DoomMoose Posted November 22, 2011 Share Posted November 22, 2011 (edited) Tougher Dragons & Mercenary Dragon hunters- At the moment dragons seem like a joke, being able to take a dragon on at lvl 7 with a companion or even solo is a joke. Dragons that attack cities or guard early story areas should remain weak/soloable but not respawn. Whenever possible dragons should be buffed considerably with elemental and physical resists. If possible non-essential NPC hirelings can be purchased for a large amount of gold that will follow you for 15-30 minutes in the overworld. As with whiterun tower it should require a large number of people to drop one. Optional: Dragon bones/scales should possibly be removed from story dragons as they are still easy access/Dragon plate should be improved if made harder to get. (see below) Weapon/Armor wear and tear - I'm not the first one to suggest this but having weapons / armor be degraded on a chance based system. Small chance of degradation from all use. Larger chance when taking a power attack or other very high damage impact (firebolts) or using a power attack on someone who is blocking. In addition items should have (worn) & (damaged) to act as below the normal functioning line at -10%, -20% respectively. (if possible armor / weapon upgrading should be on a 1 bar to 1 step basis. 1 bar of iron to upgrade from normal to fine, and then another from fine to superior) Equipment normalization - With Skyrim's far deadlier combat I think the game could lend itself well to even more high intensity unforgiving combat. A general reduction to health and equipment stats to bring things closer to iron/steel in terms of pure defense. More exotic armor would instead act as slightly more powerful equipment with some sort of small passive bonuses. [ Dwarven = Very Heavy but almost top tier defense. Glass = Best performance to Weight ratio. Dragon Plate = small built in element resistance ] My aim is for the equipment to be more of a trade off then straight upgrade system. Someone in Steel plate should essentially have the same armor as daedric / dragon but without the extra bonuses. Common armors like steel plate and scaled leather have the bonus of being easier to repair with common access materials while more exotic armors require rarer materials (materials in shops should also be rarer). && Health Normalization - Not sure of the numbers but at lvl 30 i'm able to 1 shot half of the draugr in dungeons and have to endlessly beat on others and on the defensive side I am either being scratched or instant killed. Player and monster health may be well served being balanced towards very fast extremely dangerous combat where even level 1 monsters can kill you easily if you don't see them (or their are many) and skill is going to be what carries you through, not relying on gear and beating around creatures that can barely scratch you. Boss creatures should retain high health while typical dungeon enemies should simply be increased in number and varied by fighting style, gear and special abilities rather than stacked with large amounts of health.. Improved Dungeons - A bit of darkness and the retexture of trap triggers and cords could go a long way to improving ambience and making traps less obvious. Super Dungeon - After visiting a dungeon that required two different dragon claws I had the idea for a dungeon that required ALL of the claws. It could be you use the claws on a floor by floor basis o progress further or preferably all of them to open a series of Dragon doors at the entrance. The dungeon itself should be an extreme example of dungeon making, massive size, branching paths, optional areas, unique dungeon gimmicks / puzzles, highly dangerous traps, chock full of monsters etc etc. Basically it should be something that only a high level character (or blatant cheater) would even think of attempting. Better Draugr - Draugr are pretty bland right now. Maybe make them a bit tougher or more interesting. Undead physical resistance is a start and would make using silver weapons a good idea rather than rushing skyforged steel. V.1 Edited November 22, 2011 by DoomMoose Link to comment Share on other sites More sharing options...
DeadxPixels Posted November 22, 2011 Share Posted November 22, 2011 At the moment dragons seem like a joke, being able to take a dragon on at lvl 7 with a companion or even solo is a joke. Not sure of the numbers but at lvl 30 i'm able to 1 shot half of the draugr in dungeons and have to endlessly beat on others and on the defensive side I am either being scratched or instant killed. Level scaling. At level 7, dragons are around level 7 as well.And from what I can tell, unnamed creatures stay the level they are when you first encounter them. So the Draugr's you're fighting are the level they were when you first fought one, and those that 'instant kill' you are around your level. That's why 'Draugr's are easy and the 'epic master lord Draugr's are tough Link to comment Share on other sites More sharing options...
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