Why Skills Won't Be Nerfed #2

Post » Fri Jun 08, 2012 8:55 am

Okay, I think this is a fruitful topic and the original thread got locked for post count, so I'm continuing the discussion.

Original thread at http://www.gamesas.com/topic/1335883-why-skills-wont-be-nerfed/

I'll start with how I was gonna reply to a previous poster:


Doesn't the problem with overpowered skills lie more within the playerbase than the game itself?

Think about it in a different way: Would the number of people who complain about this kind of thing be reduced if people would STOP telling each other/posting/reading all the best builds and exploits?

Honestly, I only look at the forums and the wiki to help me out of a tough spot or to see the new patches, maybe even to read a few story threads. People discovering balance issues is a good thing, usually, but I think a lot of people aren't realizing that they WILLINGLY exploited things. True, the ability to exploit things shouldn't necessarily exist in the first place, but you took it and ran with it, so it's your fault.

The company isn't going to tell you how/when to play your game, obviously. They aren't going to tell you not to grind your skill, but you did anyway. Perhaps that's the problem? Maybe playing the game more passively would help. Maybe only using smithing when necessary or enchanting when necessary would help out the people screaming "OP." You can argue this as a "handicap." I argue it as a design choice. I grinded smithing to 100 within a couple of hours and had some fun with it. Realistically, wouldn't it be less disappointing if I had gone out and killed things and gradually worked my way to 100, instead of forcing it all at one moment? The company probably did not intend for people to grind things to maximum as fast as possible.

Now, let's discuss challenge. Clearly you aren't understanding what skill level 100 implies. "Master" smithing. "Master" enchanting. You're playing the game on "Master." If you're a "master" of something, then that means you're either equally matched, if not better than your opponent. If you "mastered" enchanting and smithing and decided to make the most overpowered things you could imagine, doesn't that kind of mean you went out of your way(not so literally) to become the greatest? On top of that, your character is dragonborn... the ultimate dragon slayer. OF COURSE THE ANCIENT DRAGON IS GOING TO BE CAKE. It may be the hardest kind of dragon, but you're Dragonborn, and a master smith, and a master enchanter. How are you going to lose?

The game should be challenging, yes. Should it be this way without the player's input? Not necessarily. The "master" difficulty is hard, IF you play regularly and don't strive to become the best. Don't label that as handicapping, that's called being realistic. You're telling me that one person(your character) is some how so extraordinarily gifted that they mastered this, this, this, and that and is able to kill everything within days of his/her life? That's great, but not very realistic. Playing more like a roleplayer and less like a hardcoe powergamer might help?

Master level should be a challenge no matter how you play the game. There should be no way to powergame enough to make Master level easy. It shouldn't be easy even if you had every perk, every spell and ever skill jacked up to 100. That's what a hard skill level is supposed to do - challenge even the best players. Apparently this is not the case with Master skiil level.

And sorry if this seems horribly, horribly egotistical, but I'm also going to quote what I said on page 2, because I think I hit the heart of the matter with this. Feel free to ignore it if it annoys you:

Again, some people are missing the point. People want the game to be a challenge no matter which way they play it. They don't want to have to handicap themselves to manufacture a challenge, they want it to be a challenge period.

Let me give a couple examples of what I am talking about, with other games as examples.

There is a difference between a game and a toy. Take a look at one of the most successful games of the past several years, Spore. It sold extremely well for a PC game. But, the fact is - Spore is a really, really crappy game. Take note of what I said - it's a crappy GAME. It's a fantastic toy. The game itself is shallow, largely easy, and would get boring if it weren't for the fact that it tends to change stages fairly quickly. The cell stage is a decent little time-waster, but there are equivalent webgames available on the internet for free. The creature stage is a little interesting but not very much so, and the tribal stage is a snoozefest. The Civilization stage is a very bad ripoff of 4X turn-based strategy games, just in a sort-of RTS mold. The space stage can be interesting for a bit because of the exploration aspect, but it becomes a boring-ass grind after not very long, not to mention the constant fetch missions and "please save our asses from the pirates" missions get very old very quickly.

