Alchemy, Enchanting and Smithing as separate skill trees

Post » Fri Jun 15, 2012 2:26 pm

With the idea of the new Werewolf and Vampire skill trees being separate from the leveling system, I feel like the tradeskills could have been separate too.

Leveling up those trees would be calculated on moving to higher teirs of ingredient requirements. For example:

Leveling smithing up to steel teir would require practice with basic iron, then leveling to Dwarven/elven teir would require more experience with steel smithing, and etc and starting each teir, daggers would be easier to smith than a full two-handed blade or body armor.

As you go up, harder ingredients would easier to acquire as your character levels up, and has access to better dungeon loot.

The same principles could apply for Alchemy and Enchanting.

What does everyone think? Thoughts? Agree or disagree?

EDIT: iPhone auto correct fail.
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Sat Jun 16, 2012 1:47 am

I disagree. It would have made it too easy to get all crafting skills to 100, with all perks. As of right now, you can't do that without a lot of effort (damn Alchemy), and more importantly, without giving up the perks. Having all 3 at 100 with all perks makes it ridiculously easy to break the game, and while I've got nothing against people doing that, they shouldn't go out of their way to let people do it.
User avatar
Honey Suckle
 
Posts: 3425
Joined: Wed Sep 27, 2006 4:22 pm

Post » Sat Jun 16, 2012 4:30 am

I disagree. It would have made it too easy to get all crafting skills to 100, with all perks. As of right now, you can't do that without a lot of effort (damn Alchemy), and more importantly, without giving up the perks. Having all 3 at 100 with all perks makes it ridiculously easy to break the game, and while I've got nothing against people doing that, they shouldn't go out of their way to let people do it.

But it's already easy to max out your skills, just craft a bunch of iron daggers and suddenly you're a master of all smithing.

At least this way you would have to adventure more and actually work your way up, eh?
User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

Post » Fri Jun 15, 2012 9:01 pm

A good idea but the game would still be too easy.. Run around in the best armor in the game gulping down the full heal potions meanwhile having Max of one handed weapons and archery and heavy armor and many other things. Idk feels like it would break the game and create an all around far to easy setting.
User avatar
A Dardzz
 
Posts: 3370
Joined: Sat Jan 27, 2007 6:26 pm

Post » Fri Jun 15, 2012 3:46 pm

A good idea but the game would still be too easy.. Run around in the best armor in the game gulping down the full heal potions meanwhile having Max of one handed weapons and archery and heavy armor and many other things. Idk feels like it would break the game and create an all around far to easy setting.

I see what you're saying, but the game is already as easy as you say. I've already "retired" a couple characters because of how easy it is. Now I just make self imposed limits on my new characters. I'm playing a pure Mage and the only reason I leveled up smithing was to get more perks for the magic school trees, not because I actually want to (or ever intend to) use smithing to make armor and weapons, or even improve what little armor I use (Morokei, and nightingale boots/gloves)

It's more of a stance to make the tradeskills feel like there's real progression to it. Nobody has to use any, and anyone who wants to become ultra powerful need not put a lot of effort into it, in Skyrim.

My woof elf archer maxed all three tradeskills, with perks, and my pumped put gear made the game much less of a challenge.

But again, the point is to make the skills feel more realistic in progression. Thanks for the input though.
User avatar
Grace Francis
 
Posts: 3431
Joined: Wed Jul 19, 2006 2:51 pm


Return to V - Skyrim