Smithing Rebalance

Post » Thu Aug 09, 2012 5:49 am

No, not the whole "I can make stuff better than Daedric artifacts" complaint.

Basically, I had a few ideas with which to improve smithing, and I don't think each deserves it's own thread.
Note: I use colors in "graphs" to make them more clear. If the colors bother you, I'd be happy to change it.

1st - Overall Smithing tree
Spoiler
My concerns are more towards the lack of variety and the clear lean towards heavy smithing. Right now, smithing looks like this:

Light----------------------------------------------------Heavy

Hide(No weapons) Leather(No weapons) No Perks Iron(Weapons)--------------------------------

-----------------------Steel Smithing Steel(Weapons)

Elven(Weapons) Elven Smithing / Dwarven Smithing Dwarven(Weapons)

-------------------------Scaled(No Weapons) Advanced Armors / Orcish Smithing Orcish(Weapons) Steel Plate(No Weapons)

Glass(Weapons) Glass Smithing / Ebony Smithing Ebony(Weapons)

------------------------------------Daedric Smithing Daedric(Weapons)

--------Dragonscale(No Weapons) Dragon Smithing Dragonbone(Weapons with DLC)


The current smithing perk tree leans towards heavy equipment and a few materials don't even have their own weapons related to them. This is bothersome and I think I have a better idea.




Light----------------------------------------------------Heavy

Hide(Bone or Wooden weapons?) No Perks Iron(Weapons)---------------------------

Leather(Light Iron weapons?) Basic Smithing Steel(Weapons)---------------------

Elven(Weapons) Elven Smithing / Dwarven Smithing Dwarven(Weapons)

----Scaled(Corundum weapons?) Scaled Smithing / Steel Plate Smithing Steel Plate(Ornate Steel Weapons?)

Mithril(Weapons) Mithril Smithing / Orcish Smithing Orcish(Weapons)

Glass(Weapons) Glass Smithing / Ebony Smithing Ebony(Weapons)

Glassen Daedric(Weapons) Glassen Daedric Smithing / Daedric Smithing Daedric(Weapons)----------------------

--------Dragonscale(Weapons with DLC) Dragon Smithing Dragonbone(Weapons with DLC)


I suppose I'll explain myself in decending order:
Leather should be moved to requiring a perk as there is no incentive to craft hide besides looks currently. As for the weapons being added to Hide, a weapon made of materials gathered by being a hunter would not only look cool, but make sense and balance the perks.

As for the "light" iron weapons under leather, I suppose they would be smaller and faster variants of the iron weapons. The new balanced sides would also add the possibility of crafting the longbow and hunting bow.

My logic behind seperating scaled and steel plate and giving them weapons is bringing new options for weaponry while also moving the steel plate armor to the heavy side of the tree where it belongs! While I'm not too sure on Corundum weapons under Scaled, Ornate lighter steel weapons would be perfect for Steel Plate

Mithril could make a return to fill the gap left when I removed the "Advanced Armors" perk.

While it would be a new idea as far as craftsmanship in TES goes, I believe a light version of Daedric equipment is in order. Or perhaps Aedric equipment would be more appropriate? It doesn't make sense to me. :/

Finally, whether Bethesda would wish to seperate or leave the dragon armors together, Dragonscale weapons really need to coexist with the dragonbone weapons added in Dawnguard
Arrows
Spoiler

Simply, I think archers deserve a less direct upgrade system for arrows. For this, I propose two new types of arrows!

Sniper/Long/Accurate?

Considerably less drop

Lower Damage

Extra Sneak attack damage

Requires Hawk Feather to craft (Arrow crafting added in DG)


Heavy

Considerably more drop

Higher damage

Armor piercing

Requires one extra firewood to craft


It would also be great to get exploding arrows similar to the exploding crossbow bolts added in DG.

Extra weapon choice
Spoiler

While quite a few weapon types were removed from TES for Skyrim, I believe those deserve a return. I also believe two particular types could have their chance. Specifically the Pickaxe and Woodcutter's Axe.