But as horribly poor a game as Spore is, it's one of the best toys to be developed for the computer in a long time, quite possibly ever. Have you ever seen the stuff that people create with 3D modeling software? Did you ever wish you could create a spaceship or car or tank or plane that looked as cool as what you see in your head? Did you then get your hands on a free piece of modeling software, then toy around with it for a week, then abandon the whole project because "I don't have time to earn a Bachelor's in computer modeling"? Spore is your thing, then. The creature and vehicle creators can be played with by themselves, without messing with the thoroughly underwhelming game. They're simple to use, and yet the more experienced modelers can create some amazing-looking things with some fairly simple tools. It doesn't take years to learn to be a competent modeler with the creators in Spore, it takes maybe weeks to become competent and produce things you enjoy looking at.

Skyrim, however, is not really a toy. As fun as it is to simply run around and look at the environment - I've done it, as has everybody - we want things to do in Skyrim. And the fact is, people want a challenge. You can say "It's single-player, so I think challenge should be optional. Just don't use parts of the game that remove the challenge." Well, that leads me into my next point:

People don't want to have to handicap themselves, and they shouldn't. As I said before, when given the choice of two chess opponents, one who is so far behind your level that you'd have to give up a queen and a bishop to be challenged, and one who plays on your level and provides a challenge without a handicap, which would you choose? You'd choose the player on your level, of course, as would any person actually interested in playing a game. Let's look at another computer game as an example - Supreme Commander 2, which is an excellent RTS game and a sequel to probably the best RTS ever, Supreme Commander. I could sit around playing on the Easy skill level forever, winning constantly. Well, if they had provided only Easy skill level, I'd be pretty annoyed, because I'd have to constantly handicap myself to get a challenge - 3 opponents against me, restricting myself from using nukes or Experimentals, not doing anything for the first minute of the game, or something. And I'd be annoyed with having to handicap myself just to get a challenge, and I'd be right to be annoyed. Fortunately they provided enough skill levels that I can get opponents who are a real challenge without handicapping myself.

This is what some are complaining about with Skyrim - that they have to handicap themselves by restricting themselves from certain parts of the game to get a challenge. There should be nothing in the game that can make the game unchallenging. Nothing at all. As I said, this assumes that you've raised the skill level as far as you can before complaining about being OP. But, if you've genuinely raised the skill level as far as it can go, and you've genuinely found that certain skills or perks, alone or in combination, can STILL make even the hardest skill level too easy and without challenge - then yes, you've got a valid complaint about the game balance, and one that the developers should address and fix.

-------------


In conclusion: The hardest skill level should definitely present a challenge, no matter how you play the game. If it does not, then the developer either needs to rebalance the game or else they need to provide another, even harder skill level.
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Cheville Thompson
 
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Post » Fri Jun 08, 2012 6:54 pm

It got locked while I was typing a witty and poignant piece of repartee...dead is dead in thread lockdown world.

In summary, my views as expressed:

a. If it makes you OP, don't do it;

b. If you do 'do it', you can only blame yourself;

c. If you don't like the game, go find one you do like;

d. The developers have given you a game, they aren't going to change the existing mechanics because a minority of people have issues with it (and in fact, they won't change the core mechanics anyway).
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Spencey!
 
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Post » Fri Jun 08, 2012 5:38 pm

It got locked while I was typing a witty and poignant piece of repartee...dead is dead in thread lockdown world.

In summary, my views as expressed:

a. If it makes you OP, don't do it;

b. If you do 'do it', you can only blame yourself;

c. If you don't like the game, go find one you do like;

d. The developers have given you a game, they aren't going to change the existing mechanics because a minority of people have issues with it (and in fact, they won't change the core mechanics anyway).

