I had an idea about Enchanting

Post » Tue Jun 12, 2012 7:00 am

I was sitting in the bathtub last night and I was thinking about enchanting and how you can overpower your character with it, and how I would fix it if I were Todd Howard. Besides the fact that Todd Howard would immediately gain +50 Charisma if I were him, I had the following ideas:

Cap Fortify (Magic School) at 85%, just like Armor Dmg Reduction. People can still enchant 4 pieces at -25%, but it'd just max at -85%

Cap Fortify (Weapon, like Archery,1hand etc) at 25% - +50% Damage on four pieces is a bit much when you already have a perk line for it plus can double enchant extra damage or effects on top of it. (And I usually prefer melee characters, so I'm no mage loving milk drinker)

Disconnect the Storm Enchanter from Extra Effect in the tree (you'll see why below)

I would have the Insightful Enchanter, Corpus Enchanter, and Extra Effect perks be 3 perks deep. In other words, it would be like magic resistance from the alteration tree, where you'd need all three to get the full +25% bonus (maybe it'd go +10%/+15%/+25%).

Extra Effect under this alignment would be that the first effect is full, but the second effect would be at 25%, then 50%, and then the full double 100% enchant effect.

Finally, I'd have where what type of item you were Enchanting would modify the Fortify (Magic School) Enchant. Cloth would still be -25%, Light Armor would be -20%, and Heavy Armor would be -15%. It irritates me a little that you can run around in Daedric Armor hitting the armor cap and be a spell slinging Wizard and basically give up nothing for it.


Essentially, it would force people to give up six extra perks in order to be completely and fully double enchanted and fully decked out. Right now IMO it's just too easy to power level a character in enchanting and basically 'break the game', so to speak.

I realize I always have the option of not doing it (playing a character right now who doesn't), but if it were set up this way, people would have to wait quite a bit longer (well, six levels at the very least). I think it would give people a taste of how enchanting can improve characters and make it more incremental, so it grows with the character's progress, rather then getting a huge 25% boost to a particular area or twice the enchanting power as soon as they purchase the perk.

Feel free to tell me how my idea is crap and 100% wrong, just throw out my $0.02
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Justin Hankins
 
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Post » Tue Jun 12, 2012 1:12 am

if I were Todd Howard. Besides the fact that Todd Howard would immediately gain +50 Charisma if I were him,

This type of unfunny trolling invalidates anything you might post, ever.
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Elizabeth Lysons
 
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Post » Tue Jun 12, 2012 8:01 am

Hopefully by the time I get back (son just woke up from nap) I get some more useful input rather then a troll post from a troll calling me a troll.

I'd like some thoughtful input to my ideas, if the community would oblige.

Cheers.
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Jhenna lee Lizama
 
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Post » Tue Jun 12, 2012 10:48 am

Well, considering their *fix* in 1.5 to address how easily smithing is exploited, I suspect the best we can hope for in the short run is that they at least tie the value of the enchant into exp. gain (so spamming daggers with petty gems would take A LOT longer).

As far as ideal fixes, I'm not sure I like adding more perks to the tree, but putting a cap on Fortify enchants in general has definite merit -- as a bonus, it'd also help prevent the other two crafting skills from easily being exploited.

Otoh, some will say that you don't have to exploit any of it, it's all player choice, so why change/fix any of it.
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Laura-Jayne Lee
 
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Post » Tue Jun 12, 2012 1:15 pm

It was the bathtub part, I'm sure of it.
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Sudah mati ini Keparat
 
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Post » Tue Jun 12, 2012 10:02 am

Well, considering their *fix* in 1.5 to address how easily smithing is exploited, I suspect the best we can hope for in the short run is that they at least tie the value of the enchant into exp. gain (so spamming daggers with petty gems would take A LOT longer).

As far as ideal fixes, I'm not sure I like adding more perks to the tree, but putting a cap on Fortify enchants in general has definite merit -- as a bonus, it'd also help prevent the other two crafting skills from easily being exploited.

Otoh, some will say that you don't have to exploit any of it, it's all player choice, so why change/fix any of it.


I have a character I'm playing right now that doesn't use enchanting at all. I just think 8 perks is a little easy for so much power, my idea would increase it to 14. It would simply make it so if people want to build their characters around enchanting, they have to give something up in return. Right now people can have their cake and eat it too. It would turn it from large jumps in power to incremental steps in power.

Most dungeon raids give me enough items (remember most bandits/vampires/etc wear boots and carry iron or steel daggers) so I don't have to craft to fill soul gems usually.
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Stay-C
 
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Post » Tue Jun 12, 2012 4:18 pm

the perk part i can get, that is a strong power and you dont need any desire to be over powered when making a duel enchanted item, but why stop thigns from being 100% encanted? if someone wants to be op then let them i say (i play my way you play your way). i would also say let us enchant items like in morrowind (this is one of the things that no one, not even morrowind haters, can deny was cool at the very least, and i want sapphires that shoot ice)
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emily grieve
 
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Post » Tue Jun 12, 2012 9:48 am

When ever I enchant something, I get a slider that lets me decide how powerful I want my item to be. I can choose to use a potion to boost or not. I can choose a petty soul gem or a grand. It's up the the players to moderate their own play... not the developers.
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Enny Labinjo
 
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Post » Tue Jun 12, 2012 9:10 am

It's up the the players to moderate their own play... not the developers.

