Smithing perk tree is just plain stupid

Post » Sun Dec 11, 2011 4:08 am

i
This case wouldnt be a problem if daedric wasn't at the bloody top of the other side, though with the way they made it... it has no other place to go.

Why should it? If you want Daedric weapons, go up the heavy side of the tree. It's a heavy weapon. You can still find and upgrade Daedric items, you just can't craft them.

Overall, I feel the perk system limits character development and individuality, but Bethesda seemed focused on doing perks, and I can't think of any other way they could have done it.
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Steve Smith
 
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Post » Sun Dec 11, 2011 3:46 pm

All I have to say is "LOL" when I read
It, for every intensive purpose, appears to be designed to allow someone to proceed through one skill set (light) to the other (heavy) or vice-versa.


Intensive purpose ?

Seriously ?

LOL.

Wow. And you actually tried to use commas in a smart way.
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FITTAS
 
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Post » Sun Dec 11, 2011 9:36 am

I don't like that heavy armor wearers can craft weapons and armor.



So can light armor wearers. So can mages. So can anyone who has invested in the skill tree. Smithing doesn't have to mean what you are wearing.

It's simple really. If you want a certain perk, you have to go up the skill tree, not down from another branch. You want to craft and improve daedric weapons or armor, you need to invest in the heavy smithing branch.
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carley moss
 
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Post » Sun Dec 11, 2011 3:08 pm

This thread is STILL going on?

[censored], people will continuously cry about anything that doesn't fit their own personal mold of what they think this game is supposed to be.

It's about specializing in what armor type you'd rather use, that's all it is. You are either someone who rocks the Light Armor skill, or someone who rocks the Heavy Armor skill. But nothing is stopping you from deciding that you can spec on both sides of the tree.

And it's pretty damned self-evident how the perk trees work in terms of direction of development.

One of the things about the perk trees is this: It's about tradeoffs in regards to what abilities you want to have. And you can always create a new character and try out something different. Options! Choice!

Stop. Crying.
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Marine Arrègle
 
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Post » Sun Dec 11, 2011 3:26 am

Hey, does this more or less solves the problem you guys are discussing for so long?
http://i40.tinypic.com/2af08jq.png
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Tanika O'Connell
 
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Post » Sun Dec 11, 2011 7:52 am

Wow, this thread is just going in circles. It is really pretty simple. The way it is currently designed, logic dictates you cannot acquire a perk without purchasing the ones connected directly below. With that said, it also never clearly tells you exactly how the system works, which will lead to some people making mistakes if their thought process does not align itself with that of the developers.

Both sides have valid arguments, simple.
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Hairul Hafis
 
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Post » Sun Dec 11, 2011 6:05 am

This thread made me lol. People will always find something to whine about, I guess

Seeing as it's pretty much impossible to contribute a meaningful post to such a wacky topic, I'll leave it with this

A bad design is a bad design and I will state so even if it does not effect me.


It's affect not effect
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Rob Davidson
 
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Post » Sun Dec 11, 2011 5:28 am

i
Why should it? If you want Daedric weapons, go up the heavy side of the tree. It's a heavy weapon. You can still find and upgrade Daedric items, you just can't craft them.

Overall, I feel the perk system limits character development and individuality, but Bethesda seemed focused on doing perks, and I can't think of any other way they could have done it.

I tested your previous statement on damage/speed/stamina. My gap was a bit larger than yours on damage, although small was 7. But the stamina use and speed vs my warriors daedric weapon was literally identical, both war axes.

Keep in mind the upgraded daedric with no perk would still end up with them being inferior to the improved glass. I do admit that the gap is small enough that I can rest easier. Think some of my frustration with this is the perk system itself. I still think that the tree needs reworking regardless.
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Jaki Birch
 
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Post » Sun Dec 11, 2011 4:08 am

come on? you know it is the top of the tree there is absolutly nothing to suggests you can go in a circular path, that is far from the way a skill tree works
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MR.BIGG
 
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Post » Sun Dec 11, 2011 4:23 am

You can just go for dragonscale as light, and take the heavy side of the tree. It's bad design that screws over anyone who wants to wear glass or other light armors along the way, but at least you can still get the best light armor with the best weapons without going through the whole tree.
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Nathan Maughan
 
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Post » Sun Dec 11, 2011 4:20 pm

I still think that the tree needs reworking regardless.

I don't think that perk trees have any place in an Elder Scrolls game. I usually associate perk trees with MMOs, where you choose from a predetermined character class, and your perks will shoehorn you further into that role.

That's what it feels like Skyrim's new perk system is doing: shoehorning players into builds that the game deems valid.
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George PUluse
 
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Post » Sun Dec 11, 2011 7:01 am

Hey, does this more or less solves the problem you guys are discussing for so long?
http://i40.tinypic.com/2af08jq.png

But it's still connected. That confuses people too much; it needs to be in a straight line.
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Rich O'Brien
 
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Post » Sun Dec 11, 2011 7:44 am

I don't think that perk trees have any place in an Elder Scrolls game. I usually associate perk trees with MMOs, where you choose from a predetermined character class, and your perks will shoehorn you further into that role.

That's what it feels like Skyrim's new perk system is doing: shoehorning players into builds that the game deems valid.

