Anyone hoping Bethesda Nerfs Enchanting & Smithing....

Post » Tue Dec 13, 2011 1:41 am

You guys are bein stupid flat out. I agree with all you that the exploits don't NEED patching. If you want to be a demo-god, you should be able to be one. This post is because Beth specially stated they would be fixing exploits in the game. The crafting skills are the most exploitative things in the game. You are all missing the point
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Damian Parsons
 
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Post » Mon Dec 12, 2011 7:48 pm

And where has Bethesda said enchanting/smithing is an exploit? Was it just pure coincidence that each fortify skill can be applied to no more than 4 items with a 25% magnitude on each, or that the alchemy/enchanting loop has a cap on it?

Exploits and difficulty issues are like the Ogma bug that grants unlimited XP, or the fact that every dungeon is full of creatures that die in 1 blow except for a single enemy that can kill the player in 2 swings.

I could be wrong, but it just seems highly unlikely to me that everyone at bethesda had no idea of the power of alchemy/enchanting/smithing when they released the game.

Finally someone that atleast gets the point of this post. Yes I agree it's possible they weren't talking about crafting. That is what this post is meant to discuss. Not if they should do it or not. They already said they were doing it!
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His Bella
 
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Post » Mon Dec 12, 2011 10:17 pm

If they change anything, you can bet it will probably be subtle. Removing some exploits makes sense. Changing how the skill works and grows entirely? No.
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neen
 
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Post » Tue Dec 13, 2011 5:16 am

I don't understand the purpose of nerfing something in a single player game.
Stop spamming an ability and stop exploiting something in the game.

Problem solved.

If you can't control yourself, that's your problem. Not mine.

There are real bugs in this game that Bethesda needs to spend time fixing.
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Lil'.KiiDD
 
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Post » Tue Dec 13, 2011 12:43 am

Yeah, they should do what they did for all of those "exploitable" things in the previous games and just remove everything: stuff like magic, weapons, armor, and skills. That way, there would be no exploits, and we'd all be a lot happier doing not much of anything.


You are just being stubborn about having intelligent conversation dude.

What you just said was completely unnecessary...
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Ben sutton
 
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Post » Tue Dec 13, 2011 2:49 am

Absolutely not. If you abuse it, it's your own fault.

Exactly... Exhibit some frigging self control!!! Problem solved.

It's a single player game, you're only cheating yourself. I really don't understand these threads.
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His Bella
 
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Post » Tue Dec 13, 2011 9:18 am

Why would you say 8 year olds? Are you trying to sound smart or stupid? Haha.

Because I think most of the complainers are about 8 mentally. And that's probably giving them too much credit.

I know just from reading the forum that the average reading comprehension level around here is ~5th grade.
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Logan Greenwood
 
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Post » Tue Dec 13, 2011 2:26 am

When the future patch addresses "difficulty rebalancing"?

I smell a nerf cooking up for those two overpowered skills...


"Difficulty rebalancing" sounds to me as if they will increase the hitpoints and dmg output of higher level mobs on master difficulty and rework or include caps for certain stats like fortify potions, enchantments, dmg, armor rating, elemental resistances and so on.
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Lovingly
 
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Post » Mon Dec 12, 2011 5:45 pm

If it is a true exploit I don't really care. Like the chain stacking of potions/enchants to make super weapons. You bring that on yourself. But when a skill on its own being used in a reasonable fashion is broken it should be fixed. Like 100% discount on magicka, nothing should totally bypass the resource mechanic system they put into the game. If you can bypass it why even have a magicka stat. And that can be done just with enchanting and 8ish perks, that is just bad game design.

Some issues I see mentioned.

1. Smithing can be leveled just with iron.
Yup, and that wont change. The only way to craft better material items is with perks and they are not going to require perks to level or overly penalize leveling because you don't have perks. It is just one more reason in a list of reasons smithing has a poorly designed perk tree.

2. It isn't bad unless you grind it.

Well the crap gear you produce will never compete with what you find unless you grind it. Which means you would not create anything unless you plan n grinding the skill up. Unless they plan on radically changing what you can make from 15 skill and up so it is competitive with found gear these skills will be ground by anyone who uses them. Requiring a perfect balance of how much you should grind is just bad design.

3. Self control/nerfing is bad.
A balanced game is just better in the first place, so why complain that they make the game better. And as long as it is in the game I don;t see the problem. The problems are when they say smithing is unbalanced remove smithing, not these things are unbalanced in smithing lets balance them.