I disagree. Developers moderate the way you play by how the skill trees are set up, how the difficulty levels are scaled, how easy or hard it is to get certain items, how often dragons spawn, etc.

I just think enchanting should be more incremental boots in power then jump in power is all.
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Laura Tempel
 
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Post » Tue Jun 12, 2012 9:47 am

Right now people can have their cake and eat it too.



what would be the point in having a cake if you cant eat it?
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Alberto Aguilera
 
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Post » Tue Jun 12, 2012 1:33 pm

No, you need to overpower yourself if a mage should be useful. And if you want to break your character that should be fine.
It's a single player game for cryin' out loud!
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Kelly James
 
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Post » Tue Jun 12, 2012 4:50 am

No, you need to overpower yourself if a mage should be useful. And if you want to break your character that should be fine.
It's a single player game for cryin' out loud!

They need to fix magic, I'll agree on that. You shouldn't need enchanting to be an effective mage.
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Lizzie
 
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Post » Tue Jun 12, 2012 4:47 am

After I started reading the first post, I didn′t bother to read it whole. I just have to say: you want us to spend far too many perks for Enchanting, and this is a stupid idea.
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Dan Wright
 
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Post » Tue Jun 12, 2012 6:21 am

After I started reading the first post, I didn′t bother to read it whole. I just have to say: you want us to spend far too many perks for Enchanting, and this is a stupid idea.

If you'd like to make an intelligent counter argument that Enchanting isn't easily exploitable and way overpowered beyond "then just don't do it then" I'd welcome it.

Remember, its 8 perks just to get all five damage bonus perks plus the bleed/ignore armor//crit, plus more if you want to dual wield, cut heads off, etc. probbly about 12-14 perks if you want all the bells and whistle on a weapon.

So 14 for godmode enchanting is not as ridiculous as it sounds if you look at it objectively.
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Irmacuba
 
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Post » Tue Jun 12, 2012 2:19 am

I found it hard to swallow that any warrior build who grinded Enchanting could be just as an effective mage (and some might argue a better mage) by reducing casting costs to 0% on the schools of their choice, regardless of what their level in that school of magic was. Enchanting should never be a substitute for actual skill in a given school of magic.
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alyssa ALYSSA
 
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Post » Tue Jun 12, 2012 4:22 am

I found it hard to swallow that any warrior build who grinded Enchanting could be just as an effective mage (and some might argue a better mage) by reducing casting costs to 0% on the schools of their choice, regardless of what their level in that school of magic was. Enchanting should never be a substitute for actual skill in a given school of magic.

Precisely. You never see Doctor Strange or Zatanna running around in Daedric Armor, right?

Seriously though, they made it too easy to get to the top with enchanting.
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Auguste Bartholdi
 
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Post » Tue Jun 12, 2012 5:24 am

I was sitting in the bathtub last night and I was thinking about enchanting and how you can overpower your character with it, and how I would fix it if I were Todd Howard. Besides the fact that Todd Howard would immediately gain +50 Charisma if I were him, I had the following ideas:

Cap Fortify (Magic School) at 85%, just like Armor Dmg Reduction. People can still enchant 4 pieces at -25%, but it'd just max at -85%

Cap Fortify (Weapon, like Archery,1hand etc) at 25% - +50% Damage on four pieces is a bit much when you already have a perk line for it plus can double enchant extra damage or effects on top of it. (And I usually prefer melee characters, so I'm no mage loving milk drinker)

Disconnect the Storm Enchanter from Extra Effect in the tree (you'll see why below)

I would have the Insightful Enchanter, Corpus Enchanter, and Extra Effect perks be 3 perks deep. In other words, it would be like magic resistance from the alteration tree, where you'd need all three to get the full +25% bonus (maybe it'd go +10%/+15%/+25%).

Extra Effect under this alignment would be that the first effect is full, but the second effect would be at 25%, then 50%, and then the full double 100% enchant effect.

Finally, I'd have where what type of item you were Enchanting would modify the Fortify (Magic School) Enchant. Cloth would still be -25%, Light Armor would be -20%, and Heavy Armor would be -15%. It irritates me a little that you can run around in Daedric Armor hitting the armor cap and be a spell slinging Wizard and basically give up nothing for it.


Essentially, it would force people to give up six extra perks in order to be completely and fully double enchanted and fully decked out. Right now IMO it's just too easy to power level a character in enchanting and basically 'break the game', so to speak.

I realize I always have the option of not doing it (playing a character right now who doesn't), but if it were set up this way, people would have to wait quite a bit longer (well, six levels at the very least). I think it would give people a taste of how enchanting can improve characters and make it more incremental, so it grows with the character's progress, rather then getting a huge 25% boost to a particular area or twice the enchanting power as soon as they purchase the perk.

