Fixing the combat skills in skyrim.

Post » Fri Jun 08, 2012 11:26 am

No it can't do it on accident because if you didn't know a potion of restoration would increase the power of your gear.(and thus crafting) You wouldn't be drinking it right before crafting items. You don't drink a potion of conjuration right before enchanting a pair of boots. There is no need to fix the glitch because your not going to create uber powerful equipment by accidently drinking one potion of fortify restoration. It's only going to happen if you intentionally do the loop. It is simply a much more expediant method then the enchanting/alchemy loop. And because the exploit can only be realistically triggered on purpose there isn't a big need to fix it.
Let's say you clear out a camp of bandits, you need to heal but your spell isn't good enough. You drink a restoration potion to boost your spells, then after you kill them, you use the workbench at the camp after putting on your smithing gear. It can be done by accident, saying it will never happen is ridiculous, how do you think someone found it out in the first place.

This is such a non-point, it's a stupid glitch, that needs to and will be patched. End of.
User avatar
Laura Tempel
 
Posts: 3484
Joined: Wed Oct 04, 2006 4:53 pm

Post » Fri Jun 08, 2012 11:51 am

Double armour rating from stone/oak/ebony flesh is quite enough of a 'clothing only' incentive in my opinion.
It's not though, not at high levels. 300 armor rating (with the mage armor perk x3 using ebonyflesh) isn't sufficient, I think 400 is a more balanced option, considering you can go for armor with no disadvantages.

Thought of another point as well, the conjuration spells that banish your summons, they don't work on higher level summons? That is ridiculous, the whole point of the spell is to get rid of summons, it should work on every summon possible.
User avatar
El Goose
 
Posts: 3368
Joined: Sun Dec 02, 2007 12:02 am

Post » Fri Jun 08, 2012 3:44 am

Anyone got any more thoughts about this?
User avatar
Aman Bhattal
 
Posts: 3424
Joined: Sun Dec 17, 2006 12:01 am

Post » Fri Jun 08, 2012 6:33 am

I'm yet to see an actual explanation of why things need fixing. They seem to work pretty well.
User avatar
Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Fri Jun 08, 2012 8:48 am

I'm yet to see an actual explanation of why things need fixing. They seem to work pretty well.
I wish I didn't use the word fixing, I meant improving. Destruction needs a little buff (not damage scaling) and melee needs a little weakening, IMO.

I also explain how to stop some of the exploits, and make them not necessary. Like stop 100% spell reduction, but make destruction spells cost less to cast. As of now adept+ spells cost to much to cast.
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Fri Jun 08, 2012 9:23 am

It would be better if they gave enemies better armor (possibly with smithing bonuses, so it could be at fine/superior level etc) as you level up
This is in the game now. When my character was level 1 he fought enemies in Fur armor. Now that he's level 40 he's fighting enemies in Elven and Ebony armor. I'm sure I'll be seeing Daedric armor on enemies before I finish with this character.
User avatar
Rex Help
 
Posts: 3380
Joined: Mon Jun 18, 2007 6:52 pm

Post » Fri Jun 08, 2012 6:47 am

This is in the game now. When my character was level 1 he fought enemies in Fur armor. Now that he's level 40 he's fighting enemies in Elven and Ebony armor. I'm sure I'll be seeing Daedric armor on enemies before I finish with this character.
Trust me you won't, at level 50+ bandits will still wear the same fur armor they did at level 5. You will get the odd random encounter that will have advanced armor, but your normal bandits will get huge amounts of health rather than armor. Dragons don't even have armor rating.
User avatar
Ashley Tamen
 
Posts: 3477
Joined: Sun Apr 08, 2007 6:17 am

Post » Fri Jun 08, 2012 2:29 am


I wish I didn't use the word fixing, I meant improving. Destruction needs a little buff (not damage scaling) and melee needs a little weakening, IMO.

I also explain how to stop some of the exploits, and make them not necessary. Like stop 100% spell reduction, but make destruction spells cost less to cast. As of now adept+ spells cost to much to cast.

Yes, 'fixing' was a poor choice, but no issue.

I'm not certain that destruction actually has a problem...the vast majority of the complaints on the forums are centred around the fact that people can improve melee weapons through smithing upgrades and enchanting, when in actual fact there isn't much difference between basic weapons and destruction spells. That isn't an issue with damage, it's an issue about choice. The other argument is about the cost of spells as opposed to being able to take continual swipes at an enemy with a sword....but those arguments overlook the fact that said sword wielder has to close with the enemy while the spell caster can hang back and dodge and weave to still cause damage, and the spell wielder can also vastly improve the magicka store and regen rate through enchantments etc.
User avatar
Penny Wills
 
Posts: 3474
Joined: Wed Sep 27, 2006 6:16 pm

Post » Fri Jun 08, 2012 11:40 am

Yes, 'fixing' was a poor choice, but no issue.