Well, I myself haven't found the game to be too easy even on Adept, even though I've got my Smithing up to 100 - no enchanting though. Problem is, quite a number of people do find even Master too easy with certain combinations of perks and skills - and there shouldn't be any way to do that. The hardest skill level should be hard no matter what you do.
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Alberto Aguilera
 
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Post » Fri Jun 08, 2012 8:45 pm

The way crafting, and many other things interact together not only overpowers the character, but also destroys the value of loot or any other items you find. It is a multifaceted problem.

You can like it or not, fact of the matter is that most if not every single game employs a tactic of rewarding the player for success. You shoot an enemy in a shooter, you get points; you pass a level, you advance the story; you win a race, you get a medal or to watch your avatar in the podium.

RPGs do this as well, by promoting exploration and rewarding the player with loot at the end of quests/levels/dungeons (among others like leveling or unlocking things through leveling). When the way one of the skills in the game is designed so that the benefit you get from it effectively overshadows every reward you're going to get from the game, thus making questing/exploring events for which you get no tangible reward, you're subverting the reward system. That is effectively, and not a matter of opinion, bad design.
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Beat freak
 
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Post » Fri Jun 08, 2012 4:49 pm

The way crafting, and many other things interact together not only overpowers the character, but also destroys the value of loot or any other items you find. It is a multifaceted problem.

You can like it or not, fact of the matter is that most if not every single game employs a tactic of rewarding the player for success. You shoot an enemy in a shooter, you get points; you pass a level, you advance the story; you win a race, you get a medal or to watch your avatar in the podium.

RPGs do this as well, by promoting exploration and rewarding the player with loot at the end of quests/levels/dungeons (among others like leveling or unlocking things through leveling). When the way one of the skills in the game is designed so that the benefit you get from it effectively overshadows every reward you're going to get from the game by the time you level that skill (like you're supposed to), thus making questing/exploring events for which you get no tangible reward, you're subverting the reward system. That is effectively, and not a matter of opinion, bad design.

Agreed. I have disagreed in the past, and still disagree with, those who say that you shouldn't be able to make as good stuff as you can find in dungeons. Why should the character be forced to be an inferior smith? But I do agree that there should be some reason to get the hell out of town, and not just because you "feel like it". I don't think it a bad idea that you can make ebony and glass armor; I do find it a bad idea that in time, as you level, you can simply buy ebony and malachite ingots like they're some normal commodity, when they're near the upper end of the armor spectrum. Dragon armor should never be available for sale - it's an unusual thing in the extreme. You should have to get out and find your own ebony and malachite - or at least it should be a rare thing for merchants to have it, and it shouldn't be available in Whiterun, where almost everybody ends up at like level 2 or 3. Daedra hearts should never be for sale, anywhere, ever.

Ditto for high-end magic books. Should a man be able to become a master wizard sitting in an inn in Whiterun? No. At best he should at least have to head to the College for that; and really he should have to get out and adventure to learn what he needs to learn.
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Schel[Anne]FTL
 
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Post » Fri Jun 08, 2012 5:08 pm

Agreed. I have disagreed in the past, and still disagree with, those who say that you shouldn't be able to make as good stuff as you can find in dungeons. Why should the character be forced to be an inferior smith? But I do agree that there should be some reason to get the hell out of town, and not just because you "feel like it". I don't think it a bad idea that you can make ebony and glass armor; I do find it a bad idea that in time, as you level, you can simply buy ebony and malachite ingots like they're some normal commodity, when they're near the upper end of the armor spectrum. Dragon armor should never be available for sale - it's an unusual thing in the extreme. You should have to get out and find your own ebony and malachite - or at least it should be a rare thing for merchants to have it, and it shouldn't be available in Whiterun, where almost everybody ends up at like level 2 or 3. Daedra hearts should never be for sale, anywhere, ever.

Ditto for high-end magic books. Should a man be able to become a master wizard sitting in an inn in Whiterun? No. At best he should at least have to head to the College for that; and really he should have to get out and adventure to learn what he needs to learn.

