightest. I've got level 100-smithing and a full Daedric set and the game still doesn't feel broken.

If it ever becomes too easy you just ramp up the difficulty, simples. The tree's are there to appeal to different people and playstyles, I know people who love lockpicking etc.

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Like I have said, Bethseda invested quantity, not quality...

 

That seems like a fairly large oversimplification of the situation man. Creating a game this large with a mission of giving us tons of things to do and twice as many ways to do them and you say they "invested in quantity" as if they really didn't care about the quality of the game. Maybe you have a larger point your making, and have just failed to show it, but it really seems like your just being a downer for the sake of being one. So we're dealing with some balancing issues, no shock there. Bethseda's always lays out a great foundation that reaches out to the majority and it's always been the modding community that adjusts game play to the individual players specifications.

 

Off the top of my head:

 

Make locks jam after < x > broken picks. To many bits of metal in the mechanism would mess up the tumblers. Makes the lock picking perks a little more necessary.

 

Adjust Smithing and Enchanting Levels take much longer to raise by scaling down how much xp you get from each activity. If it takes days of in game time to unlock the ability to make dragon armor it's going to feel like you really had to put in the time to become a master and get access to some good player made equipment.

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Smithing/Enchanting only seem broken if you go out of your way to game/abuse the system. So far, I've been letting those two skills level up naturally - and the stuff I'm able to make is slightly better than what I'm finding, but not game-breakingly so.

 

So far I'm up to being able to smith Dwarven stuff and improve it twice as much and so far it feels appropriate for where I'm at in the game.

 

 

Same here, mate.

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I agree that smithing and sneak are a little too much.There's a perk in the sneak tree which multiplies damage done with daggers in sneak mode with 15, that's pretty much. The smithing is really easy to level and you actually make a lot of coins when doing this.

 

I don't agree with enchanting though. I have it at 100 and that took a while, and I've found better robes and hats etc. etc. in dungeons than the ones I'm able to enchant.

 

The top priority according to me is fixing the damage/magicka system. We mages literally stand no chance without "100% destruction magic cost reduce". The best spell right now is firebolt since it's the only spell with acceptable damage that doesn't drain your magicka pool dry in 3 seconds. (I use fire magic)

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Blacksmith should provide just 1/10 of the xp per craft, the prices of raw materials on vendors should be multiplied by 10, rarity of rare raw materials tweaked so every merchant dont have enough ebony to make a full armor...

 

Regarding how good blacksmith, enchanting are. Its perfectly fine.

Enchanting is hard and expensive to train, completely reasonable.

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You forgot to mention that bs and enchanting only really get broken by enchants and potions that even further enhance the skill. And not just some slight bonus, more like (I'm not at that level yet, but I've read somewhere I think) 200%.

 

Yeah, what this guy said. Alchemy, enchanting and smithing are all really strong, it's only broken when you combine 2 or 3 of them together as they all enhance each other dramatically. I used an enchanting potion to make a set of alchemy boosting armor. Then I made a better enchanting potion to make a set of armor that boosts alchemy and smithing by 112%. Now I can make potions that increase smithing by 130% and enchanting by 32% and resists by 100+%. It completely breaks the game. I'm pretty much immune to damage while my potions are in effect while I do about 400% weapon damage on top of my weapon that's already been enhanced by a couple hundred % on the grindstone.

 

The worst part about it is it means I have zero chance of finding any gear that's worthwhile in a dungeon as crafted gear so far surpasses anything else you can find.

Edited by Shillen
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My mage is only at lvl 40 now and I haven't yet experienced the issues with damage that others seem to be having. But couldn't it be fixed by just adding 1 or 2 more perks related to upping the damage that your spells do? Seems like an easy way to fix the problem to me. Is there any way to add new perks to the game right now? (as in player created perks)
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