Smithing perk tree is just plain stupid

Post » Sun Dec 11, 2011 2:05 pm

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.

Yes the dragonbone weapons would have corrected the issue, though still lacks a complete solution as I stated above. The tree should be scrapped and restructured.
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Dan Scott
 
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Post » Sun Dec 11, 2011 1:49 pm

I lol'd all the way home. :dance:
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jason worrell
 
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Post » Sun Dec 11, 2011 11:54 am

Yes the dragonbone weapons would have corrected the issue, though still lacks a complete solution as I stated above. The tree should be scrapped and restructured.


Incorrect. all it needs is one more perk:

Master Smith (2 ranks): You can improve all armor (rank 1) and weapons (rank 2) twice as much.

All fixed.
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Elisabete Gaspar
 
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Post » Sun Dec 11, 2011 8:56 am

player.addperk 000cb413

Add the perk for yourself. Simples.
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Jeffrey Lawson
 
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Post » Sun Dec 11, 2011 2:52 pm

Incorrect. all it needs is one more perk on the Light Armor side:

Weaponsmith: you can improve all weapons twice as much.

All fixed.


Still not a complete solution. The perk tree should still be scrapped and remade.

Your edit:
Incorrect. all it needs is one more perk:

Master Smith (2 ranks): You can improve all armor (rank 1) and weapons (rank 2) twice as much.

All fixed.


This is better if it was towards the bottom and replace the effect for all the individual types. But given that, would still require restructuring of the tree.
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Kitana Lucas
 
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Post » Sun Dec 11, 2011 12:25 pm

Incorrect. all it needs is one more perk:

Master Smith (2 ranks): You can improve all armor (rank 1) and weapons (rank 2) twice as much.

All fixed.

Doesn't improving items just come down to your smithing skill, not perk choices? Im pretty sure I have a ebony war axe upgraded to epic, but only picked perks from the light armor side.. Thought the problem here was u can't make your own weapons and armor from the other path on the skill tree..
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Ashley Campos
 
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Post » Sun Dec 11, 2011 4:25 pm

Doesn't improving items just come down to your smithing skill, not perk choices? Im pretty sure I have a ebony war axe upgraded to epic, but only picked perks from the light armor side.. Thought the problem here was u can't make your own weapons and armor from the other path on the skill tree..

The perks double the improvement as well as enable the production of the item type.
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victoria johnstone
 
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Post » Sun Dec 11, 2011 5:27 pm

It's the choice of your armor spec, plain and simple.

Light Armor, or Heavy Armor? Which one should I go with for my preference as armor type?

That's all it is. Big deal, both do the job well enough, and unlike past titles, there's no "health" difference in the armor, only just how much encumbrance and max protection. And light armor still does just as good a job as heavy armor, especially when you can improve it well enough. If you want Daedric pieces like I do, select the Heavy Armor side. If anything, Light Armor has it too good, on top of having much less weight overall.

Me, I chose the Light Armor side because I prefer less armor weight and I like Glass Armor as a stealth type of player. I want the Daedric pieces, so I'll eventually take all those perks, too. I'll just benefit even more from the variety of options I'll have at that point, too, and so will my companions. They like it when you give them better gear than what they've got to begin with.

You can always make a new character, try a new style, be something different, you know? It's kind of cool.
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Laura Samson
 
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Post » Sun Dec 11, 2011 2:35 pm

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.



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?



The conceptual problem is that the "standard" weapon progression goes straight through all the materials - it's not divided in two like Light & Heavy armor are.

So, for weapons, Ebony and Daedric is the "progression" above Glass.

But, since the weapons get divided up on the tree, just because they're tied to the Armor types, there's a bit of an imbalance. Thinking about it, why should the act of using Light Armor preclude you from taking advantage of Ebony and Daedric weapons?


A different perk tree structure might have acknowledged that for weapons. (Actually, the easiest way would have been if there were Dragon weapons. Then either route would hit the top-tier weapon class at 100 skill.)
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Joanne Crump
 
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Post » Sun Dec 11, 2011 6:52 am


Or better yet. If you want honest competition, we shall take shots:

Every time someone makes a thread complaining about some mundane aspect of Skyrim, take a shot
Every time a thread about Destruction being broken gets made, take 2 shots.
Every time someone types the word "broken" take 3 shots
Every time someone complains about being OP, drink the damn bottle.

Lets see who's left standing.


I want to play!

These rules will definitely be the cause of many cases of alcohol poisoning. Because the rate of shots needed will put you bottles upon bottles into the hole just from a few hours on these boards. Did I say "a few" hours? I really meant just one hour.
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^~LIL B0NE5~^
 
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Post » Sun Dec 11, 2011 5:19 am

I edited out the gratuitous platform bashing. Don't do that please. Thanks.
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Kaylee Campbell
 
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Post » Sun Dec 11, 2011 3:58 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


Why not just settle for glass weapons then to match your armor?
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Baby K(:
 
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Post » Sun Dec 11, 2011 3:05 am

...
A different perk tree structure might have acknowledged that for weapons. (Actually, the easiest way would have been if there were Dragon weapons. Then either route would hit the top-tier weapon class at 100 skill.)


