Smithing perk tree is just plain stupid

Post » Sun Dec 11, 2011 5:19 pm

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.

Oh nos! The line tricked me!.... I didn't know progression was going down after you made it to the top.
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Ilona Neumann
 
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Post » Sun Dec 11, 2011 9:45 am

Oh nos! The line tricked me!.... I didn't know progression was going down after you made it to the top.


Given that daedric weapons are better than glass, it actually means progression would be going down. This is why its a problem.
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Connor Wing
 
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Post » Sun Dec 11, 2011 6:13 pm

As a light armor user I must say I was also dissapointed that I had to go both paths in smithing. I expected that I could go to Dragon through the light armor side and then further on to Daedric to get the best weapons. Doesnt make any sense to me.
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Nathan Risch
 
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Post » Sun Dec 11, 2011 6:15 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.

This would only be relevant if you couldn't max the entire smithing tree by making nothing but hide bracers and iron daggers.

Therefore I would suggest that it makes no sense whatsoever. Besides, if you want to rely on the logic of heavier weapon = more damage, then by your own logic more stamina should be used to wield it and it should be slower between hits. I can tell the difference between 12oz and 16oz boxing gloves, and that's only 4oz difference; if the difference were enough to make the heavier weapon hit with more force, then you'd absolutely use more stamina and be slower using it.
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Soraya Davy
 
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Post » Sun Dec 11, 2011 1:28 pm

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.


It does branch. Its just both branches arrive at the same place.

Logic dictates that the advanced skills of a particular branch can only be arrived at if you have learned the lesser skills first.

Could they have designed it better? Maybe, but then that would mean identical perks at the end of each branch, or seperate perks for Dragonbone and Dragonplate armour. Personally, I would have gone with the latter. I dont think its worth getting overly annoyed about though.
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Laura Cartwright
 
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Post » Sun Dec 11, 2011 8:34 am

Huh... Thats weird. I was also under the assumption that you would be able to advance from whicheber direction you chose. Shouldnt matter since Im using H-armour but thanks for the heads up.
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Judy Lynch
 
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Post » Sun Dec 11, 2011 4:44 pm

I wasn't aware that Glass weapons are so weak they can't kill a half dead Skeever.
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Ashley Campos
 
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Post » Sun Dec 11, 2011 3:32 am

I find it hilarious that this is such a pain in some peoples ass.
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Averielle Garcia
 
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Post » Sun Dec 11, 2011 1:29 pm

Well, I for one will be adding the Daedric armour perk via console. I can't rely on Bethesda to balance weaponry competently so I'm doing it myself.
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Kelvin
 
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Post » Sun Dec 11, 2011 3:15 pm

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.


You're breaking my heart.
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Tracy Byworth
 
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Post » Sun Dec 11, 2011 6:34 pm

You're breaking my heart.


Now you're getting it! :)
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biiibi
 
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Post » Sun Dec 11, 2011 1:31 pm

This would only be relevant if you couldn't max the entire smithing tree by making nothing but hide bracers and iron daggers.

Therefore I would suggest that it makes no sense whatsoever. Besides, if you want to rely on the logic of heavier weapon = more damage, then by your own logic more stamina should be used to wield it and it should be slower between hits. I can tell the difference between 12oz and 16oz boxing gloves, and that's only 4oz difference; if the difference were enough to make the heavier weapon hit with more force, then you'd absolutely use more stamina and be slower using it.


Heavier armour = more protection. Heavier weapon = more damage.

2H power attack uses more stamina than a 1H power attack unless I am mistaken? I agree with your point there though, that would make for an interesting trade-off "this weapon ROCKS but my stamina aint up to scratch... :confused: "

Maybe smithing should have been broken into 2 seperate skills 'heavy smithing' and 'light smithing'...?
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N3T4
 
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Post » Sun Dec 11, 2011 9:54 am

Well, I for one will be adding the Daedric armour perk via console. I can't rely on Bethesda to balance weaponry competently so I'm doing it myself.



player.addperk 000cb413

OH GOD WHAT WILL THE NPC'S DO, ITS NOT FAIIIIIIIIIIIIR or BALAAAAAAAANCED

As if TES was ever a balanced game, as if melee is remotely balanced with the whole 30x damage etc. etc.
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Rachel Eloise Getoutofmyface
 
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Post » Sun Dec 11, 2011 12:43 pm

I was actually disappointed by this to. This is certainly not crippling; the difference in daedric weapons vs glass isn't going to matter at any stage of the game.

