Smithing perk tree is just plain stupid

Post » Sun Dec 11, 2011 3:40 pm

Unless you're at level 76 or above this shouldn't be a problem, since you only need, what, 4 more levels to progressively learn how to make heavy armour?

What a horrendous game-breaking bug :rolleyes:
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Suzy Santana
 
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Post » Sun Dec 11, 2011 6:04 pm

I actually think it's fair: a character wearing heavy armor is likely to be more dependent on his/her weapons & armor than a character in Light Armor, who will usually get a huge damage bonus from Sneak and isn't expecting to get hit much. So if the Heavy Armor side of the perk tree gets a slightly better perk set, then that's okay by me.

Honestly, I think most of us had the sense to wonder whether trees went around at the top. The Enchanting tree, for example ... could you nip around to improved Shock enchants and skip Fire & Frost? Logic said probably not, and that's how it turns out. It's obviously a design decision, not a mistake.


That does not apply. Elemental enhancements are different effects. In this case a light armor wearing individual must invest fully in both trees just to get the best weapons only in the "heavy" side of the tree. This is not appropriate.
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Beast Attire
 
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Post » Sun Dec 11, 2011 1:41 pm

So you complain that the game doesn't offer you as many choices as it might and then you complain because one choice you made has a consequence?

I've seen some stupid posts around here, but this is really something else...


So you're so dumb you think more choices means there's only one way to achieve an end result?

Did all the PC gamers leave, or something?

And yes, it's not even about the armor, it's about the (very, very awesome) weapon perks. You're telling me light armor characters shouldn't expect to be allowed to have Daedric weapons? Daedric weapons have nothing to do with armor.
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Sheila Reyes
 
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Post » Sun Dec 11, 2011 4:29 am

Fair enough! Still, the perk tree design is dubious as hell. You can't sit here and tell me that you're surprised, since the game gives absolutely no indication that perk trees have a force linear progression. All they needed to do was include "prerequisite: this" and the entire situation would have been resolved in a puff of ASCII.

@Chef Kronus, I'll see you at Counter Strike: Global Offensive. We'll see how well your little rubber nubs hold up in honest competition.


Well, name one other perk tree that doesn't force you through a linear progression. There isn't one? It doesn't take sherlock holmes to deduce the correct conclusion from all that other evidence now does it.
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kelly thomson
 
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Post » Sun Dec 11, 2011 12:13 pm

I would think investing all perks in light armor then to hop over to the strongest heavy armor would be broken. You want the top tier heavy armor, then invest in heavy armor. Seems fine to me.


Same thing I thought too =p
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Janeth Valenzuela Castelo
 
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Post » Sun Dec 11, 2011 9:15 am

...

Also:

"of, pertaining to, or characterized by intensity: intensive questioning."

As in, when one intensely studies the smithing tree there is no indiciation of it's actual function.

...


http://public.wsu.edu/~brians/errors/intensive.html

I kind of agree with the OP, it is deceiving from a design standpoint. I think the only way I knew about it was from the PC people giving themselves max perks and messing around.
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Rachel Briere
 
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Post » Sun Dec 11, 2011 12:17 pm

I agree It should say so in writing somewhere other than the game guide..but tbh, as soon as I saw the setup on the perks I understood how it worked... Its kind of logical in my opinion..
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Sista Sila
 
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Post » Sun Dec 11, 2011 7:30 am

It's what some would call common sense.
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Karine laverre
 
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Post » Sun Dec 11, 2011 2:19 pm

What? Shut it. Its pretty clear that there are seperate heavy and light branches. In what does it make sense to make your way UP a branch and do a loop back down it on the other side? If you want both Heavy AND light, then spend your points on them both respectivly, its funny how you make your self sound smart and logical in your post but in reality your an idiot.
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Justin Bywater
 
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Post » Sun Dec 11, 2011 6:16 pm

I think people are mission the OPs point. An endgame light armor uses the armor from their side of smithing. In order to get the best weapons they must go through the "heavy armor" path just to be able to get the perk for improving daedric WEAPONS.

Final items for rogue/ranger
Armor: Glass
Weapons: Daedric <- This is the problem.
Final for Warrior
Both: Daedric
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Taylor Tifany
 
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Post » Sun Dec 11, 2011 5:40 pm

It makes total sense to me. The left side is light armor, and the right side is heavy armor. If you climb the light armor branch, you shouldn't be able to make the best heavy armor without climbing the heavy armor branch.
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Lalla Vu
 
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Post » Sun Dec 11, 2011 3:26 pm

I think people are mission the OPs point. An endgame light armor uses the armor from their side of smithing. In order to get the best weapons they must go through the "heavy armor" path just to be able to get the perk for improving daedric WEAPONS.

Final items for rogue/ranger
Armor: Glass
Weapons: Daedric <- This is the problem.
Final for Warrior
Both: Daedric


Well if they want to upgrade Deadric weapons so much, spend perk points on the heavy side up to Deadric? Its like saying "My character plays a heavy warrior, but he makes to much noise when sneaking around.. i need Glass armour.. WTF!? I HAVE TO SPEND POINTS ON THE LIGHT SIDE TO GET IT? WHAT A LOAD OF MUDCRAB CRAP!"

im getting to angry with morons. im going now.
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Jessica Raven
 
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Post » Sun Dec 11, 2011 5:47 am

Then use glass weapons.
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Ian White
 
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Post » Sun Dec 11, 2011 6:45 am

It's what some would call commmon sense.


Yes, the common sense to find the "top" of a circle.

Right.

Alternatively:

When I design thing to be separate I always make sure they're visually conjoined.

