Monster balance should be like this

Post » Wed Jun 13, 2012 5:17 am

Dragon(all types) - should have more hp and damage

Draugr - more types of draugr like draugr death dealing overlord, draugr godslaying death overlord etc.

Vampire - should be 3x harder to fight during night, even harder than dragons, more abilities and powers for you and npcs.

Thalmor - stronger types of thalmor mages like the high mage, they were mentioned but never appeared in game.
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Margarita Diaz
 
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Post » Wed Jun 13, 2012 6:36 am

I like this concept, but it would be much better on a game-wide scale.

Such as:


- Every enemy in the game is scaled to the level of the environment it's in.

For example, Solitude is obvioulsy a pretty far area to go from Whiterun. The enemies there should be a higher level than the player.


The highest of a level any enemy should go to rival the player is by 15. It offers a great challenge for whenever the player decides to rummage in that area.
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JLG
 
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Post » Tue Jun 12, 2012 9:08 pm

I have an idea to keep the game challenging!!! Very similar to the above.

When your character levels up, have the whole world change and adjust to your characters level. So enemies automatically get more health for example. And maybe phase out lower level enemies so that at a high level there are no regular bandits or Draugr, but only Chiefs and Deathlord! Like a whole fort of only Bandit Chiefs. Of course the rewards should be better too. So at higher levels you have the fun of finding tons of Ebony and Daedric enchanted equipment.

I call this idea "Level Scaling"

I wonder if it could be patented. But maybe TES VI will take advantage of this challenging idea. And maybe add some new enemies too. Maybe a whole new race like Goblins! And at very high levels Goblin Warlords would have tons and tons of health to make them very challenging to kill.

Wouldn't that be fun!
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Beth Belcher
 
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Post » Wed Jun 13, 2012 4:14 am

I have an idea to keep the game challenging!!! Very similar to the above.

When your character levels up, have the whole world change and adjust to your characters level. So enemies automatically get more health for example. And maybe phase out lower level enemies so that at a high level there are no regular bandits or Draugr, but only Chiefs and Deathlord! Like a whole fort of only Bandit Chiefs. Of course the rewards should be better too. So at higher levels you have the fun of finding tons of Ebony and Daedric enchanted equipment.

I call this idea "Level Scaling"

I wonder if it could be patented. But maybe TES VI will take advantage of this challenging idea. And maybe add some new enemies too. Maybe a whole new race like Goblins! And at very high levels Goblin Warlords would have tons and tons of health to make them very challenging to kill.

Wouldn't that be fun!

This makes me smile :)
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liz barnes
 
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Post » Tue Jun 12, 2012 7:35 pm

Just my boredom talking:

Dragons: Access to a larger variety of Shouts. Different Dragons utilize different shouts. (At most, 3 shouts in a Dragon's arsenal, not including their default breath) And special "Dragon's Scales" Dragon-exclusive perks.
Example:

Lesser Dragon's Scales: "Deft Movement" Perk effect, 10% proc rate.

Ancient Dragon's Scales: "Deft Movement" perk effect, 25% rate, "Reflect Blows" Perk Effect, 10% rate.


Draugr: More Draugr type.
(Not sure if dual-wielding animations exist for Draugr)

Draugr Berserker - Basic Draugr dual wielding foe.

Draugr Archreaver - Deadly high-level Dual Wielding Draugr, that can Dragon Shout. most notably Elemental Fury and Dismay.

Dragon Priest - Fix their AI.


Vampires - Vampire Ancients and Volkihars specifically.

Vampire Ancients periodically turn invisible in an attempt to flank. Making dealing with ancients in groups especially dangerous.

Volkihar Vampires have a powerful Ice damage aura, but no obnoxious particle effect with it (Similar to Frost Atronachs)

All Vampires should regenerate at night.
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Latisha Fry
 
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