The argument is that there is *NOTHING* to indicate otherwise, when something could nearly effortlessly be added

This is not actually about light armor users wanting deadric weapons. If you don't get it by now, then no reasoning is going to penetrate your heavily armored skull.
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Tha King o Geekz
 
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Post » Sun Dec 11, 2011 5:07 pm

I find it hilarious that this is such a pain in some peoples ass.

this
over 9000 times this!

especially because you'd have to be stupid to think that a level 100 perk opens the way to a lower perk
where the hell would you get this idea from?

from lower level perks to higher level perks, that's how it works, son
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Anthony Rand
 
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Post » Sun Dec 11, 2011 5:33 am

Currently a light armor user would be best to invest only in the "heavy" tree. I overlooked (never really checked) the fact that dragon smith perk includes craft able light armor. I just searched around and found it on the wiki. This still proves to be an issue as the smithing would be near useless to the user during the entire progression of the skill to 100. I think a decent temporary fix would be to have a new tier of weapons open in the dragon smith perk. This would allow both groups to progress reasonably through their chosen branch while still being able to reach their best potential in the end.
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cheryl wright
 
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Post » Sun Dec 11, 2011 9:51 am

I was actually disappointed by this to. This is certainly not crippling; the difference in daedric weapons vs glass isn't going to matter at any stage of the game.

The argument is that there is *NOTHING* to indicate otherwise, when something could nearly effortlessly be added

This is not actually about light armor users wanting deadric weapons. If you don't get it by now, then no reasoning is going to penetrate your heavily armored skull.

You mean besides logic and common sense.....
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Julie Ann
 
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Post » Sun Dec 11, 2011 9:38 am

Am I the only one who looked at the Perk tree and came to the conclusion that branches indicate choice and meaning it won't allow full specialization unless you wasted all your perks in both branches?

I know perception differs with people, OP, but if you mistake a branch and somehow want to jump the Daedric side [ Which Lore-wise is Ebony with Daedra hearts infused ] that's on you.

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Manny(BAKE)
 
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Post » Sun Dec 11, 2011 8:12 am

Heavier armour = more protection. Heavier weapon = more damage.

2H power attack uses more stamina than a 1H power attack unless I am mistaken? I agree with your point there though, that would make for an interesting trade-off "this weapon ROCKS but my stamina aint up to scratch... :confused: "

Maybe smithing should have been broken into 2 seperate skills 'heavy smithing' and 'light smithing'...?


A simple way would be to have a weapon branch going up the middle of the smithing skill tree, with bridges from each side connecting to it. That way both sides could access the same weaponry without accessing the same armours. It maintains the choice aspect without making players suffer worse weaponry because of their armour skills.

Not to mention the obvious fact that if people are going to start applying RL-based logic in this discussion, they should also consider that making swords and armour are two completely different skills; as are making axes and maces. It would be entirely possible to learn how to make a weapon with a material but be unable to make armour or a different weapon with the same material.
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Robert
 
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Post » Sun Dec 11, 2011 9:47 am


I know perception differs with people, OP, but if you mistake a branch and somehow want to jump the Daedric side [ Which Lore-wise is Ebony with Daedra hearts infused ] that's on you.


That brings up another point, you would need to know how to handle Ebony before you could have anything to do with Daedra.
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Connie Thomas
 
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Post » Sun Dec 11, 2011 2:47 am

player.addperk 000cb413

OH GOD WHAT WILL THE NPC'S DO, ITS NOT FAIIIIIIIIIIIIR or BALAAAAAAAANCED

As if TES was ever a balanced game, as if melee is remotely balanced with the whole 30x damage etc. etc.

You'll notice that my responses have been entirely devoid of whining, and I decided I'd fix it myself without crying like many.. making your response somewhat unwarranted..
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Cedric Pearson
 
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Post » Sun Dec 11, 2011 3:56 pm

That brings up another point, you would need to know how to handle Ebony before you could have anything to do with Daedra.


Which is exactly my point, thanks for pointing it out more clearly. OP basically is forgetting the definition of "Progressing". Once more, that's on him and judging from his posts, he comes off as an ass who attempts to be logical whilst in reality he is failing in grasping basic concepts.
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Lucy
 
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Post » Sun Dec 11, 2011 4:01 am

Climb up one side, reach the peak, then progress back down the other is what I thought was going to happen, so I put all my perks on the Light Armour side, because that's what I use. Little did I know, I had just made the worst decision of my life. Light armour side is completely useless. You start finding full sets of glass at like level 30. I didn't find Daedric until like 45-50 and it was still scarce.
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flora
 
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Post » Sun Dec 11, 2011 2:19 pm

I actually agree with most of the "smithing is unbalanced OP [censored] exploit" stuff, but this one goes a bit beyond me. The one thing that has at least somewhat right idea with smithing (choosing the path to progress), and now it's wanted out?
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Mike Plumley
 
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Post » Sun Dec 11, 2011 8:00 am

Dragonbone weapon would have solved everything.
Separating the smithing perks by material is a bad design though, it would have been better to have perk to improve specific aspect of the armor and weapon forging, like speed, weight, the available level of upgrade or even the enchanting compatibility.(and thus only the skill level decide what material you can forge).

If it's possible, someone will have to redo the whole perk system.
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Lucie H
 
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