Note: I always play on Master difficulty. In fact I started using this mod because I find the game too easy on replays even without touching Smithing/Enchanting/Alchemy until much later levels -- http://www.skyrimnexus.com/downloads/file.php?id=1269
Remember:
- Balance is as much about perception as it is about math.
- Many of these balance changes are suppose to come as a *set*. Attempting ideal balance (which is not realistic) isn't about simple "nerfing" or "buffing" one single thing, it's about changing a whole bunch of things that you can mix-and-match based on personal preference.
The way I want balance is as a set of mods that are meant work together, not as one big borg mod that tries to create someone's perfect vision of balance.
And I am all in favor of real balance, but balance which eliminates non-optimized builds is not balance. And the conversations about balance are going to miss out on a lot of informed opinion if they use so much shorthand that only a few people can participate in the discussion.
To me, balance is all about making MORE playstyles effective WITHOUT eliminating others. Min/maxing should still be beneficial, just not ludacriously so. And just in case balancing one thing destroys another, the balance mods should be have the option of both small pieces and one big merged mod.
Not true at all on anything above Adept difficulty. Shadow Warrior is also the only thing that is imbalanced combined with Archery. That's why I do not pick it up.
The point is mostly the poor AI, especially pathfinding AI, which adds to how easy it is to kite. Either that needs to be improved or bows need to be reduced in effectiveness at lower levels (<35 or so). Starting as early as level 5 or so I can kite down a Giant. Of course part of the reason is that we're given the run speed equivilent of 100 in Athletics from earlier TES games. That's why I said "Archery is too powerful", not specifically "Bows are too powerful".
Utterly false. You do not get "ultimate protection", you get "base protection". You will not have a high AR because your skill will be low, so you will still be getting hit by a truck when you are hit.
It's not just the armor itself, it's EVERYTHING combined, meaning
multiple pieces need to be tweaked:
- Without abusing Enchanting and Alchemy you can go beyond the 85% damage reduction cap on Heavy Armor (around 567 AR), while it's not possible with Light Armor even with similar perks in Light Armor.
- The major penalty of Heavy Armor as a Sneaky character is the noise from armor weight, which you can decrease by 75% right off the bat using Sneak's Muffle perk + Muffle spell, and there's boots with Muffle on them too. Later on there's a perk in Sneak that eliminates the penalty altogether, as well as a perk in Heavy Armor.
- Steed Stone eliminates all penalties to Heavy Armor without perk investment.
- In-combat switching of armor greatly reduces the effective penalties for Heavy Armor (just switch if they get within melee range, it stops time!)
I'd just like to see more reason to go Light Armor as a Thief or Mage. Please note the balance we're talking here is straight-up numbers, not "what people may like for roleplaying purposes." But of course any changes should
play well.
A lot of misinformation on this. Conjured weapons do not "scale" any differently than a real weapon. Your Conjuration skill has 0 effect on it's damage. People need to stop saying this without actually checking for facts first. 1-100 Conjuration and your bound weapons are identical. Only your skill and perks for those weapons raises the damage.
Utterly false. Conjured weapons equal Skyforge steel without the perk. You can get Skyforge weapons extremely early in the game. With the perk they equal unupgraded Ebony gear. They are not Daedric and they cannot be upgraded or Enchanted. They start out extremely powerful, but then start losing ground to items that can be found around level 30, and they especially lose to non enchanted smithed gear. Bound weapons are fine as they are.
Actually the 0 scaling from Conjuration is partly what I'm talking about. Remember, balance shouldn't be about "everything is sorted out around Level 30", it should be as fluid as possible starting from Level 1. Right now a great start to any non-full-Mage build is using Conjuration for Bound Weapons and Summons, then later abandoning it. But you're right, my little bullet point doesn't make this clear, so I will change it. Personally I would like to see Conjuration that scales at least 80% as well as Smithing alone.
A once a day racial is not "overpowered". It's also the only reason to pick an Orc. Breton has a natural 25% resist and High Elf +50 mana, BOTH of which are far superior to an Orc in everything but dragon/boss killing.
I wouldn't say it's the *only* reason to pick an Orc, I personally think they look intimidating. But yeah, High Elf would be best for a Full Mage, while Breton makes it easier to cap out your Magic Resist. However I don't really think "Once Per Day" is that much of a drawback, and it becomes very, very useful on Master difficulty (especially "Beyond Master Difficulty" I'm playing on now) as a unique "Last Stand" ability. I plan on tweaking more than just the Orc Racial when I get the chance. In Oblivion, bg's "Race and Birthsign Balancing Project" did this well in my opinion. Note I said "Some Racial Abilities", and just picked one as an example

This is why the magic system was gutted. Can't ruin shouts without fixing magic first. The only shout that is truly "too strong" anyway is Elemental Fury. There's little reason to use anything else with most builds.
Again, the idea is a mix-and-match system that's intended to go together. People can use some of the balance, but the intent is to use most of it, or the balance will just be shifted to be unbalanced in another direction.
Of course something > nothing, but that mod is nowhere even remotely close to the ballpark for what needs to be done. I also believe this mod is superior:
http://www.skyrimnexus.com/downloads/file.php?id=1245
Still just a bandaid on a gaping wound however.
The balancing that should to be done to Destruction Mage Builds is probably the most intensive, yeah. But there is one important thing I think needs to be eliminated, and that's 0-cost spells without perks (or maybe altogether). Of course this really is the way to make Magic work with vanilla and how most people at Levels 30+ are playing their full Destruction Mages. Either that or abusing Calm. Again there's multiple things that need to be done.
Disagreement is good! Feel free to disagree with me or anyone else on this thread. Again, balance is partly about perception, so there's no way one person is going to get it right when it comes to changes for the masses.