I can agree with that, but in the same way it already feels a bit odd to jump from 70 (glass) to 100 (dragon). I'd have put both perktrees go for the same pace from 20 to 100 with different starting positions -- fur/leather for light, and steel for heavy -- and increased the options (materials and weapon/armortypes) to support both routes for both weapons and armor with different benefits and disadvantages but equal usefulness -- say light material weapons having less damage than heavy but being much faster to use, for a rough example, you get the idea.
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Annika Marziniak
 
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Post » Sun Dec 11, 2011 5:42 pm

Why not just settle for glass weapons then to match your armor?

I actually noticed there is light armor in dragonscale so there is one better than glass. So you would still be stuck mix matched. Still you would be several steps below the higher level weapons, so...
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Danger Mouse
 
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Post » Sun Dec 11, 2011 4:06 am

This thread's logic is broken. Anyone with half a brain should be able to figure that out, which is likely why they didnt even think of the need to explain it.
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Judy Lynch
 
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Post » Sun Dec 11, 2011 8:25 am

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


You can shop glass weapons with all kinds of extras, but you can only find daedric weapons (glass is also more prevalent in loot), so that kinda evens it out. Of course with enchanting ultimately daedric wins, but that's a lot more perks and time to spend for a little gain.
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Khamaji Taylor
 
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Post » Sun Dec 11, 2011 1:21 pm

So first you are complaining how somehow there are no choice in the game and everybody becomes the same...

... then you complain how your choices suddenly have consequences...


Are you [censored] kidding me?
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Nana Samboy
 
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Post » Sun Dec 11, 2011 1:16 pm

I like the way you snuck in your PC elitism there.

At any rate it should be painfully obvious that in order to get the best of a type of armor you must go through the worst OF THAT TYPE. If you cannot figure that out then you have no right to complain.


This, pretty much. On both points.

Dragon Armour consists of two types, Heavy and Light respectively. They obviously decided that they didn't want people to have invest in Light AND Heavy to get both. In fact, you actually get MORE for LESS this way.
If you were in doubt, looking it up first might have helped?
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Courtney Foren
 
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Post » Sun Dec 11, 2011 3:34 pm

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

:D


A good game design would of had a visual indicator like arrows letting the player know in advance how the skill tree worked.
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Josh Sabatini
 
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Post » Sun Dec 11, 2011 1:47 pm

A good game design would of had a visual indicator like arrows letting the player know in advance how the skill tree worked.

Because it's not obvious enough already?
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Heather Kush
 
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Post » Sun Dec 11, 2011 5:52 am

I just assumed it was like every other branching/rejoining perk tree e.g just because Im a master elemental conjurer doesnt mean I can nab the good necromancy stuff on the cheap.
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rheanna bruining
 
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Post » Sun Dec 11, 2011 11:33 am

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

:D

I disagree I feel good game design should allow you to have it all. Just not all at one time. EVE Online does a good job of this. They have it so you can do absolutely everything however you are limited in what you can do at any one time by other constraints. This would be equivalent to for example not being able to cast properly while wearing armor, or taking ridiculous amounts of damage and being staggered constantly when not wearing heavy armor in melee. If you did things like that you could allow someone to be trained 100 in everything and have all perks but if they want to be a sneaky thief they can't just waltz around in heavy armor and a 2h greatsword, you'd need to go light armor, you should have to use daggers for sneak attacks then suddenly you can only use a few select skills at any one time and the fact you can do everything has the same impact of "specialization" people like yourself want without limiting what you can do in the sandbox.
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quinnnn
 
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Post » Sun Dec 11, 2011 4:49 am

A good game design would of had a visual indicator like arrows letting the player know in advance how the skill tree worked.

How about going up......
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Sophie Louise Edge
 
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Post » Sun Dec 11, 2011 9:29 am

It's not my responsibility to manage the word filter, it is only my responsibility to not circumvent it. You guys are cute.

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.

It's broken, and you're in denial. When you're done worrying about my admittedly poor language choice, maybe you can show me how this is anything but broken.

Also, I agree with the "no shortcuts" statement, in which case there simply shouldn't be a line connecting the two perks. This is the design of the game, and that is completely acceptable, but the game does not indicate it's design correctly, hence, broken perk tree. How hard is this, really? You make a perk tree. You don't make a line where progression isn't allowed.


All nodes in a skill tree have all directly connected lower nodes as a requirement. This is not explicitly stated by the game because you would have to be brain damaged not to figure that out just by looking at it. You made a really stupid assumption, and now you have only yourself to blame. Get over it.

The line is there because progression UP THE TREE is allowed. Your idiotic stance that it indicated to you that progression down the tree is magically available is absurd.
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^_^
 
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Post » Sun Dec 11, 2011 2:35 pm

Can't take the short cut, sorry!


It's not a short cut. To achieve dragon scale through light armor requires one less skill point than going the heavy armor route. So allowing light armor users to perk "down stream" to daedric would allow them to invest an identical number of perks into the smithing tree and give them access to daedric weapons.

This is the *only* skill tree in the entire game that is shaped like this and it makes zero sense why a mastersmith at 100, can't pick a perk requiring 90.
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renee Duhamel
 
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