Crafting was a good idea, but executed poorly. It is relatively minimal effort for maximum gain, combined with the ease of acquiring needed materials. That's not to say that I would want it removed, far from it, but it should have been different.

Materials beyond extremely common varieties should never have been purchasable, and the rarer commodities should have been twice as rare or more than they are now. For smithing, each tier up of crafting in my opinion ought to have required exponentially greater numbers of materials per piece than the current static amounts required.

Improving weapons and armor should have been temporary increases that eventually wore back down to the original values, and required more resources to make such upgrades.

For enchanting, I think stacking of effects should not have been allowed, instead taking the highest modifier for effectiveness. In addition, dungeon/special loot should have had many more special effects that cannot be replicated through player enchanting, but have the chance to permanently break if not well maintained.

Overall, I believe crafting simply should have required far more effort and involvement on the player's part. That's my opinion at least.
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Natasha Callaghan
 
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Post » Fri Jun 08, 2012 10:10 pm

The smithing skill has "grind" written all over its design. The solution isn't nerfing a crap system in the name of balance, it's inventing a system that isn't completely focused on maxing power.

Right now, the primary function of smithing is upgrading gear. You can't craft anything that you can't find in a dungeon or shop, which trivializes the actual ability to smith new items.

Smithing should have been focused around gear customization, with a higher smithing skill unlocking more and more ways to customize gear. These customizations could also have nice little statistical improvements like "weapon swings 5% faster", "weapon staggers opponent 5% more often", "armor makes less 5% noise while sneaking", etc. Perks could have been unlocked new types of bonuses/customization options, improved the effects of existing bonuses, and other similar things. This would have shifted the focus of the skill away from power gaming, and towards (a much funner system) of personalization and customization. You would still have smithing skill determine the power of your gear (so that it had a tangible use) but the addition of a customization/personalization system would deemphasize the whole "over powered" or "under powered" question, because the skill wouldn't just be about total power.

And as the user above me posted, armor and damage bonuses from improving items should have worn down with use, giving the player a reason to use smithing on a semi-regular basis.
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James Shaw
 
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Post » Fri Jun 08, 2012 5:57 pm

Crafting was a good idea, but executed poorly. It is relatively minimal effort for maximum gain, combined with the ease of acquiring needed materials. That's not to say that I would want it removed, far from it, but it should have been different.

Materials beyond extremely common varieties should never have been purchasable, and the rarer commodities should have been twice as rare or more than they are now. For smithing, each tier up of crafting in my opinion ought to have required exponentially greater numbers of materials per piece than the current static amounts required.

Improving weapons and armor should have been temporary increases that eventually wore back down to the original values, and required more resources to make such upgrades.

For enchanting, I think stacking of effects should not have been allowed, instead taking the highest modifier for effectiveness. In addition, dungeon/special loot should have had many more special effects that cannot be replicated through player enchanting, but have the chance to permanently break if not well maintained.

Overall, I believe crafting simply should have required far more effort and involvement on the player's part. That's my opinion at least.

I agree that it's too easy to grind it too fast. Then again, i've in the past complained about the economics of smithing altogether. Some finished goods are worth more than the cost of the materials, but not some. There are some finished items - I'd have to check the UESP Skyrim Smithing page to see which ones - that are worth less than the value of their raw materials added together, and that's just base values, not accounting for the merchants' markup on their sales and markdown on their purchases. It would be very, very hard to have smithing be a moneymaking venture, even with high Speechcraft, unless you get the raw materials yourself. Buying the materials, smithing finished items, and selling the finished items is not really profitable, although improving items might change that.

But yeah, smithing needs redesign, although I expect it will never be.

What I think is a feasible request is for Bethesda to simply adjust certain things and rebalance them. This could be as wide-ranging as completely rebalancing certain skills that many people say are OP in combination, especially smithing, enchanting and sneak, or it could be as narrow as simply making Master level a good bit harder, so that it becomes a challenge even if you do craft the hell out of your equipment.
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Kira! :)))
 
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Post » Fri Jun 08, 2012 5:03 pm

The smithing skill has "grind" written all over its design. The solution isn't nerfing a crap system in the name of balance, it's inventing a system that isn't completely focused on maxing power.