Also, LOL at the (apparently) Aspies who can't handle a single word used incorrectly on the internet, even when the person who used it admitted it's use was not correct. You are aware this is the internet, right? Like, is this, your like, first, like time around here, like? Cuz it like, gets alot worse homie.
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NeverStopThe
 
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Post » Sun Dec 11, 2011 7:32 am

Well if they want to upgrade Deadric weapons so much, spend perk points on the heavy side up to Deadric?



That is not a reasonable expectation given that a heavy armor wearer does not need to invest in the opposite tree.
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hannah sillery
 
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Post » Sun Dec 11, 2011 2:33 pm

I thought dragon armor was at the apex?
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Lil'.KiiDD
 
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Post » Sun Dec 11, 2011 7:18 am

Yes, the common sense to find the "top" of a circle.

Right.


It's pretty obvious where the top of the smithing tree is.
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Minako
 
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Post » Sun Dec 11, 2011 4:25 pm

I think people are mission the OPs point. An endgame light armor uses the armor from their side of smithing. In order to get the best weapons they must go through the "heavy armor" path just to be able to get the perk for improving daedric WEAPONS.

Final items for rogue/ranger
Armor: Glass
Weapons: Daedric <- This is the problem.
Final for Warrior
Both: Daedric


But then you have to think of it like this, forging with light and heavy materials is a very different process. A smith who forged with heavy materials has to work his way up to being able to smith with Ebony. It would make no sense for someone with little to no experience of smithing with heavy materials to suddenly be as adept at someone who has extensively done so.

And of course weapons made from heavier materials would pack more of a punch than those from lighter materials.

The perk tree makes a lot of sense to me as it stands.
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gandalf
 
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Post » Sun Dec 11, 2011 1:39 pm

Tough luck bro. I'm not even using smithing because I love that thrill of finding new gear. All I have are the Steel smithing so I can unlock Arcane Blacksmith, and Arcane Blacksmith so I can also improve enchanted gear I find.
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stephanie eastwood
 
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Post » Sun Dec 11, 2011 2:52 pm

That does not apply. Elemental enhancements are different effects. In this case a light armor wearing individual must invest fully in both trees just to get the best weapons only in the "heavy" side of the tree. This is not appropriate.


Well, it does apply, because if you could go from the top of the perk tree into any other line, then you should be able to do it consistently in all trees.

Regardless, I still say it makes sense for a heavy armor wearer to get better weapons than a light armor wearer. Although ES gives you options to break these rules, cloth=Mage, light armor=rogue and heavy armor=Warrior. Asking for your rogue to have the highest dps weapons and also have a damage bonus for Sneak is unfair.

It's not like you have to have the highest dps weapons in the game to complete the quests.
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Matthew Barrows
 
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Post » Sun Dec 11, 2011 5:04 pm

But then you have to think of it like this, forging with light and heavy materials is a very different process. A smith who forged with heavy materials has to work his way up to being able to smith with Ebony. It would make no sense for someone with little to no experience of smithing with heavy materials to suddenly be as adept at someone who has extensively done so.

And of course weapons made from heavier materials would pack more of a punch than those from lighter materials.

The perk tree makes a lot of sense to me as it stands.


Indeed, so a skill tree would then branch such that the two are separate.

I cannot believe you people have this much difficulty grasping how even though the function is correct, the perk tree is visually broken; no matter what you say about it -> because it implies progression where said progression is actually impossible.
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Darren Chandler
 
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Post » Sun Dec 11, 2011 7:13 am

Yes, the common sense to find the "top" of a circle.

Right.

had they made it like a circle..i mean like a real circle, then I would agree.. The two branches ending up in a final perk on the other hand makes total sense. If I learn to smith light armor from scratch, slowly getting better and being able to craft type after type.. how could i then possibly just skip the entire learning process when it comes to heavy armor just because I can smith light.. Its like saying I learn to build bike, getting better and making better and better bikes. Then when I can make a world class tour de france bike, I can suddenly build a world class motorcycle without learning to build a basic one first..

And the reason the perk tree merges at the end is because the perks are arranged after material..and the last perk comes from dragons for both types..so common sense would indicate a light armor expert could make light armor from a dragon and a heavy specialist could make heavy armor..
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Brandi Norton
 
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Post » Sun Dec 11, 2011 3:04 am

But then you have to think of it like this, forging with light and heavy materials is a very different process. A smith who forged with heavy materials has to work his way up to being able to smith with Ebony. It would make no sense for someone with little to no experience of smithing with heavy materials to suddenly be as adept at someone who has extensively done so.

And of course weapons made from heavier materials would pack more of a punch than those from lighter materials.

The perk tree makes a lot of sense to me as it stands.

I would find peace here if the best bows were from the light tree and the best melee from the heavy. This would give better justification.
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Kari Depp
 
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Post » Sun Dec 11, 2011 12:26 pm

A good game design is one that doesnt allow you to have it all

:D

The problem there of course is that weaponry is therefore unbalanced in favour of heavy armour users without justification. Heavy armour has nothing to do with enhanced offence, and yet that is what Bethesda pushed upon us.

Not that I particularly mind, I'll just add the Daedric perk via console.
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Isabell Hoffmann
 
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Post » Sun Dec 11, 2011 6:34 pm

What? Shut it. Its pretty clear that there are seperate heavy and light branches. In what does it make sense to make your way UP a branch and do a loop back down it on the other side? If you want both Heavy AND light, then spend your points on them both respectivly, its funny how you make your self sound smart and logical in your post but in reality your an idiot.


You're*

If you're going to call someone an idiot at least have a decent enough grasp of the language you're going to do it in first. Free lesson for you.

Your is possessive. As in, this is your foot.
You're is you are.
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Chris Johnston
 
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