Daedric Artifacts Should Be Better

Post » Sun Jun 03, 2012 9:37 pm

more? Wut?

there is more than one artifact for each prince you know (and not all artifacts are deadric artifacts), and we are missing a crap load of artifacts of any kind. the paladin's blade has not been seen since morrowind, there was the wings of the queen of bats (i know it was only accesible through the console but still), keening is a dwemer artifact (i think it is included but there is also two other dwemer artifacts i cant remember the name to), there is the divine crusader items, the scourge, skull crusher, the staff of hasedoki, goldbrand, the deadric crescent, the ice blade of the monarch, the spear of bitter mercy (which is another artifact of hircine), the dragonbone cuirass, lord's mail, wraith guard, helm of oreyn bearclaw, eldidon's ward (which would look great for a crusader), and the list goes on. the point is we are missing a lot of artifacts (im not expecting all of them but a few more would be nice?)
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marie breen
 
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Post » Sun Jun 03, 2012 11:31 pm

I think they need to have unique enchants/effects like Wabbajack , i like the Ring of Namira and Ricine Ring is ok for Werewolfs , i wish they made a Artifact specific for Vampires.
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Stephanie Kemp
 
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Post » Mon Jun 04, 2012 4:54 am

^ The Mace Of Molag Bal used to have the nickname "Vampiric Mace" because it absorbed health and magicka.

Edit - That would be Strength and Magicka
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Hussnein Amin
 
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Post » Sun Jun 03, 2012 8:44 pm

What we really need are more varied types of artifacts. Not just staves, swords and heavy armor...

For instance, there is a severe deficit of Bow artifacts. Auriel's Bow was in Morrowind AND earlier games, but hasn't appeared since. The Shadow Bow might actually be the same thing as the Nightingale Bow, since they're both artifacts of Nocturnal if memory serves... but I'm not certain.
And that is it. A total of 3 bows across the full spectrum that I know of, and it might only be 2. We need more artifact bows.

There are a few more daggers, but naming anything besides Mehrunes Razor and Keening would probably tax most people.

Light armor is restricted to pretty much just the Savior's Hide.




And on an almost completely unrelated note... I remember in other threads people complained about Umbra not being in the game.
If you check the lore, Umbra was actually destroyed in the 200 years between Oblivion and Skyrim. Just thought I'd mention that. Umbra is gone for good.
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Ricky Meehan
 
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Post » Sun Jun 03, 2012 9:52 pm

Some of them are reallt cool, but I wish they all had really unique effects instead of just the same stuff you can make with enchantments. It shouldn't just be damage based effects or skill enhancing etc., but something really unique, like Wabbajack for instance.

yeah, i thought many of the weapons found would be better than i could enhance, enchant, not to be.

The Axe, the one the original companion leader used, should be upgradable, and should be one of the better weapons, i like using it, but the daedric sword i use has almost 2 1/2 times the damage. So why would you use that weapon, if another does close to 3 times the damage?
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Rachel Cafferty
 
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Post » Mon Jun 04, 2012 2:34 am

I think there should of been, one forge, where you could enhance the special weapons you find in the game. And you had to find certain type of artifacts to be able to enhance that weapon.

Like i said, i can just make a daedric great sword, and it will have close to 3 times the damage as the best axes,weapons, you find, that are supposed to be be special. And when i add 2 enchantments, it's even that much better!
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Sophie Miller
 
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Post » Mon Jun 04, 2012 4:27 am

the skull of corruption can be upgraded by using it on sleeping people, the ebony blade can be upgraded by killing friends (lol, great message, eh? "kill your friends, you'll get stronger!!"), other weapons should have something like this that can make them stronger
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Jason Wolf
 
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Post » Mon Jun 04, 2012 12:20 am

See there's a problem with going back to a daedric lord about getting an upgrade.

"Hey Meridia?"
"Yes, my child." as she lifts you 40,000 feet in the air again.
"About this sword."
"What about my sword."
"Remember how you told me to vanquish undead and in doing so to spread your word?"
"Yes. Have you been doing that?"
"Oh, most definitely. But about the sword you gave me."
"What about it?"
"Well it kind of svcks really bad against undead. See there were"
"You dare?"
"As I was saying, there were these three draugr death overlords in this dungeon that needed to be expunged from this world, and well, your sword just didn't cut it. Get it? Didn't cut it?"
"Then die!!!!!"