Granted, although as I said above, it's probably not realistic to expect Bethesda to actually redesign smithing or other skills. What is entirely realistic is a request that they rebalance certain skills or at least make Master difficulty harder so that it becomes challenging even if you do the ol' smithing-enchanting-alchemy loop and throw sneak into the mix.

Right now, the primary function of smithing is upgrading gear. You can't craft anything that you can't find in a dungeon or shop, which trivializes the actual ability to smith new items.

Smithing should have been focused around gear customization, with a higher smithing skill unlocking more and more ways to customize gear. These customizations could also have nice little statistical improvements like "weapon swings 5% faster", "weapon staggers opponent 5% more often", "armor makes less 5% noise while sneaking", etc. Perks could have been unlocked new types of bonuses/customization options, improved the effects of existing bonuses, and other similar things. This would have shifted the focus of the skill away from power gaming, and towards (a much funner system) of personalization and customization. You would still have smithing skill determine the power of your gear (so that it had a tangible use) but the addition of a customization/personalization system would deemphasize the whole "over powered" or "under powered" question, because the skill wouldn't just be about total power.

I completely agree with this. I wish it were possible to do a far wider range of things with smithing. At the most basic level, I wish there were something like three or four times as many armor models, and perhaps multiple armor types for each material - maybe even multiple types (heavy and light) for each material type. Wanna make a light set of armor out of Ebony? Go ahead. Wanna make a suit of Steel armor with Glass ridges on it? Go ahead. A suit of Elven armor, but made out of Ebony instead of the usual Elven Moonstone and Quicksilver? Feel free. Paint over steel armor, add crests to briastplates, and perhaps even add cloaks to the game.

And as the user above me posted, armor and damage bonuses from improving items should have worn down with use, giving the player a reason to use smithing on a semi-regular basis.

Eh. This I'm not so sure about. It really got tedious having to repair items with hammers in Oblivion.
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Siobhan Wallis-McRobert
 
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Post » Fri Jun 08, 2012 6:53 am


Eh. This I'm not so sure about. It really got tedious having to repair items with hammers in Oblivion.

I agree, it was pretty bad. I think that it's possible to redesign it so that it wouldn't be tedious and annoying, though. Maybe have it happen waaaaayyyyy slower so that it doesn't need constant attention. Having it go from 100 to 0 was annoying because your gear would become crap after a while. It might not be so bad if it went from 120 (or whatever the post-smithing condition was) down to 100. That way you would still have a reason to use smithing on a semi-regular basis without being frustrated by your gear turning into crap.

But if they couldn't make it in a non-tedious way, item degradation should be left out.
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Soph
 
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Post » Fri Jun 08, 2012 10:08 am

The smithing skill has "grind" written all over its design. The solution isn't nerfing a crap system in the name of balance, it's inventing a system that isn't completely focused on maxing power.

Right now, the primary function of smithing is upgrading gear. You can't craft anything that you can't find in a dungeon or shop, which trivializes the actual ability to smith new items.

Smithing should have been focused around gear customization, with a higher smithing skill unlocking more and more ways to customize gear. These customizations could also have nice little statistical improvements like "weapon swings 5% faster", "weapon staggers opponent 5% more often", "armor makes less 5% noise while sneaking", etc. Perks could have been unlocked new types of bonuses/customization options, improved the effects of existing bonuses, and other similar things. This would have shifted the focus of the skill away from power gaming, and towards (a much funner system) of personalization and customization. You would still have smithing skill determine the power of your gear (so that it had a tangible use) but the addition of a customization/personalization system would deemphasize the whole "over powered" or "under powered" question, because the skill wouldn't just be about total power.