I agree. Like I said, I was against it as well. Has no place here. What they could have done was do their old system but do more frequent bonuses. So for instance every 10 levels instead of 25. That is for another discussion though. Was merely trying to stay closer to the topic, though the OP is still slightly different than the current state anyways.
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Emily Martell
 
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Post » Sun Dec 11, 2011 5:00 pm

Personally, the skill progression made sense to me. I see smithing as less of a light/heavy armor discussion, because each of those have their own perk trees. I look at the Smithing tree on its own; i.e. what can I smith next? If I can't wear it, I sell it. I use light armor pretty much exclusively, so when I smith a metric crapton of Dwarven items, I sell them. Also, the perk prerequisites alternate between light and heavy armors, and since I focused pretty heavily on smithing, I got to see them light up one by one. I can see how it would be frustrating for someone who doesn't want to focus on the skill, but in the same vein, those who don't focus on the skill don't get the best perks. I can find high level armors through looting or shops, but if I want to make that armor at will, I should invest in the skill. Just my 2 cents' worth.
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JeSsy ArEllano
 
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Post » Sun Dec 11, 2011 8:04 am

:ahhh:
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Lisha Boo
 
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Post » Sun Dec 11, 2011 6:14 am

It's one thing to whine about bugs, glitches. Skyrim is a huge project, and I never expected it to be perfect from day #1.

[snip]

What isn't acceptable is the way in every apparent respect the gamer isn't given any indication whatsoever that he can't proceed from the Light armor side of the Smithing skill tree to the Heavy armor side. The perks are in a loop and connected, with the highest requirement being Daedric, at the apex of the loop. It, for every intensive purpose, appears to be designed to allow someone to proceed through one skill set (light) to the other (heavy) or vice-versa. Of course, what I found out at level 45 after investing all those perks in one side of the tree and having none to spare, is that you need the entire tree just to get both Glass and Daedric legendary items.

How upsetting to light armor users who (inevitably) want legendary Daedric pieces.

Of course it is like that. That is about creating a character and making decisions. That is your own fault, not the tree at all. It was purposely designed like that.
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Shianne Donato
 
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Post » Sun Dec 11, 2011 7:08 pm

The perks are in a loop and connected, with the highest requirement being Daedric, at the apex of the loop.


The highest requirement to loop back around would be Dragon. :rolleyes:
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Jason White
 
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Post » Sun Dec 11, 2011 10:12 am

OP is right: for visual clarification, the unrelated perks shouldn't be connected.

Everyone against is right: Progression of skills doesn't usually require back-tracking.

E.L.E.

Think of all the real-world problems we could solve if everyone put this much heart and energy into everything they did. :P
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SiLa
 
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Post » Sun Dec 11, 2011 7:21 am

That's why the ability to "save game" is there. As a rule for any game I play, before I would make a choice like this one, I always save the game if I can, just in case.
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LittleMiss
 
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Post » Sun Dec 11, 2011 6:43 pm

so u are saying u want to be a master blacksmith without having any skills in either heavy or light?

i think if u wanna be a master u should be skilled at everything not just 1 tier.
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BEl J
 
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Post » Sun Dec 11, 2011 4:17 pm

I am not in that situation as I am not a light armor user, so the jokes on you? A bad design is a bad design and I will state so even if it does not effect me.


It is not a bad design, and I will continue to state so.
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stacy hamilton
 
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Post » Sun Dec 11, 2011 11:02 am

i
Why should it? If you want Daedric weapons, go up the heavy side of the tree. It's a heavy weapon. You can still find and upgrade Daedric items, you just can't craft them.

Overall, I feel the perk system limits character development and individuality, but Bethesda seemed focused on doing perks, and I can't think of any other way they could have done it.


I'm going to have to disagree with you on the character development and individuality.

I think that forcing you to actually make choices, and not just mindlessly leveling up all skills, and getting all perks (as is the case with Oblivion) only enhances character development and individuality, by making you pick and choose what elements actually make your character.
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Lauren Denman
 
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Post » Sun Dec 11, 2011 5:20 pm

I don't think that perk trees have any place in an Elder Scrolls game. I usually associate perk trees with MMOs, where you choose from a predetermined character class, and your perks will shoehorn you further into that role.

That's what it feels like Skyrim's new perk system is doing: shoehorning players into builds that the game deems valid.


Except there are no predetermined classes in Skyrim, and you can still do any combination of skills that you choose.

There are no pre-determined builds. The "builds" are no more pre-determined than they were in Morrowind or Oblivion where all the skills were divided up into "Combat", "Magic", and "Stealth".
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Euan
 
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Post » Sun Dec 11, 2011 5:47 am

I'm going to have to disagree with you on the character development and individuality.

I think that forcing you to actually make choices, and not just mindlessly leveling up all skills, and getting all perks (as is the case with Oblivion) only enhances character development and individuality, by making you pick and choose what elements actually make your character.


This was kind of why they went with the addition of the perk system. The idea is that what "class" your character is, is defined by how you specialize your character, rather than some predetermined skillset that could ultimately feel limiting because it includes usage of a skill you personally don't care for.

Basically, the way you play is what naturally evolves your character, because you will be more inclined to choose perks that emphasize and benefit your play style.

I'm really enjoying the way it contributes to how I grow my character as I continue to progress and increase in level.
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^_^
 
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Post » Sun Dec 11, 2011 9:04 am

OP is right: for visual clarification, the unrelated perks shouldn't be connected.

Everyone against is right: Progression of skills doesn't usually require back-tracking.

E.L.E.

Think of all the real-world problems we could solve if everyone put this much heart and energy into everything they did. :P


Unrelated perks aren't connected.

Daedric is connected to Dragon, which is connected to Glass, because both Glass and Daedric are pre-requisites that lead into Dragon. Glass and Daedric are both connected to Dragon, thus they are connected by line.
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Rebecca Dosch
 
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