Pickaxe - WarAxe stats, uses Mace perks
Woodcutter's Axe - Mace stats, uses WarAxe perks
Also, the Scimitar. Perhaps faster and lower damage than swords of the same type. It's silly to think Redguards would rely on only steel.

While that seems simple, it would be a different weapon choice. Besides, it's very annoying that I can equip these but they aren't affected by perks.
User avatar
Rachel Tyson
 
Posts: 3434
Joined: Sat Oct 07, 2006 4:42 pm

Post » Thu Aug 09, 2012 8:32 am

I like it! Especially the idea about the arrows. You could add arrows that does bleeding damage, or the ability to enchant arrows (five at a time), maybe even modify the draw weight on our bows! That would mean that you can sacrifice damage for speed or the other way around.
User avatar
A Dardzz
 
Posts: 3370
Joined: Sat Jan 27, 2007 6:26 pm

Post » Thu Aug 09, 2012 8:05 am

No, not the whole "I can make stuff better than Daedric artifacts" complaint.

Basically, I had a few ideas with which to improve smithing, and I don't think each deserves it's own thread.
Note: I use colors in "graphs" to make them more clear. If the colors bother you, I'd be happy to change it.

1st - Overall Smithing tree
Spoiler
My concerns are more towards the lack of variety and the clear lean towards heavy smithing. Right now, smithing looks like this:

Light----------------------------------------------------Heavy

Hide(No weapons) Leather(No weapons) No Perks Iron(Weapons)--------------------------------

-----------------------Steel Smithing Steel(Weapons)

Elven(Weapons) Elven Smithing / Dwarven Smithing Dwarven(Weapons)

-------------------------Scaled(No Weapons) Advanced Armors / Orcish Smithing Orcish(Weapons) Steel Plate(No Weapons)

Glass(Weapons) Glass Smithing / Ebony Smithing Ebony(Weapons)

------------------------------------Daedric Smithing Daedric(Weapons)

--------Dragonscale(No Weapons) Dragon Smithing Dragonbone(Weapons with DLC)


The current smithing perk tree leans towards heavy equipment and a few materials don't even have their own weapons related to them. This is bothersome and I think I have a better idea.




Light----------------------------------------------------Heavy

Hide(Bone or Wooden weapons?) No Perks Iron(Weapons)---------------------------

Leather(Light Iron weapons?) Basic Smithing Steel(Weapons)---------------------

Elven(Weapons) Elven Smithing / Dwarven Smithing Dwarven(Weapons)

----Scaled(Corundum weapons?) Scaled Smithing / Steel Plate Smithing Steel Plate(Ornate Steel Weapons?)

Mithril(Weapons) Mithril Smithing / Orcish Smithing Orcish(Weapons)

Glass(Weapons) Glass Smithing / Ebony Smithing Ebony(Weapons)

Glassen Daedric(Weapons) Glassen Daedric Smithing / Daedric Smithing Daedric(Weapons)----------------------

--------Dragonscale(Weapons with DLC) Dragon Smithing Dragonbone(Weapons with DLC)


I suppose I'll explain myself in decending order:
Leather should be moved to requiring a perk as there is no incentive to craft hide besides looks currently. As for the weapons being added to Hide, a weapon made of materials gathered by being a hunter would not only look cool, but make sense and balance the perks.

As for the "light" iron weapons under leather, I suppose they would be smaller and faster variants of the iron weapons. The new balanced sides would also add the possibility of crafting the longbow and hunting bow.

My logic behind seperating scaled and steel plate and giving them weapons is bringing new options for weaponry while also moving the steel plate armor to the heavy side of the tree where it belongs! While I'm not too sure on Corundum weapons under Scaled, Ornate lighter steel weapons would be perfect for Steel Plate

Mithril could make a return to fill the gap left when I removed the "Advanced Armors" perk.

