Then what are you guys looking for? That's another problem I have with these threads. You voice
your concerns, and then the threads descend into madness because there is no direction given.
Constructive criticism isn't that without suggestions. I read the op, and what it says to me is "Beth.
Your game is broken. Fix it." That't not enough for me, or bethesda to seriously consider what you are
saying. Why is it enough for you? You know enough about the game to complain it's broken, but not enough
to make suggestions.
I'd be fine with them adding another difficulty, but I'm not willing to have them alter the current skills/perks.
I've never planned on having all crafting skills on all my characters. Alchemy for my sneaky guy, smithing for
my warrior, and enchanting on my mage. I'd hate for them to be changed / nerfed because of this.
Fair enough, you are right. I did not make any explicit suggestion because I figured they were pretty implicit in the way i described specific problems, but let me try and do better here (I'll answer that arogant post from integra88 at the same time) Keep in mind those are just my own personnal opinion, and therefore I can only offer my own experience and reasoning as a justification. Not everyone will agree, and I accept that. Thats why forums are there to discuss those things. :
1) Crafting: Crafting needs to be brought in line. There is no other cross-tree synergy in the game, so the fact that those 3 trees do share them makes them inherently more powerfull then anything else in the game. Remove them, or at least put a cap on it. But lets say we ignore the exploit issue and leave it as is for the sake of people enjoying it, we still need to tune down the regular crafting's potency because they simply bring too much. There are two ways of doing that:
- You can reduce the power of the resulting items/enchants
- You can make it harder to obtain the best items
I personally would advocate a mix of both. Reduce enchant's potency for 1h/2h % damage chants, while making it harder to obtain maximum level smithing by making the experience gain corellate to the item's material worth, for exemple, or by making the materials for the best items rather rare and/or hard to find.
2) Destruction: Make destruction spells do a bit more damage for every level in the Destruction skill, and introduce the magic skills' equivalents of + % damage enchants through the Enchanting tree.
3) Illusion: introduce Resists to the game, so that it remains a challenge. If you pop frenzy, but say 1 mob or 2 still stick to you because they resist it, then you have to start reacting by kiting, using various spell effects, etc. Those resists can be adjusted with the difficulty level selected by the slider, preserving the god-mode feeling as an available option.
4) Robes: Let there be an advantage to using robes. If Alteration actually scaled, that would not be such a problem because then you would get good amounts of mitigation at high levels through Mage Armor. Another way would be to make wearing full robes give you an inherant or casted bonus (perhaps through deep alteration perk?), like a big magika regen bonus or a -% cost to all spell bonus, something that will be noti?able enough that one could actually consider Alteration as the robe wearer's "Armor skill".
5) For Speechcrafting, I would implement actual options through the game that one could use actively to complete the game's various objectives. That would include giving Speechcrafting perkers options to complete quests differently, talking themselves out of fights with ennemies like bandits, manipulating/tricking people into helping you, or to achieve your own selfish goals. Unlike what you accuse me of preaching, I do not think that damage and big bangs are the only important things: quite the contrary, I would kill to see speechcraft become a valid way of completing the game without always resorting to violence, as it currently is the case.
As for Lockpicking, its a bit more complicated because you have to consider that you cannot put a limit on the level of the locks themselves (ex: requires 67 Lockpicking to open, or requires Expert Lockpicking perk to open) without limiting the sandbox experience (altho it would be the perfect solution in another setting). In all realism, the only way I see to make the tree more impacting on the gameplay, without just merging it with another like sneak, would be to make unlocking something dangerous. If it did not "pause" the game, or if there were various traps on locks, then one could quickly see the value of a tree that would offer perks countering those dangers (slows time by 75% 3/3 while LPing, -% chance to spring traps, can disactivate traps, etc).