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3 critical rebalance issues


the3rdgarden

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here we go:

 

there are three very important things the modding community has to tackle in terms of rebalancing, which once done should solve a lot of other rebalancing issues automatically

 

a) crafting bonuses are exploited:

the bonuses gained through alchemy, smithing and enchanting are overpowering to the extent that the game becomes a joke.

a fix in terms of having them bonus % or absolute values stack, or multiplied to previous values has to be dealt with right away. it is an exploit. if anyone tells me, "but oh it´s a singleplayer game, don´t do use alchemy´, smithing or enchanting if you don´t want the game to be too easy" then they can stop reading the thread right now. an exploit is an abuse of poor balancing parameters for the bonuses, that should have been dealt with before the release.

the plausible reality that the TES fiction gives us does not have to be abused, should not be abused to the point that people who want to maintain the immersion feel of the game have to be punished: not using game functions as the ones above mentioned because the ones provided would break with immersion. catch 22.

if you want to feel overpowered use console commands or mods for it. you shouldn´t have to mod to balance the game.

 

that said...

 

b) the improvement of the scale of the weapons in armor should be reduced greatly with the bonuses provided by and for the above mentioned functions. this would synergize well and should be fairly easy to implement, just like a)

 

now to the juicy bits

 

c) dragons

they get too easy later one. this problem can be solved or mitigated by doing a) and b), but it doesn´t change the fact that a bear or sabre toothed tiger are unfairly more difficult than a dragon.

so suggestions:

we know from the restoration perk tree that effects can be triggered at certain health levels,

and from the one handed/2handed trees that weapons can have added effects to them,

-- so we could % based buffs to the dragon that trigger as it´s health goes down

reduced damage

increased magic resistance

increased regen rate

increased damage output/ like berserk

bleeding damage for bites, or armor penetration, increased stagger paralyze or stun attacks(tail)

 

these are all things that should be done fairly easily

as well as big increases in health quantity and default regen

 

just throwing a few ideas out there

Edited by the3rdgarden
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