And as the user above me posted, armor and damage bonuses from improving items should have worn down with use, giving the player a reason to use smithing on a semi-regular basis.

good post, For me what Smithing did, was destroy my desire to collect stuff. Since I could just whip up anything I wanted or could find, (thanks to the puny amount of uniques).
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El Goose
 
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Post » Fri Jun 08, 2012 9:39 pm

So why aren't skills going to be nerfed?

Its an entirely new mechanic having two hands, it should be absolutely no surprise to anyone that they didn't get it right on the first try. Now, move past your disappointment and answer the reason for the thread.

You should've renamed the title of this. :tongue:

If anything gets nerfed, I'm betting on Shield Charge and Archery+Sneak.

Smithing and Enchanting will likely be an either or type thing, but who knows.
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Hilm Music
 
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Post » Fri Jun 08, 2012 4:02 pm

good post, For me what Smithing did, was destroy my desire to collect stuff. Since I could just whip up anything I wanted or could find, (thanks to the puny amount of uniques).

That is how I visualized smithing when it was announced, a balance between function and form. Sadly what we got was no form whatsoever, and the only function we got was increasing the gear's raw power.

It still annoys me how there is no appearance customization for gear of any kind. :(
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Floor Punch
 
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Post » Fri Jun 08, 2012 10:48 pm

There is no reason to gimp anything, if you want to break the game that's up to you
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Neko Jenny
 
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Post » Fri Jun 08, 2012 11:59 am

Well, I can't say much about sneak. I only took the first perk in it and actually I rarely sneak now if ever. Ditto archery - I only use it to bring dragons down now.

Shield charge I don't have yet, but I'm pretty deep into Block so it's probably in my future. Is it particularly OP?

And I'll grant the part about the two-handed mechanic being pretty much new. I don't know about anything to do with that being particularly overpowered, though. I'm sure a dual-wielding Orc with Berserk and the appropriate dual-wield perks can be pretty tough, but Berserk has its limitations.
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Love iz not
 
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Post » Fri Jun 08, 2012 6:28 pm

There is no reason to gimp anything, if you want to break the game that's up to you

So then the player should have to create the challenge for themselves? The game itself shouldn't be challenging?
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Music Show
 
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Post » Fri Jun 08, 2012 1:59 pm

Well, I can't say much about sneak. I only took the first perk in it and actually I rarely sneak now if ever. Ditto archery - I only use it to bring dragons down now.

Shield charge I don't have yet, but I'm pretty deep into Block so it's probably in my future. Is it particularly OP?

And I'll grant the part about the two-handed mechanic being pretty much new. I don't know about anything to do with that being particularly overpowered, though. I'm sure a dual-wielding Orc with Berserk and the appropriate dual-wield perks can be pretty tough, but Berserk has its limitations.

Shield Charge is an I-WIn button.

Most underappreciated skill in the game.

Archery + Sneak (the perk bonus for archery is what I was referring to) is stupid. They should scratch the bonus for archery while hidden, but that's just my opinion. I hated one shotting everything, I eventually just re-rolled a backstabber Assassin... and then I found out about the 30x.

So... :shrug:

Personal bias likely, but definitely give Shield Charge a once over. The trick is not to run everywhere, but to briefly sprint... and then you can just knock anything out of the way. Dragons even stumble briefly.
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Juanita Hernandez
 
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Post » Fri Jun 08, 2012 10:38 pm

i agree the game isnt challenging but that has nothing to do with how skills and perks are set up.

i am lvl 21

no skills over 50

and the game isnt challenging

thus waiting for mods to fix it
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Josh Lozier
 
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Post » Fri Jun 08, 2012 12:26 pm

They don't need a nerfing, they need a complete redesign. the way Skills advance overall has not changed and yet the aspects the participated in making them viable/Variable, that contributed to and benefitted from aren't there. so how about we get something fresh, tacking on perks fully of percentage increases and enabled decapitations aren't exactly what i consider "new and improved"
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Michelle Smith
 
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Post » Fri Jun 08, 2012 5:18 pm

Which aspects are those?

Attributes, Spellcrafting, Levitation, Chameleon?