Again if it is a specific exploit requiring screwing with the system like the current 5,000 damage weapons thing I don't care either way. I don't think it is wrecking anyone's game. But telling people these 5 skills are broken avoid them or only level them at X rate and then don't use these things and never combine them with this is a totally different thing.
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Max Van Morrison
 
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Post » Mon Dec 12, 2011 9:18 pm

"Difficulty rebalancing" sounds to me as if they will increase the hitpoints and dmg output of higher level mobs on master difficulty and rework or include caps for certain stats like fortify potions, enchantments, dmg, armor rating, elemental resistances and so on.

Exactly . Caps that will eliminate the smithing enchanting alchemy loop.
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Laura Hicks
 
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Post » Mon Dec 12, 2011 7:40 pm

Not nerfs. Their philosophy should be that anyone who plays the game with a goal of not exploiting it shouldnt be able to easily break theri game and ruin the gaming experience for themself.

:D
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Tania Bunic
 
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Post » Tue Dec 13, 2011 5:47 am

Too many WoW/MMO whiners are now playing the best RPG series ever created.

There is no such thing as "balance", "nerfing", "over/under powered" in a single player game.

Stop complaining about problems you are creating by exploiting the game....or stop playing the game.
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Tessa Mullins
 
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Post » Mon Dec 12, 2011 7:14 pm

Because I think most of the complainers are about 8 mentally. And that's probably giving them too much credit.

I know just from reading the forum that the average reading comprehension level around here is ~5th grade.



Given the maturity level you show in this thread I have to say, Mr. Pot, the Kettle is calling.
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Naomi Ward
 
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Post » Mon Dec 12, 2011 5:59 pm

THIS IS NOT AN MMO! You are not competing with anyone!

I'd rather real bugs get fixed than nerfing existing skills.
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Teghan Harris
 
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Post » Tue Dec 13, 2011 5:17 am

When the future patch addresses "difficulty rebalancing"?

I smell a nerf cooking up for those two overpowered skills...

You should create a poll for this.
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Jaki Birch
 
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Post » Mon Dec 12, 2011 10:44 pm

I still see idiots arguing over whether Bethesda should do balance and exploit patches. Have you guys read any of the posts on here at all?
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Alex Vincent
 
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Post » Mon Dec 12, 2011 6:55 pm

Given the maturity level you show in this thread I have to say, Mr. Pot, the Kettle is calling.

Because I'm black ya'll. I'm black ya'll! And I'm Bliggity blaggity blik BLACK!

Because I have valid points and communicate them in complete sentences, I must be about 8 years old.
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Barbequtie
 
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Post » Mon Dec 12, 2011 11:05 pm

Anyone hoping Bethesda Nerfs Enchanting & Smithing....

When the future patch addresses "difficulty rebalancing"?


Nope. I haven't found them overpowered. But, then, I just hit 100 Smithing at level 48. And have 70 Alchemy, and 50-60 Enchanting (with no perks).

I've been happily playing along through the game, using the skills that felt right, picking perks as they seemed useful (I don't have any tree "maxed out" except the light armor path on Smithting), and I've had plenty of challenge. Boss fights and the stronger dragons take a good amount of work. On Adept.


So I don't really see a strong need for "nerfing". Or "balancing". But, then, I never overdid stuff in Oblivion (like 100% chameleon) or Morrowind (like recursively stacked Int potions to reach infinite power). Just like I don't open the console and type "tgm".... it's boring, why would I do any of those things? But if people find them interesting, I don't feel any need to prevent it. Only part I find odd is that the people pursuing "ultimate power" by min/max/powergaming, then complain when they succeed in their goal. It's kind of strange. You'd think they'd be happy.
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Jordan Moreno
 
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Post » Mon Dec 12, 2011 6:35 pm

No, because it works just fine. They're only over-powered if you exploit it and spam it to 100.

This. You don't have to make hundreds of iron daggers if you don't want to. You can choose to do it RP style and only make the best items you have available from ore and ingots you find yourself.

Why should bethesda need to make any changes, this is a single player game. It doesn't matter in the slightest if you decide to make an uber BiS FotM toon and use smithing alchemy and enchanting together, or if you decide to RP it and combine slightly more natural perks together.

Were this an MMORPG then of course it would have to be fixed. But the only person whose enjoyment you are having an effect on is your own. And, TBH, I couldn't care less if a person wants their uber toon or their favorite toon. I'll happily play my 2 hand, heavy armor smithing warrior as that combination makes sense.
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KiiSsez jdgaf Benzler
 
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Post » Mon Dec 12, 2011 6:33 pm

If it is a true exploit I don't really care. Like the chain stacking of potions/enchants to make super weapons. You bring that on yourself. But when a skill on its own being used in a reasonable fashion is broken it should be fixed. Like 100% discount on magicka, nothing should totally bypass the resource mechanic system they put into the game. If you can bypass it why even have a magicka stat. And that can be done just with enchanting and 8ish perks, that is just bad game design.

