Nerf smithing... enchanting, and... alchemy too!

Post » Fri Jun 08, 2012 5:30 pm

Don't use them then. Problem solved. Personally I like them.
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vicki kitterman
 
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Post » Fri Jun 08, 2012 4:20 am

so why would u increase smithing if u dont want to be better at smithing??

Grinding or power leveling is not to blame. If you restrict yourself to never letting your smithing, enchanting, or alchemy skills get higher than your current combat skill level, you're still going to end up overpowered. The game's difficulty doesn't ramp up enough to compensate. I don't think tougher enemies is the solution though, it would be a lot easier to just keep the crafting bonuses within a more reasonable range - as it is, smithing will multiply your damage by more than 3, enchanting by 2.6. That's obviously way too much.




A master Smith, with the perks, gets the equipment to Legendary, ie 200 Smith Skill. A master Enchanter creates a Smith outfit to get Legendary equipment. A master Alchy, with the right perks, can create a potion that will increase the Smith Skill 120%.

A master of one is not that powerful. A master of all three SHOULD be godlike. Not the games fault. That burden lies on the player.

A master smith can smith things to 100%, and that's it. A master alchemist can boost every skill in the game, heal themselves, and poison people. Likewise for enchanting. One skill should not be able to boost every skill by as much as the skill itself.
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Jennie Skeletons
 
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Post » Fri Jun 08, 2012 3:07 pm

Just nerf them! This is making the game so unbalanced to the point where playing on master difficulty has become extremely easy. I don't understand how and why Bethesda has allowed this without any kind of limitations that could be imposed to the player. Once you raise those professions, especially smithing and enchanting, to their max it all becomes ridiculously easy. The world around you doesn't evolve, there is no scaling at all making Skyrim look like a walk in the park to me right now.

What's the fun in triple shoting an ELDER dragon? All i need is a dual-wield power attack to finish him off and that's without using any shout! I could mark him to death, or resort to using elemental fury for a deadlier kill, but... for the sake of a greater challenge why would i?

My daedric swords are doing 260 damage each and i haven't really bothered with enchants. I used to shout elemental fury when i needed that extra punch but now i don't even have to. I feel bad enchanting my gear with extra effect from enchanting because that only contributes for me being yet more godlike. Well we are Dragonborn, we are supposed to be very powerful, but this? No no no...

There is a serious world scaling issue at hand here Bethesda and the tools you gave us are proving to be extremely overpowered. Time to rethink that...

PS: i am level 43.

Because there are people out there that like to play the game cheaply while derriving the minimum ammount of satisfaction out of it. These people avoid challenges, always take the easy route, and very rarely think for themselves. Basically, people who should stay the hell away from any decent game, are the reason the game itself will remain unbalanced. It's sad, but there will always be people who want the game to be unbalanced.
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Agnieszka Bak
 
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Post » Fri Jun 08, 2012 12:21 pm

If you put that much effort into grinding your stats the game isn't fun anyway.
It has nothing to do with grinding. If you want to Master a skill it makes no difference how fast you get there.
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hannah sillery
 
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Post » Fri Jun 08, 2012 12:42 pm

Ok so let me get this straight... You sit down to make a powerful sword, then put a powerful enchantment on it, equip it, use it and then complain that it's too powerful??

I'm sorry but wtf? Don't make it, don't enchant it, don't use it. There, I solved your problem....
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lisa nuttall
 
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Post » Fri Jun 08, 2012 9:36 am

The thing is though, if you are designing a game and want to test the mechanics, you don′t approach a casual rpg-style player and ask them to give you feedback on the mechanics, you approach the most devoted and single-minded power-gamer you can find and ask them "try to break this system!" If they can′t, then you have a great mechanic.

TES games of course always fail in this department, so it′s nothing to get too worked up about regarding Skyrim, if you expected a MMO-style balanced system for combat and character development then you must not have played many TES games before.
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Nitol Ahmed
 
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Post » Fri Jun 08, 2012 5:47 am

Here's an anology. If I gave you a pistol, and you went on a great robbing spree(and not get caught), you would eventually say 'Wow, robbing people is really easy.' Well, I didn't tell you to go rob somebody with the gun. Samething applies here, no part of the games forces you to smith iron daggers to level the smithing skill. You're willfully exploiting it. It's like crying about doing well in College because you have a copy of the answer sheets and model essays/writing assignments.

