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Idea for Enchanting and Smithing rebalance


Lekill

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I read in some wikis (and later did it myself) that when you enchant with the same enchantment over and over the price drops. Alchemy exp gain is measured by the value of the crafted potion/poison. Doing the same for enchanting and smithing would be a nice way to prevent exploit, but maybe the values of enchanted and smithed items should be tweaked to balance exp gain. Also a multiplier on item value could do this instead.

 

It would allow you to level said skills by crafting more powerful gear instead of just making 1k absorb health iron daggers

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Bumpity?

 

also:

- would like to see enchantment magnitude go down. +40% damage for weapons is a little excesive when you can put it on several pieces of apparel, and being able to cast for free also ruins the gameplay as a mage, maybe make it so magicka regen from robe enchantments scales with skill, so it doesnt become a dead effect

 

- cap blacksmith potions magnitude at something like 70% or so, 130% boost is too close to russia.

 

- New curve for smithing enhancements, making it more useful at the beginning and less overpowered at the end.

 

- Daggers should have less of a bonus than other weapons because of x30 backstab (im doing 1200 backstab damage, more than enough to one-shot anything, with an ebony and not even maxing smithing or using pots) and also should be affected by fortify one handed to make dual wielding viable. Perhaps enchantment bonus shouldnt stack with sneak multiplier.

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