Some issues I see mentioned.

1. Smithing can be leveled just with iron.
Yup, and that wont change. The only way to craft better material items is with perks and they are not going to require perks to level or overly penalize leveling because you don't have perks. It is just one more reason in a list of reasons smithing has a poorly designed perk tree.

2. It isn't bad unless you grind it.

Well the crap gear you produce will never compete with what you find unless you grind it. Which means you would not create anything unless you plan n grinding the skill up. Unless they plan on radically changing what you can make from 15 skill and up so it is competitive with found gear these skills will be ground by anyone who uses them. Requiring a perfect balance of how much you should grind is just bad design.

3. Self control/nerfing is bad.
A balanced game is just better in the first place, so why complain that they make the game better. And as long as it is in the game I don;t see the problem. The problems are when they say smithing is unbalanced remove smithing, not these things are unbalanced in smithing lets balance them.

Again if it is a specific exploit requiring screwing with the system like the current 5,000 damage weapons thing I don't care either way. I don't think it is wrecking anyone's game. But telling people these 5 skills are broken avoid them or only level them at X rate and then don't use these things and never combine them with this is a totally different thing.



<333
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barbara belmonte
 
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Post » Mon Dec 12, 2011 7:03 pm

The only adjustment that makes sense to me is limiting how far you can boost your skills by synergizing alchemy and enchanting. A character who synergizes these crafting skills should still be extremely powerful, but after a certain point it just gets redundant. How much extra power do you really need when you can 1-shot a Draugr Deathlord?
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Farrah Lee
 
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Post » Mon Dec 12, 2011 6:15 pm

I personally like having the best gear possible. It's like saying "Remove the option to change difficulty". Novice is so easy that everything is overpowered. Remove Novice now!! QQ
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DAVId Bryant
 
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Post » Mon Dec 12, 2011 8:17 pm

No, because it works just fine. They're only over-powered if you exploit it and spam it to 100.


+1, this, whatever else applies. My smithing is 50 at level 24, and I've used, or equipped my companion, with everything I've ever made. Enemies are just right, killable if I pay attention, dangerous if I don't with the armor and weapons I built with my current skill in smithing and enchanting. If I had spammed or modded my skill set to creat better armor/weapons, it would be too easy.
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Melis Hristina
 
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Post » Tue Dec 13, 2011 5:04 am

when i read things like "crazy ENTCHANTMENT loop" i know that the person posting this has no clue and is just whining.

you guys know that the new ALCHEMY loop has more effect that both of these two skills together? thinge like this or the oghma lvl 81 in an hour glitch should be fixed FIRST. because these are real BUGS.

the benefit of this so called "entchant loop" are actually REALLY small. e.g.

from 40% more weapon damage (BASE entchant ONLY value) to only 47% 7% more is not really that big of a deal. and the "loop" ends after two times already so loop is not really the case since loop is something ENDLESS like the new alchemy one.

smithing needs only one thing : a bit more logical leveling progression i.e. not making a few hundred iron daggers. the benefits of smithing alone ARE FINE AS THEY ARE. getting better armor and weapons than someone who does not perk this is the BENEFIT from skilling this three you cannot remove this. would make three underpowerd.

tough the entchant three definitly needs a few tweaks. e.g. highest value counts. so you can not have more than a single entchant that fortifys weapon damage or reduces manacost.

the other solution is just implement CAPS on entchants and smithing improvment gear/effects.
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Liv Brown
 
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Post » Mon Dec 12, 2011 8:08 pm

If they absolutely feel the need to nerf crafting, Smithing is the only one which is really broken. Think about it... with Smithing, you can enchant your clothes and jewelry to give +29% better Smithing. You can do that with Alchemy, too, but not Enchanting. You can only make potions to improve Enchanting, but you can't make potions to improve Alchemy. However, you can do both for Smithing. After you enchant your clothes and jewelry, you can drink a potion on top of that. I don't even use armor and weapons, so I've never felt the need to do it. But honestly, I don't even care. If I'm being one-shot-killed by smelly archer bandits, I need all the tricks I can get just to survive! So if they're going to nerf crafting, they had better nerf to broken, overpowered enemies, too!
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Nims
 
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