I can just buy a Skyforge Steel Sword that 1) weighs a lot less; 2) upgrade it to super-legendary status; 3) add two enchantments and have it be far better. It just doesn't LOOK as cool.
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Brooks Hardison
 
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Post » Sun Jun 03, 2012 5:46 pm

@Sonja, yes, but does your plain old enchanted skyforge sword cause a chain reaction that blows books off shelves and scatters nick nacks like rain?

I only wish I could cast up a skeleton to go into people's houses and knock all their decorations around :(
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Yvonne Gruening
 
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Post » Sun Jun 03, 2012 11:28 pm

bump
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Emilie Joseph
 
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Post » Mon Jun 04, 2012 2:12 am

Yes most of them do svck. I miss goldbrand btw :sad:
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Emilie M
 
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Post » Mon Jun 04, 2012 3:23 am

In my opinion either:

1. Player created/random found equipment needs to be made worse/adjusted.
2. Artifact type items need more unique effects that cannot be replicated through enchanting, making them more tactical or situational.
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Wayne W
 
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Post » Sun Jun 03, 2012 11:42 pm

Id like to see the daedric artifacts improve with use, that will give an incentive to use them :))
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Nikki Lawrence
 
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Post » Sun Jun 03, 2012 6:54 pm

The weapons are the biggest dissapointment, really.

Dawnbreaker- Fun at first but I can kill a whole group of Draugr faster with my normal weapon than I could waiting for this thing to kill them all from the explosive effect.

Ebony blade: It's only real niche is being able to train 2 handed skill with one handed perks. Except I can't upgrade it, it's slow, no shield, and the health absorption is crap unless you backstab all your friends (even then I can enchant a better absorption).

Molag Bal mace: It's basically a re-skinned Daedric mace with absorb magic/stamina on it. Yay? They couldn't have given it a more unique effect, or given it some kind of speed/damage difference from a normal daedric mace? I can make a mace just like it that's way more powerful and doesn't look like green cotton candy on a pike.\

Mehrunes razor: Might be fun to use for lower levels who like a low, low, low, low, low chance of instantly killing an enemy. I prefer my 500 damage sword which can instant kill most enemies, with 2 enchantments, and always guaranteed.

Volendrung: Weaker Daedric warhammer with a high stamina absorption. Once again, I can make a Stamina enchantment almost as powerful, give the warhammer way more damage, and give it another enchantment as well. Although this weapon does have the nice perk of being slightly faster than normal warhammers, so of the artifact weapons it's probably the best one.

Skull of corruption: 50 damage max even after collecting dreams. Easily outclassed by a number of weapons.

Wabbajack: More a fun item then anything else, can be effective when it swings in your favor.



This is the thing I hate about MMO's and artifact/special items. They hype these things out to be weapons of immortals that can make a divine/God/other Immortal cry, when much of the time a "mere mortal" player can use their crafting skills or obtain random items even more powerful then these. In Skyrim you can just master enchanting, smithing, and get decently far along enough in alchemy to put all of these to shame. Which in turn makes the Daedrics/Divines all seem like you could probably smush them with little effort, if this is the power they have to flex.
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Brooke Turner
 
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Post » Sun Jun 03, 2012 7:48 pm

You say Spellbreaker needs improving?!

BWAHAHAHAHAHAHAHAHAHA -falls over-
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Jhenna lee Lizama
 
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Post » Sun Jun 03, 2012 8:17 pm

Id like to see the daedric artifacts improve with use, that will give an incentive to use them :smile:)

Awesome idea! They did it in SI! Why did they stop?
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R.I.P
 
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Post » Mon Jun 04, 2012 7:48 am

posted this issue a few weeks earlier, the main thing that annoyed me was these items are meant to be of a un-natural strength to the wielder and the amount of effort you have to do to archive such item does not weigh in for the result.
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Amiee Kent
 
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Post » Mon Jun 04, 2012 4:56 am

In my opinion either:

1. Player created/random found equipment needs to be made worse/adjusted.
2. Artifact type items need more unique effects that cannot be replicated through enchanting, making them more tactical or situational.

