Smithing, and what will they change next? (gameplay improvem

Post » Tue Jun 12, 2012 4:52 am

So as of 1.5 (im a console owner, i havnt played it yet) smithing is being completely changed. The patch says it accounts for item value and ive read comments saying that making iron daggers now does almost nothing to improve the skill......

THANK JESUS TAP DANCING CHRIST!

This to me makes me want to play 1.5 WAY MORE than the kill cams. Smithing made me feel like i was getting all the best gear without doing anything but town hoping. Totaly screwed up the flow i loved about the previous games were you found better gear as you leveled.

Heres what im hopeing they change next.

Magic in general kinda need more "ass" if you will. some more kick. i feel like spells cost WAY to much and ALL spells feel pretty darn weak.

Alteration can pretty much only be leveled naturaly with protection spells, spells that dont seem to protect much and end up just svcking up A TON of magicka.

I can never use Illusion because the novice spell never seem to work on anyone, making the skill not level. even when frenzy does work, it doesnt seem to take the aggro off of me, and i still get attacked.

Resoration seems to be just fine for.... well restoration of health =p, but Wards just svck magicka down so damn fast. it completely debilitates a pure mage.

all Destruction really even needs is a damage boost improves along with your level.

Magical items need some improvement aswell. Mainly staves. staves dont have nearly enough power to them, they're to rare, they're arnt any good high teir ones, and they're arnt any good starter ones. Robes are "OK" but the magicka regen bonus seem to do next to nothing, and there needs to be more slots for more items. like a belt slot where belt slot items improve effectiveness of spells instead of just the cast cost. more rings with things like damage resist and magical abosrb, with more rings slots.

I think fixing all this is easy, like just changing up some numbers. adding more spells or changing magicka regen is really all it needs. im pretty confindent actualy that they'll do these things in DLC.
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Another big thing i think needs improvement are skill begginings. I feel like you should start out with 10 perks, or certain races should start off with stuff already perked into them. i feel like to many skills need vital perks before they're usefull, and when you start off with nothing you really wont even start being able to do much of ANYTHING until level 15 - 20.

I think giving 10 starting perk fixes alot of things. for one thing in past elderscrolls games, getting awesome abilitys only relyed on leveling the skill up. in Skyrim if you wanted to start sneaking, you pretty much NEED 4 - 8 perks in that skill before you can even START being succesfully sneaky. meaning if i decided "i want to be sneaky" at around level 20 or 30, your likely to have no perks ready, and the skills you started to perk out arnt even optimized yet. you may still need those next 2 destruction perks, on top of those 3 archery perks.

------updated crap-----

i completely forgot this..... there needs to be more additions to the 3 gains (health, stamina, magic)

Like every Magicka gain also gives a +to all spell cost and or damage.

Every Health upgrade should give unarmed damage and mabye some +s to weapon damage. FOR SURE +s to all resistances!

Stamina needs +s to archery damage, dagger damage, mabye resistances instead of the health skill
I cant think of anything els right now =p, but im wondering if any of you have any ideas?

NOTE: im on the console, so dont give me "just MOD it".
And being able to marry argonian babys or whatever other stupid crap you want isnt 'gameplay' =0
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Riky Carrasco
 
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Post » Mon Jun 11, 2012 11:31 pm

I would maybe suggest to Beth. Khajiit Claw attacks scale with your level, like werewolf claw attacks do. You know something small to add in a title update.
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Reanan-Marie Olsen
 
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Post » Tue Jun 12, 2012 8:51 am

I would maybe suggest to Beth. Khajiit Claw attacks scale with your level, like werewolf claw attacks do. You know something small to add in a title update.
weeeeeel unarmed is basicly just a distraction now.... but scaling ALL unarmed damage to mabye health or stamina? which gives me an idea!!!
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Kayleigh Mcneil
 
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Post » Mon Jun 11, 2012 9:28 pm

bump for OP update
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natalie mccormick
 
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