What are the so called "balance issues"?

Post » Wed May 30, 2012 1:40 pm

I am thinking about waiting for a new patch; beth said they are going to be fixing balance issues... what are these exactly?

Do people think the game is to hard or something??
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Scott
 
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Post » Wed May 30, 2012 1:35 pm

Just play the game. If you think something is wrong, then it's probably what they'll address
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Jinx Sykes
 
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Post » Wed May 30, 2012 1:33 pm

It's probably removing Smithing and Enchanting exploits, and making Light Armor svck more to force everyone into the Heavy side of the smithing tree, even though it's really not worth it at all.
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tiffany Royal
 
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Post » Wed May 30, 2012 12:26 pm

Bethesda is likely going to fix the issue where playing Skyrim with the disc in your PC could cause it to tip over. The disc is quite heavy with all that content packed into it.
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Christina Trayler
 
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Post » Wed May 30, 2012 4:43 am

Unlikely they'll do much besides removing some exploits (and I don't know if alch/ench is classified as one - I suspect that's working as intended to a certain extent). I would hope they make it so it takes more than 468 daggers to level all the way to 100 in smithing, and similar in enchanting. There is another very easy and massively exploitable bug in alchemy though - suspect that would be fixed.

I suspect what they will do is give destruction mages more "oomph". At the moment, maginess is terribleness.
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Lillian Cawfield
 
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Post » Wed May 30, 2012 9:17 am

I think it'll be:

Take out crafting of items that boost crafting skills, or else cap effective crafting skill at 100

Swap destruction enchant boost to damage instead of reducing magicka cost

Cap all reductions/resistances at 85%

Edit: and probably link smithing skill gain to item value instead of number of items
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Soraya Davy
 
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Post » Wed May 30, 2012 11:02 am

Unlikely they'll do much besides removing some exploits (and I don't know if alch/ench is classified as one - I suspect that's working as intended to a certain extent). I would hope they make it so it takes more than 468 daggers to level all the way to 100 in smithing, and similar in enchanting. There is another very easy and massively exploitable bug in alchemy though - suspect that would be fixed.

I suspect what they will do is give destruction mages more "oomph". At the moment, maginess is terribleness.
Being a mage is the most powerful way to do damage in the game, you just have to be more creative than throwing fireballs at thing. You can have up to three damage-causing effects operating at the same time, four with shouts. The fact that you're not using them means you're a bad mage, not that there's something wrong with mages.
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Lynette Wilson
 
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Post » Wed May 30, 2012 2:07 pm

Being a mage is the most powerful way to do damage in the game, you just have to be more creative than throwing fireballs at thing. You can have up to three damage-causing effects operating at the same time, four with shouts. The fact that you're not using them means you're a bad mage, not that there's something wrong with mages.
I think there's been such a huge amount of discussion on this now, they'll change it anyway. It's not hard to change, and right or wrong, it will end so much grief
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JD FROM HELL
 
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Post » Wed May 30, 2012 1:10 pm

I recently attempted to finally do this amazing looping for enchanting and smithing that I could've originally performed 20-30 or so hours into my original character. I am able to enchant, by equipping a ring, necklace, and a helmet and armor (I believe, it may have been for smithing, but it's only two armor slots reguardless) fortify alchemy to create potions that increase my enchanting by...25%. I drank an elixir that increased my enchanting by 25% to achieve this. Therefore I cannot make strong equipment via looping, unless I missed something or made a silly mistake. So I simply drank my potions and elixer to make the strongest enchantments I could for fortifying blacksmithing, and then drank an elixir that increased smithing by 50%, and improved a crap load of armor and my favorite weapons. My armor raiting is just short of a thousand, but I overheard that the patch limited your armor rating to only be effective for around 600, so I'm all set.

So I don't believe looping works anymore. That's the only balancing issue I have come across. Another is enchanting armor so you may spend 0 magicka to cast spells. I have yet to attempt this.
Also, I just tried to make poisons that deal 2400 damage, but I can't anymore. This probably happened with the first patch, though. I still have 20 that have yet to be used that I'm holding on to.
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My blood
 
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Post » Wed May 30, 2012 5:12 pm

I think it'll be:

Take out crafting of items that boost crafting skills, or else cap effective crafting skill at 100

Swap destruction enchant boost to damage instead of reducing magicka cost

Cap all reductions/resistances at 85%

Edit: and probably link smithing skill gain to item value instead of number of items
lots and lots and lots of leather gauntlets.
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Conor Byrne
 
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Post » Wed May 30, 2012 12:11 pm

The balance issues are as I understand:

Destructon is too weak on higher levels.