I 'gimp' myself on my characters. Because Smithing is not constantly used like One-Handed or Acrobatics from Oblivion, I raise it accordingly to my level. At 10 my Smithing is 30, at 20 it is 60, at 30 it is 75, and at 41 it is at 100. Same with Enchanting: At 10 it is 30, at 20 it is 60, at 30 it is 80, by 45 it is 100.
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SexyPimpAss
 
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Post » Fri Jun 08, 2012 6:15 pm

It's not just about having a skill level of 100. Even with a skill of 100 in all three, if you do not have the right perks you can't create a 260 damage weapon. Just having a skill of 100 is not that great of a thing.
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Josee Leach
 
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Post » Fri Jun 08, 2012 12:01 pm

It has nothing to do with grinding out smithing early. If you develop your crafting skills at the exact same rate as your combat skills, you'll still end up grossly overpowered once you hit around level 35 or 40.

You do realize that I'm playing the same game as you are?

And in recreating the same "conditions" that I've seen in so many whine threads like this, do you know what I've found out?

The complainers certainly know how to exaggerate and play up the hyperbole of their "points."

Like the point about how smithing levels too fast even just only using found materials? Not really, it's only fast in leveling if you...spend time grinding it with making iron daggers with purchased materials. Using only found materials to do any smithing, I found that I would have to actually grind out smithing now and then because I'd reach a point in which my gear was no longer being as effective as I needed it to be, and my smithing skill would be too low to improve it for much of a difference.

Or like the claim that smithing alone trumps all other skills because of how "OP" it makes a character? Not when it's the only skill that's even leveled much at all.


Some of you armchair game designers need to come to terms with the fact that for all you might think you know, you would not be able to make a game that appeals to a large variety of people. You'd only be able to make a game enjoyable for yourself and a small number of people like yourself.

Nice try.
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Gill Mackin
 
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Post » Fri Jun 08, 2012 3:57 am

-Remove Perk trees from crafting professions

Smithing
-Armor/Weapon improvements will be done by NPCs. Improving these items still cost materials and now gold.
-Armor/Weapon improvements done by NPCs will be available every level. (Smithing now scales proportionate to level and will always scale)
-Crafted items will now have recipes that can be found or bought. Recipes sold at NPCs are level contingent on availability.
-Introduced crafted stones (from raw stones rubies, emeralds, etc.) that can be placed on items that will stack with Enchants. These stones provide alternate effects to Enchants.
-Armor/Weapon dyes and embellishments & accessories added
-Appearance Armor / Weapons added the player can craft and find recipes for

Enchanting
-Enchants will be done by NPCs. Enchants may be overwritten by newer ones. Enchant power the NPC can perform scales based on level.
-Disenchanting no longer destroys the item. Instead an item is given to an NPC to research where-upon after 24 hours they will be able to perform.
-Introduce recipes for charms. These charms provide passive bonuses as well as grant the player 1 day powers.
-Fortify Alchemy and Fority Smithing enchants removed
-*Tailoring introduced allowing players to craft Clothing

Alchemy
-Perks are now built into the skill and ingredients.
-Poisons scale better, auto-apply / consume system implemented.
-Fortify Enchant / Smithing Enchant potions removed
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djimi
 
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Post » Fri Jun 08, 2012 6:50 am

and sneak!
and swords with paralyze!
and guild faction that lets you off with a fine of less than what you were caught stealing!
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Logan Greenwood
 
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Post » Fri Jun 08, 2012 7:38 am