I'm not certain that destruction actually has a problem...the vast majority of the complaints on the forums are centred around the fact that people can improve melee weapons through smithing upgrades and enchanting, when in actual fact there isn't much difference between basic weapons and destruction spells. That isn't an issue with damage, it's an issue about choice. The other argument is about the cost of spells as opposed to being able to take continual swipes at an enemy with a sword....but those arguments overlook the fact that said sword wielder has to close with the enemy while the spell caster can hang back and dodge and weave to still cause damage, and the spell wielder can also vastly improve the magicka store and regen rate through enchantments etc.
Well take this example, the expert destruction spells cost more than the expert conjuration spells. Do you not think thats ridiculous? You only need to cast that conjuration spell once. I'm not talking a huge boost to destruction, all I said was change the perks that increase damage to +100% (like all other combat skills). I also offer a few nerfs to destruction, such as reduce the chance of the stagger effect (its 100% now) and stop 100% spell reduction.

If you have played destruction on master at high levels you will find its difficult. Now so will melee if you don't smith (which can be used without exploiting) but little things like the triple power attack spin from dual wield 1h does 6x damage in a short period of time. Combined with a dagger in the left hand, and the perks you will be doing huge amounts of damage over time. You can use that triple power swing with 1 stamina as well!? You can't cast any spells for 1 magicka.

I honestly think melee and archery should have a stamina cost to do everything, it makes much more sense considering block and spells have costs. I'm not saying do all those points, just putting out some ideas.
User avatar
[ becca ]
 
Posts: 3514
Joined: Wed Jun 21, 2006 12:59 pm

Post » Fri Jun 08, 2012 3:21 am

Anyone have any thoughts on this?
cap magic fortifcation at 50% ? it would be too hard to kill anything especially leveled up, do you think an archer shouldn't be able to shoot one arrow after the other? or maybe someone swinging a sword shouldn't be able to swing over and over?....so if you think its fair to only be able to cast 3 spells, then you have a mob all over you and you have to go run and hide and leave your follower there, thats not cool. its not "free" anyway, its just seems free...its not any different than having 1000 arrows...you don't really have an unlimited amount but it seems like you do cause you have more than you need, well if you level your character up you should have more than you need. you shouldn't have an empty magic bar after casting 3 spells. for the most part, combat is balanced pretty well, it doesn't need any drastic changes.and being able to reduce once field of magic to near zero is a game mechnaic that needs to stay exactly how it is, although magic regeneration needs to be buffed.
User avatar
Charlie Sarson
 
Posts: 3445
Joined: Thu May 17, 2007 12:38 pm

Post » Fri Jun 08, 2012 7:56 am

cap magic fortifcation at 50% ? it would be too hard to kill anything especially leveled up, do you think an archer shouldn't be able to shoot one arrow after the other? or maybe someone swinging a sword shouldn't be able to swing over and over?....so if you think its fair to only be able to cast 3 expert spells, then you have a mob all over you and you have to go run and hide and leave your follower there, thats not even cool. its not "free" anyway, its just seems free...its not any different than having 1000 arrows...you don't really have an unlimited amount but it seems like you do cause you have more than you need, well if you level your character up you should have more than you need. you shouldn't have an empty magic bar after casting 3 spells, you wouldn't be able to deafeat any of the higher level enemies without having to retreat all the time and leave your follower there to get killed and you wouldn't be effective at all, even leveled up. you would have to cast like 2 or 3 spells, then go run and hide, then cast 3 spells then go run and hide again.
Did you even read the points? That combined with reduced magicka cost to start with, it would make the perks worth while, whilst now some people would just opt for 100% reduction, negating the perks.