Yes to both but mostly number one. The problem with artifacts is they are compared to weapons made in a completely broken crafting system. The things that can be created by the player are insane and its sad Beth is taking their sweet [censored] time fixing it as most normal players will be bored with the game by the time It's fixed.
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:)Colleenn
 
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Post » Sun Jun 03, 2012 10:22 pm

there should be more variety in weapons too, bows, daggers, waraxes, 1h swords, most weapons are 2h
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Farrah Lee
 
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Post » Mon Jun 04, 2012 7:21 am

bump
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Alexis Acevedo
 
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Post » Sun Jun 03, 2012 11:42 pm

posted this issue a few weeks earlier, the main thing that annoyed me was these items are meant to be of a un-natural strength to the wielder and the amount of effort you have to do to archive such item does not weigh in for the result.
Well said... these are unique, sought-after legendary artifacts from the hands of otherworldly dieties. They shouldn't have to svck so bad that they never see daylight once I put them away. I use Dawnbreaker just for looks, and because I like the little nuke effect. NOT because "OMG this is so badass."
So I can get the Savior's Hide for betraying my defenseless werewolf ally, ever-so-kindly presented to me by the well-spoken and mannered spirit of a...deer...who is supposed to represent an element of savagery; the wild, the hunt, werewolves... gosh, he was so terrifying. My armor was still better, thanks anyway.
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lillian luna
 
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Post » Sun Jun 03, 2012 6:33 pm

In my opinion either:

1. Player created/random found equipment needs to be made worse/adjusted.
2. Artifact type items need more unique effects that cannot be replicated through enchanting, making them more tactical or situational.
I'd go with option 2, as I'm opposed to the principle of nerfing the strong to make the weak look better. Besides, if you compare the Daedric artifacts to player-made weapons made while only using inherent Smithing skill, the artifacts are not that far behind; it's when you stack potions and enchanting on top of smithing that the artifacts start looking feeble.

For an example item: take the Wabbajack effect, which is a random polymorph spell, and slap it on another artifact in the form of a random damage spell, or even make it so that the random effect is itself random; one use gives a polymorph spell, the next a damage spell, the next an Alteration spell, etc. True, such items have traditionally been despised*, but if done well it would actually be funny as hell as well as rather effective.


*Many games with 'Random Effect'-type items tend to have the player relying on a couple of said effects for difficult fights, so when it suddenly switches to something not particularly useful you get hosed unless you're prepared for such an eventuality. As a result, such items tend to garner a lot of (admittedly deserved, in some cases) hate when the idea comes up elsewhere.
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Latino HeaT
 
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Post » Sun Jun 03, 2012 8:04 pm

Cool concept, General. I'd use something like that--randomly random effects.
It would make even more sense if the player had to choose a weapon type (sword, staff, dagger, axe, bow, etc) to better suit needs, and increase the probability that the artifact will be more appreciated. Of course some of these established ones we can't do that with... but it leaves some very interesting mod concepts.
Strike one: flame, two: casts shield/sanctuary on user, three: heals enemy, four: summons a skeleton, five: lightning, six: changes enemy into a random creature/animal.
You set him on fire, healed him, shocked him, and turned him into a falcon. If he survived normal weapon damage on top of all that.
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Kanaoka
 
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Post » Mon Jun 04, 2012 1:30 am

I use Azura's Star constantly. I don't know what I'd do without that thing.

And Clavicus' Masque is handy for persuasion checks and when you are selling stuff to merchants.

Many of the other items are nice just to keep as trophies but there is something in there for every play-style.

The weapon I like most is Meridia's sword which is quite beautiful. Killing one undead and then having a bunch of others nearby explode is amusing. Useful for all of those cairns.
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Ruben Bernal
 
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Post » Mon Jun 04, 2012 1:27 am

@Sonja, yes, but does your plain old enchanted skyforge sword cause a chain reaction that blows books off shelves and scatters nick nacks like rain?

I only wish I could cast up a skeleton to go into people's houses and knock all their decorations around :(

But I used it through three dungeons, recharged it twice, and that never went off. Not once. Oh well. I'm one that when playing Call of Duty I can throw a grenade and if there is a single power line overhead, the grenade will deflect off it usually back at me.
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kitten maciver
 
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