While it would be a new idea as far as craftsmanship in TES goes, I believe a light version of Daedric equipment is in order. Or perhaps Aedric equipment would be more appropriate? It doesn't make sense to me. :/

Finally, whether Bethesda would wish to seperate or leave the dragon armors together, Dragonscale weapons really need to coexist with the dragonbone weapons added in Dawnguard
Arrows
Spoiler

Simply, I think archers deserve a less direct upgrade system for arrows. For this, I propose two new types of arrows!

Sniper/Long/Accurate?

Considerably less drop

Lower Damage

Extra Sneak attack damage

Requires Hawk Feather to craft (Arrow crafting added in DG)


Heavy

Considerably more drop

Higer damage

Armor piercing

Requires one extra firewood to craft


It would also be great to get exploding arrows similar to the exploding crossbow bolts added in DG.

Extra weapon choice
Spoiler

While quite a few weapon types were removed from TES for Skyrim, I believe those deserve a return. I also believe two particular types could have their chance. Specifically the Pickaxe and Woodcutter's Axe.

Pickaxe - WarAxe stats, uses Mace perks
Woodcutter's Axe - Mace stats, uses WarAxe perks

While that seems simple, it would be a different weapon choice. Besides, it's very annoying that I can equip these but they aren't affected by perks.

I like the last two, but I disagree with your smithing tree idea, because it doesn't change the problem that I think the smithing tree has: Its entire perk and progression layout.

Reposted from other threads:
Spoiler
I don't think the Smithing tree should unlock the ability to smith things with perks. No other crafting skill requires you to use perks to make things. I think instead you should be forced to buy lessons in smithing from smithees or unlock it by finding books or going on quests to find out how things are made.

Perks instead could go into increasing the amount you can improve items through smithing, weapon and armor customization (example, making an elven bow out of ebony or changing the look in other ways), unlocking special abilities for weapons (example: Daedric weapons could cause ignore more armor, Orcish could cause bleeding, Dragonbone could have a small chance of sending an enemy flying similar to Unrelenting Force), and other things like that.

In my mind, Smithing perks shouldn't make it so you could make more stuff, rather, it should make the weapons and armor you have more unique due to your ability to customize things and make them unique, rather than just letting you make the same mass produced gear everyone else has.

Changing the way the way you gain the ability to learn how to make weapons and armor would make it more like magic spells and enchanting, which would help negate people's comments about it being "OP" and whatnot, as you wouldn't be able to become a master smith just by spamming iron daggers.
User avatar
JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am

Post » Thu Aug 09, 2012 2:07 pm

I like the last two, but I disagree with your smithing tree idea, because it doesn't change the problem that I think the smithing tree has: Its entire perk and progression layout.

Reposted from other threads:
Spoiler
I don't think the Smithing tree should unlock the ability to smith things with perks. No other crafting skill requires you to use perks to make things. I think instead you should be forced to buy lessons in smithing from smithees or unlock it by finding books or going on quests to find out how things are made.

Perks instead could go into increasing the amount you can improve items through smithing, weapon and armor customization (example, making an elven bow out of ebony or changing the look in other ways), unlocking special abilities for weapons (example: Daedric weapons could cause ignore more armor, Orcish could cause bleeding, Dragonbone could have a small chance of sending an enemy flying similar to Unrelenting Force), and other things like that.

In my mind, Smithing perks shouldn't make it so you could make more stuff, rather, it should make the weapons and armor you have more unique due to your ability to customize things and make them unique, rather than just letting you make the same mass produced gear everyone else has.

Changing the way the way you gain the ability to learn how to make weapons and armor would make it more like magic spells and enchanting, which would help negate people's comments about it being "OP" and whatnot, as you wouldn't be able to become a master smith just by spamming iron daggers.
Actually, I really like that smithing suggestion aswell. That would also be awesome to have the various styles not be tied directly to the material it's made of.
User avatar
Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm


Return to V - Skyrim