I'm saying the end product would have magicka costs for destruction vastly reduced, but you would need the perk, rather than the cheap way of 100% reduction now. Read the whole thing before commenting.
User avatar
Monika
 
Posts: 3469
Joined: Wed Jan 10, 2007 7:50 pm

Post » Fri Jun 08, 2012 6:50 am

I haven't tested it myself but supposedly there is little or no reduction in magic ability when wearing armor. This is a huge RPG no-no. Adding massive penalties to magic when you wear armor is a must have to keep balance otherwise there is no reason to wear any robes since you can enchant armor just as well.
User avatar
Damian Parsons
 
Posts: 3375
Joined: Wed Nov 07, 2007 6:48 am

Post » Fri Jun 08, 2012 1:33 pm

I haven't tested it myself but supposedly there is little or no reduction in magic ability when wearing armor. This is a huge RPG no-no. Adding massive penalties to magic when you wear armor is a must have to keep balance otherwise there is no reason to wear any robes since you can enchant armor just as well.
There is no reduction in magic ability at all. You can't get the same magnitude of enchantment on armor than the master robes, or the arch mage robes. But you can get all the other enchantments on armor, at higher effects than store brought.
User avatar
Jason King
 
Posts: 3382
Joined: Tue Jul 17, 2007 2:05 pm

Post » Fri Jun 08, 2012 1:54 pm

Why do you feel the need to "balance" a single player game?

I agree that destruction spells do need to cost a little less than they do, because as you said, destruction spells are cast repeatedly, whereas the other schools are generally cast once a fight, maybe twice (not counting resto).

However, there really isn't any need to do anything else with anything that you mentioned. Especially fortify 1 / 2 hand and stamina. They are fine. If someone chooses to abuse the mechanics of the game and use alchemy/enchanting/smithing to become godlike, let them. How does it affect you? It doesn't. Not one single bit.

Hell, if I want to I can do pretty much anything I want in my game. If I feel the need to give myself 50,000 septims, I just open the console window. If I want an item, again, I just open the console menu.

If you don't want to exploit a weakness, don't. It's really simple, and a little on the common sense track.

Edit: And I wasn't aware that blocking cost anything stamina wise....
User avatar
Silencio
 
Posts: 3442
Joined: Sun Mar 18, 2007 11:30 pm

Post » Fri Jun 08, 2012 2:41 am

Why do you feel the need to "balance" a single player game?

Why do people always bring this up as an argument? They say it as though balance is irrelevant, when arguably, it may be even more important than in a multiplayer game since you are relying solely on yourself and whatever mechanics that entails.

A game, singleplayer or no does not exist within a vacuum.
User avatar
Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Fri Jun 08, 2012 2:15 pm

Why do you feel the need to "balance" a single player game?

I agree that destruction spells do need to cost a little less than they do, because as you said, destruction spells are cast repeatedly, whereas the other schools are generally cast once a fight, maybe twice (not counting resto).

However, there really isn't any need to do anything else with anything that you mentioned. Especially fortify 1 / 2 hand and stamina. They are fine. If someone chooses to abuse the mechanics of the game and use alchemy/enchanting/smithing to become godlike, let them. How does it affect you? It doesn't. Not one single bit.

Hell, if I want to I can do pretty much anything I want in my game. If I feel the need to give myself 50,000 septims, I just open the console window. If I want an item, again, I just open the console menu.

If you don't want to exploit a weakness, don't. It's really simple, and a little on the common sense track.

Edit: And I wasn't aware that blocking cost anything stamina wise....
Blocking costs stamina, no stamina -> no absorbing damage, no stamina -> no sprinting. BUT no stamina -> swinging of blade.

It will make the game more coherent, melee/archery should cost stamina, just as blocking and magic has costs.

Your kind of missing my point, not everyone can use the console, the majority of people playing skyrim aren't on PC.
User avatar
Charles Weber
 
Posts: 3447
Joined: Wed Aug 08, 2007 5:14 pm

Post » Fri Jun 08, 2012 7:16 am

Did you even read the points? That combined with reduced magicka cost to start with, it would make the perks worth while, whilst now some people would just opt for 100% reduction, negating the perks.

I'm saying the end product would have magicka costs for destruction vastly reduced, but you would need the perk, rather than the cheap way of 100% reduction now. Read the whole thing before commenting.
magic reduction is a game mechanic and its in the game for a reason...first of all you start the game with very little magic power overall, you can cast some weak spells for relatively cheap but you're going against weak enemies , as you level up, the enemies are a lot tougher and the spells cost a lot more, so reducing the magic cost is pretty important...this isn't a broken area of the game, but lets compare casting spells to shooting arrows...in the same way that it would be stupid to only be able to shoot 3 arrows then you need to wait 30 seconds to shoot 3 more arrows, or if you could only swing a sword 3 times then you needed to wait 45 seconds to swing it 3 times again...this same idea needs to be applied here when you're complaining that magic is "free", as a high level wizard you should be able to cast 15 or 20 expert spells a minute, just like an archer can shoot 15 or 20 arrows a minute.
User avatar
Carys
 
Posts: 3369
Joined: Wed Aug 23, 2006 11:15 pm

Post » Fri Jun 08, 2012 11:47 am

If I wanted to cap spell reductions by 50%, I would only wear items to give me that effect.