Feel free to tell me how my idea is crap and 100% wrong, just throw out my $0.02

Definitely agree with you.

It makes no logical sense that some Enchantments are capped and others are not, especially when the uncapped Enchantments (and capped ones) can break the game.

Basically, Crafting system should be re~done.
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Cameron Wood
 
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Post » Tue Jun 12, 2012 8:03 am

When ever I enchant something, I get a slider that lets me decide how powerful I want my item to be. I can choose to use a potion to boost or not. I can choose a petty soul gem or a grand. It's up the the players to moderate their own play... not the developers.

Agreed. I lik the fact that my character becomes a lot better at enchanting every time he enchants something - but he's only level 30 enchanting or something, because he only enchants when he needs to. If the developers took that away, Id be a little disappointed.
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ladyflames
 
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Post » Tue Jun 12, 2012 12:39 pm

Agreed. I lik the fact that my character becomes a lot better at enchanting every time he enchants something - but he's only level 30 enchanting or something, because he only enchants when he needs to. If the developers took that away, Id be a little disappointed.

Except his angle is:

Our Warrior Hero, whom wields magical weapons, has found himself a new sword of Glass material, as well as a Grand Soul Gem that has a Grand Soul in it.

Our Warrior Hero, who conquers evil across the land and faces the toughest of Trolls, Dragons and Dragon Priests on a daily basis also was given a Petty Soul Gem with a Petty Soul in it in an earlier quest.

Our Warrior Hero then, at the behest of some fair King or Maiden, has requested that we slaughter some foul beast of yonder lore for them to keep safe the noble Kingdom.

Our Warrior Hero, pondering how he will deal with this foe of mighty quality, that has slewn forty men before him, feels he has just the Enchantment in mind to apply to the brand new Glass material blade.

Our Warrior Hero, then in all his wisdom... chooses to add the weakest version of the Enchantment by using the Petty Soul Gem so as to give him a better chance of being the forty-first man to die to the Doom Master that he was asked to kill.
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Syaza Ramali
 
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Post » Tue Jun 12, 2012 9:35 am

Why are you trying to fix it?? The way I see it is, if you don't want to be OP then use some self-control and don't make a demigod. It is also the closest thing to modding that us console players have, just like a PC player downloading a weapons mod that includes " god armor and weapons" I can forge my own and I'm glad that it hasn't been fixed.
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Ysabelle
 
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Post » Tue Jun 12, 2012 2:11 pm

Why are you trying to fix it?? The way I see it is, if you don't want to be OP then use some self-control and don't make a demigod. It is also the closest thing to modding that us console players have, just like a PC player downloading a weapons mod that includes " god armor and weapons" I can forge my own and I'm glad that it hasn't been fixed.

"Gimp yourself" is a very shallow, shallow angle.
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adame
 
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Post » Tue Jun 12, 2012 3:25 am

"Gimp yourself" is a very shallow, shallow angle.
True, but there isn't really any good alternatives are there?
If you are a mage, and there is some sort of cap for the fortify stuff, you're screwed.
I personally don't use enchanting and it works just fine.
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Hearts
 
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Post » Tue Jun 12, 2012 3:50 pm

Why are you trying to fix it?? The way I see it is, if you don't want to be OP then use some self-control and don't make a demigod. It is also the closest thing to modding that us console players have, just like a PC player downloading a weapons mod that includes " god armor and weapons" I can forge my own and I'm glad that it hasn't been fixed.

I'm fixing it for the same reason that people complain about Destruction, I think it could much better. Just like how I think the Lockpicking tree is pretty useless, and Speech, and how there's not enough variety of spells in the game, and how money comes way too easy in the game, etc etc etc

I know I don't have to 'exploit' it and make myself a demigod by level 20ish, I can go up the elemental tree or not use enchanting at all (my current Argonian Arcane Archer does just that). I'm sure everyone on this board knows that.

I'm still waiting for someone to make a counter argument that doesn't boil down to "just don't do it then".
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Del Arte
 
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Post » Tue Jun 12, 2012 8:39 am

True, but there isn't really any good alternatives are there?
If you are a mage, and there is some sort of cap for the fortify stuff, you're screwed.
I personally don't use enchanting and it works just fine.

That's kind of why these discussions are being had.

So that good alternatives are potentially made.

I'm still waiting for someone to make a counter argument that doesn't boil down to "just don't do it then".

Never gonna happen.
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Oscar Vazquez
 
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Post » Tue Jun 12, 2012 1:03 pm

True, but there isn't really any good alternatives are there?
If you are a mage, and there is some sort of cap for the fortify stuff, you're screwed.
I personally don't use enchanting and it works just fine.

My cap would be 85%, just like the armor dmg reduction. Firestorm (Master level fire spell) would cost 107 mana with master perk and 85% reduction.
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lauraa
 
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