Enchanting/Smithing/Alchemy together can be exploited so even Master difficulty is easy.
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Natalie Taylor
 
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Post » Wed May 30, 2012 2:35 pm

Being a mage is the most powerful way to do damage in the game, you just have to be more creative than throwing fireballs at thing. You can have up to three damage-causing effects operating at the same time, four with shouts. The fact that you're not using them means you're a bad mage, not that there's something wrong with mages.

Thanks for the advice, and thanks for not being a confrontational [censored] about it.
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steve brewin
 
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Post » Wed May 30, 2012 4:51 am

Mages are not bad at dealing damage. It is the variety that can do damage that make it hardly viable at later levels. Especially on Master. Early spells just become next to useless. They are all different so they should scale alongside your destruction skill.

What they should do for mages.

Cap all spell reduction costs at 85% because that is a popular number apparently lol.

Make all your damage spells level up as your destruction skill increases.

As someone said earlier.

Cap all resistances of any kind at 85%. This keeps the game fun and you can still be plenty godlike on Novice difficulty.

Cap alchemy, Enchanting and Smithing effectiveness at 100%. Idk if your skill makes you better but if it does then 200% should be the cap as there are those efficiency perks.

Boost damage and usefulness of any Artifacts. Allow them to be Smithed to the same extent as all the rest. They SHOULD be some of the most powerful and useful items in the game. Or do ridiculous things.
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Poetic Vice
 
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Post » Wed May 30, 2012 10:27 am

Being a mage is the most powerful way to do damage in the game, you just have to be more creative than throwing fireballs at thing. You can have up to three damage-causing effects operating at the same time, four with shouts. The fact that you're not using them means you're a bad mage, not that there's something wrong with mages.

Pray tell, what are those? If you say Dremora Lord at lvl 23 I must shoo you away. That is as much an exploit as smithing/enchanting. :obliviongate:
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Catharine Krupinski
 
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Post » Wed May 30, 2012 4:43 pm

The balance issues are as I understand:

Destructon is too weak on higher levels.

Enchanting/Smithing/Alchemy together can be exploited so even Master difficulty is easy.
Well.. destruction spells are free. Making the perks that halve the magicka requirements pointless. That needs to be fix'd too.
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Russell Davies
 
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Post » Wed May 30, 2012 2:51 am



Cap alchemy, Enchanting and Smithing effectiveness at 100%. Idk if your skill makes you better but if it does then 200% should be the cap as there are those efficiency perks.

Boost damage and usefulness of any Artifacts. Allow them to be Smithed to the same extent as all the rest. They SHOULD be some of the most powerful and useful items in the game. Or do ridiculous things.

I'd prefer they didn't limit it to 100% because of the second part of the above quote. I have used the fort smithing an extra 100%, and even the alchem/enchanting loop to "smith up" artifacts into reasonable facsimiles of usefulness. I can't do much about enchantment effects on them, but I can make that early game Nightingale gear not svck massively.

I wouldn't want to see that ability removed from the game.
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lydia nekongo
 
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Post » Wed May 30, 2012 4:52 am

I think that expert is actually the level you should standardize as normal and find a way to scale the difficulty from there.
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Natalie J Webster
 
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Post » Wed May 30, 2012 8:22 am

Well.. destruction spells are free. Making the perks that halve the magicka requirements pointless. That needs to be fix'd too.

I suspect this is working as intended, given that IIRC you can find all 4 items needed in-game to reduce your magicka costs to zero. Items are called Peerless?
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Lawrence Armijo
 
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Post » Wed May 30, 2012 8:45 am

Pray tell, what are those? If you say Dremora Lord at lvl 23 I must shoo you away. That is as much an exploit as smithing/enchanting. :obliviongate:
A cloak and two spells of your choosing.
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Stu Clarke
 
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Post » Wed May 30, 2012 4:20 am

I suspect this is working as intended, given that IIRC you can find all 4 items needed in-game to reduce your magicka costs to zero. Items are called Peerless?
You really think they put them in the game, deliberately allowing you to get 0 cost spells? That means they have a pointless attribute (magicka) and quite a lot of pointless perks in every single magic school.. :/
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Jessica Colville
 
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