By asking for it to be removed from the game you are altering someone elses play style, probably rather dramatically.
User avatar
Blessed DIVA
 
Posts: 3408
Joined: Thu Jul 13, 2006 12:09 am

Post » Fri Jun 08, 2012 12:36 pm

If I wanted to cap spell reductions by 50%, I would only wear items to give me that effect.

By asking for it to be removed from the game you are altering someone elses play style, probably rather dramatically.
i agree, if anyone doesn't like it that magic is "free" needs to just not use any perks or enchanted gear..that way they can cast their 2 spells, and go run and hide for a while...i'm not sure people who complain that magic is "free" are really thinking correctly, there is a flaw in their thinking. i don't hear anyone complaining that shooting arrows or swinging swords is "free" ....and arrows and swords do a lot of damage shot for shot compared to magic..the max magic attack does 200 damage, the max sword or arrow damage can be like 800 damage, so shot for shot they do more damage, so to be able to shoot 20 arrows a minute lets say, but only 3 spells a minute is a real big disparity, so when you're able to finally get your magic cost down to a few percent...its not making it overpowered, its just keeping it viable at higher levels and making it more fun. if you limited an archer to 3 shots a minute who would want to play an archer then? or if you could only swing a sword 3 times a minute who would even use swords? so the people who complain about free magic, aren't making any sense to me at all, and i'm glad they didn't make skyrim.
User avatar
BRAD MONTGOMERY
 
Posts: 3354
Joined: Mon Nov 19, 2007 10:43 pm

Post » Fri Jun 08, 2012 6:32 am

By asking for it to be removed from the game you are altering someone elses play style, probably rather dramatically.

Relevance? This happens quite a lot in the game industry.

OP, I defiantly am in agreement with all of your points, especially Stamina cost for basic attacks... even if it's just 1-10 Stamina per attack. Playing as a Dual Wielder most fights seem like God of War where I'm just trying to tap R/L Triggers as fast as possible rather than anything that has any strategic merit.


if you limited an archer to 3 shots a minute who would want to play an archer then? or if you could only swing a sword 3 times a minute who would even use swords? so the people who complain about free magic, aren't making any sense to me at all, and i'm glad they didn't make skyrim.

Um... Word of Warcraft players say hi?

Um... Street Fighter players say hi?

Um... League of Legends players say hi?

Um... all game balance says hi?
User avatar
Juliet
 
Posts: 3440
Joined: Fri Jun 23, 2006 12:49 pm

Post » Fri Jun 08, 2012 1:48 pm

You know, I could agree to some extent, but Beth has this annoying tendency to remove EVERYTHING in the game that can be abused, instead of fixing it. So I would say: let it be
User avatar
Causon-Chambers
 
Posts: 3503
Joined: Sun Oct 15, 2006 11:47 pm

Post » Fri Jun 08, 2012 12:09 pm

I like it the way it is. Mostly.
User avatar
Tiffany Holmes
 
Posts: 3351
Joined: Sun Sep 10, 2006 2:28 am

Post » Fri Jun 08, 2012 7:55 am

You know, I could agree to some extent, but Beth has this annoying tendency to remove EVERYTHING in the game that can be abused, instead of fixing it. So I would say: let it be

That doesn't excuse bad game design, nor does it mean we shouldn't ask for things to be fixed. If Bethesda is really so incompetent that they can't release a working mechanic, and would rather take the easy way out and ignore or remove it entirely instead of tuning it so that it works correctly, it makes one wonder how they got so far with such lazy practices.
User avatar
Taylor Thompson
 
Posts: 3350
Joined: Fri Nov 16, 2007 5:19 am

Post » Fri Jun 08, 2012 12:22 am

You lost me with the word FIX. It's entirely subjective that anything is broken. Big turn off when you insult a game most people really like by using the word fix. Try again in the mods forum with focus on your features which make the game better or different with less focus on what Bethesda may have done wrong and you'll be met with some happy fans instead of a lynch mob.
User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Fri Jun 08, 2012 7:46 am

Since when do wearing robes give you any sort of protection? Robes are fine at 0 armor rating. That's why there are the oakflesh spells.
User avatar
jessica breen
 
Posts: 3524
Joined: Thu Aug 03, 2006 1:04 am

PreviousNext

Return to V - Skyrim