-Remove Perk trees from crafting professions

Smithing
-Armor/Weapon improvements will be done by NPCs. Improving these items still cost materials and now gold.
-Armor/Weapon improvements done by NPCs will be available every level. (Smithing now scales proportionate to level and will always scale)
-Crafted items will now have recipes that can be found or bought. Recipes sold at NPCs are level contingent on availability.
-Introduced crafted stones (from raw stones rubies, emeralds, etc.) that can be placed on items that will stack with Enchants. These stones provide alternate effects to Enchants.
-Armor/Weapon dyes and embellishments & accessories added
-Appearance Armor / Weapons added the player can craft and find recipes for

Enchanting
-Enchants will be done by NPCs. Enchants may be overwritten by newer ones. Enchant power the NPC can perform scales based on level.
-Disenchanting no longer destroys the item. Instead an item is given to an NPC to research where-upon after 24 hours they will be able to perform.
-Introduce recipes for charms. These charms provide passive bonuses as well as grant the player 1 day powers.
-Fortify Alchemy and Fority Smithing enchants removed
-*Tailoring introduced allowing players to craft Clothing

Alchemy
-Perks are now built into the skill and ingredients.
-Poisons scale better, auto-apply / consume system implemented.
-Fortify Enchant / Smithing Enchant potions removed

Thank you for providing the perfect example of an armchair game designer who only knows how to design a game that he and he alone would enjoy, to the exclusion of everyone else.

Bravo!
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Trevi
 
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Post » Fri Jun 08, 2012 8:03 am

The thing is though, if you are designing a game and want to test the mechanics, you don′t approach a casual rpg-style player and ask them to give you feedback on the mechanics, you approach the most devoted and single-minded power-gamer you can find and ask them "try to break this system!" If they can′t, then you have a great mechanic.

TES games of course always fail in this department, so it′s nothing to get too worked up about regarding Skyrim, if you expected a MMO-style balanced system for combat and character development then you must not have played many TES games before.

It's interesting though, there's a whole generation of gamers conditioned to min-max thanks to MMOs, and they get a game like this and don't know what to do.

I am level 46. First character. I mostly leveled smithing though found bars/ore, and didn't go out of my way to use shops (i.e., I never bought out their bars and waited a few days, or by fast traveling to different cities for bars), and I was only able to craft each type of armor only shortly before or shortly after the regular enimies started dropping armor of the same type (up to ebon, naturally). My smithing didn't hit 100 until my late 30s

I only leveled enchanting by putting petty and common soul gems (when I had them) into gems/rings/tiaras that were dropped by enemies, then vending them. Enchanting is currently at 70, with no perks invested.

My alchemy is at 26.

I've completed 80% of the game, including the main quest line, but I can kick the difficulty up to the highest level and still be somewhat challenged. Master is easy.

Personally, I avoided the urge to grind, and found it to be refreshing.
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Alexx Peace
 
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Post » Fri Jun 08, 2012 2:11 pm

How anyone could grind alchemy and smithing is beyond me. At least when I find a new weapon to disenchant i get excited to do it, I can't imagine getting excited to make iron daggers and leather gauntlets or picking flowers all the time to grind alchemy. IMHO Alchemy and Smithing should be even more powerful; if you want to bore yourself that much grinding a skill you should be able sprout dragon wings and fly and basically be invicible.
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NAtIVe GOddess
 
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Post » Fri Jun 08, 2012 2:52 pm

I don't think they need to be removed or nerfed. They are fine they way they are. An enchanter needs to be able to improve a mace to legendary status, he does this by enchanting items to increase Smithinh by 100%. He chose to take the Enchanting perks to be able to do so. An Alchy chose to take the perks in the Alch tree in lieu of the Smith perks. This allows him/her to improve a dagger to legendary status.

Alone they are fine. Combined....well what would you expect?
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Latisha Fry
 
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Post » Fri Jun 08, 2012 8:25 am

IMHO Alchemy and Smithing should be even more powerful

What? Is having the ability to 1 hit kill the majority of enemies in the game with the help of smithing not enough for you? Do you want them to die before you actually hit them? That would be both fun and challenging.

Wait a minuite...
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Leonie Connor
 
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Post » Fri Jun 08, 2012 2:14 pm

It's interesting though, there's a whole generation of gamers conditioned to min-max thanks to MMOs, and they get a game like this and don't know what to do.