You can criticize many things in Skyrim, but it is far from being Oblvion with 'tacked' on features.
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Tiffany Castillo
 
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Post » Fri Jun 08, 2012 4:12 pm

Yeah the game isn't challenging. Except for the over powered enemies which feel completely out of place the game is generally a breeze to play which makes it kind of weak. My brother (I went for mage build and you all know how that story is going to end) is basically a walking onstoppable powerhouse that laughs off attacks like they are from an annoying flee. That would be fine but I think the issue could be addressed by removing level scaling. It simply doesn't work. It didn't work in Oblvion, It was only tolerable in Fallout 3 but made areas too easy, and now it is attrocious in Skyrim.

Level scaling ether makes the game too easy or too hard but where level scaling ends horrible perks which are skills picks up. Fallout perks were just that Perks. It worked. Gave you a boost here and a jolt there, and an edge there but in Skryim it is a tradition skill tree and an unbalanced one at that. The skills are vastly too overpowered or a waste of points, or too underpowered and throw off the balance of the game since there are no legit apponents to fight against.

Take Kingdoms of Amalur for example. Their Skills are tradition and balanced. Stealth works (which frankly surprised me), magic can get powerful but only if you specialize in it, and lockpicking and chest opening posses a legit challenge but you can make it easier. Bethesda should copy more of what Kingdom of Amalur does in this regard because they've got it working but then again they do have the original creator of Elder Scrolls on their team so would you expect any less.
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Nice one
 
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Post » Fri Jun 08, 2012 10:44 am

Hey, Stupid guy here, Just wanted to see if one of you lovely smart peoples would do me the kindness of answering this question for me. I play on Adept as a Nord with perks focused in Sword, Shield, Heavy Armor, One Handed, and Smithing. Now the game is a nice balance for me, like I can steam roll most bandits but mages wreck my day.

Now my question is, should skills be nerfed how much effect would that have on my game?
Would it be to the point where every enemy in the game just bends me over a table and turns me into proper lady? Or would I not even notice the changes?
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Nikki Lawrence
 
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Post » Fri Jun 08, 2012 9:42 pm

Hey, Stupid guy here, Just wanted to see if one of you lovely smart peoples would do me the kindness of answering this question for me. I play on Adept as a Nord with perks focused in Sword, Shield, Heavy Armor, One Handed, and Smithing. Now the game is a nice balance for me, like I can steam roll most bandits but mages wreck my day.

Now my question is, should skills be nerfed how much effect would that have on my game?
Would it be to the point where every enemy in the game just bends me over a table and turns me into proper lady? Or would I not even notice the changes?

First... who says skills such as Enchanting or Smithing have to be nerfed to re~balance the game?

Second... let's say Enchanting does get nerfed. A nerf that could make Enchanting considerably less powerful is something like... dropping the initial Perk from 20% to 10%. You can still Enchant items but they won't be as powerful.

It got locked while I was typing a witty and poignant piece of repartee...dead is dead in thread lockdown world.

In summary, my views as expressed:

a. If it makes you OP, don't do it;

b. If you do 'do it', you can only blame yourself;

c. If you don't like the game, go find one you do like;

d. The developers have given you a game, they aren't going to change the existing mechanics because a minority of people have issues with it (and in fact, they won't change the core mechanics anyway).

This is... I don't even know how to explain it.

"If it makes you OP, don't do it."

Seriously how do you have this mentality about game balancing? It's really uncanny.
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Causon-Chambers
 
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Post » Fri Jun 08, 2012 10:37 pm

I don't know. I can't say how much any skills should be adjusted - or even if they should just scrap the idea of adjusting the skills themselves, and just make Master level harder, by adding more hit points to enemies or something simple like that.
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JR Cash
 
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Post » Fri Jun 08, 2012 10:25 pm

The best thing they could do with the current system in my opinion, is to introduce contested checks, diminishing returns, and remove enchancement stacking from multiple sources, as well as prevent fortify restoration from affecting enchantments and potions.
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Klaire
 
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