I am level 46. First character. I mostly leveled smithing though found bars/ore, and didn't go out of my way to use shops (i.e., I never bought out their bars and waited a few days, or by fast traveling to different cities for bars), and I was only able to craft each type of armor only shortly before or short ly after the regular enimies started dropping armor of the same type. My smithing didn't hit 100 until my late 30s

I only leveled enchanting by putting petty and common soul gems (when I had them) into gems/rings/tiaras that were dropped by enemies, then vending them. Enchanting is currently at 70, with no perks invested.

My alchemy is at 26.

I've completed 80% of the game, including the main quest line, but I can kick the difficulty up to the highest level and still be somewhat challenged. Master is easy.

Personally, I avoided the urge to grind, and found it to be refreshing.

Indeed, the game pretty much delivers what it′s supposed to, it let′s people play with the world without taking too seriously on the whole balance part. I happened to find gear early on, from random loot, that pretty much solved all my future dragon problems. From my perspective it′s fun and I go with the whole build-your-own-story anyway you like it approach, but I will agree that the mechanics are not balanced.
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Lucky Girl
 
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Post » Fri Jun 08, 2012 4:33 am

and sneak!
and swords with paralyze!
and guild faction that lets you off with a fine of less than what you were caught stealing!

You forgot being a Thane which allows you to get away with murder.
"Have you been to the cloud district? Oh what am I say......" *decapitation*
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Tracey Duncan
 
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Post » Fri Jun 08, 2012 11:15 am

just dont use them. skyrim wasnt meant to be power-gamed, its too easy even without power-gaming tactics and optimized character builds.
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Symone Velez
 
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Post » Fri Jun 08, 2012 4:26 pm

a system where these 3 skils don't completely break the game and the only way to avoid that is to not do them at all
The problem is maxing out at least two of them together and putting in perks up to the top. If you just have one it is not a big deal at all, especially if you don't sit at a crafting station banging out items.
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R.I.P
 
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Post » Fri Jun 08, 2012 12:37 pm

What? Is having the ability to 1 hit kill the majority of enemies in the game with the help of smithing not enough for you? Do you want them to die before you actually hit them? That would be both fun and challenging.

Wait a minuite...
Wow way to reply a portion of the sentence and reply to it out of context. Next I bet you'll say you were only kidding or disappear from this thread.
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Laura
 
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Post » Fri Jun 08, 2012 5:36 am

You do realize that you don't have to abuse the system. I'm 200 hours in, 30 on my 3rd character and I used my first enchant potion earlier today. I used a blacksmithing potion once in my first 2 playthroughs. It's like people who grind smith iron daggers then complain it's too easy to level up smithing. Seriously guy, seriously
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D IV
 
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Post » Fri Jun 08, 2012 7:49 am

Wait... I didn't know that this was an MMO thread! Usually MMO gamers cry to nerf this and nerf that, because they get killed in PVP fights.

Anyway, nobody is asking you to level alchemy, smithing or enchanting. YOU ARE IN CHARGE of your character's destiny! So, go nerf yourself! LOL
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Kerri Lee
 
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Post » Fri Jun 08, 2012 10:59 am

Try using only one of the crafting skills? Enchanting, ALchemy and Smithing are essentially the same thing, to boost stats but are aimed at different archetypes. Or maybe stop exploiting the restoration glitch. I have a mage that has alchemy and enchanting, and its far from OP. Same with my warrior who has smithing. Isn't OP in any way shape or form. I just got the Dragon armor at level 30 and made it legendary. I am not that invincible still. How about you stop exploiting the game to get smithing at level 100 right off the bat?
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Christina Trayler
 
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Post » Fri Jun 08, 2012 12:05 pm

What? Is having the ability to 1 hit kill the majority of enemies in the game with the help of smithing not enough for you? Do you want them to die before you actually hit them? That would be both fun and challenging.

Wait a minuite...

maybe that person does, maybe i do. honestly i think they should do something to make the difficulty scaling better in general. that way everyones happy, but to ask for them to take more things away is rediculous. thats the reason the game is so shallow NOW, never mind if they axe more things.
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Adam
 
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