-Increased health can be chosen at level up (instead of Magicka or stamina)
-Perks in Armor/Heavy Armor will likely improve the damage reduction of attacks
-Extra stamina can be taken at level up
-While this would be nice, the bashing of locks should come with a downside (items breaking, guard hearing you, etc.)
-Using your Archetypes, mages won't be wearing any armor, so a moot point
-Mages will likely take Magicka boots at level up instead of stamina
-Magic may be able to give you high skill values (like in Oblivion), but they likely won't give you any of the perks from those skills
-Already mentioned that daggers can get up to 10X sneak damage, and bows do more damage (Todd killed a bandit from the shadows with one arrow)
-Archery is in the "Thief" archetype, so none of the other archetypes can use it
-Again, stamina, health, and magicka are chosen at level up
-The only other one who can do those things are mages, and that is only as long as they have magicka
-Since his only option for doing damage is the bow (augmented with poisons), and since bows shoot much slower and backpedaling speed has been reduced, archery is no longer a viable fighting technique at close range
It sounds like the things that you want are already in the game.
Thanks for the morale boost, buddy. :goodjob: I was really dying over here. And yes, your literal interpretation of my examples is spot on. Do I actually expect a Thief to use only a bow? No, not really. The balance discussion is for the sake of the skillsets in each constellation, not directly about the actual build an individual will play.
Idk about you... But I wanna double fist some good ol' Mead =D or, instead of torches, dual lanterns! Yess
and don't feel bad, ice only had one topic ice created break 100 posts lol. Besides, there are a few responses peppered in that are from forum goers other than you and I haha. You may get to three pages yet look =P
Lolz, I've had a few posts max out, so it's not a problem. I just think it's funny that people would rather talk about seeing an old picture of a walrus than the actual fundamentals of the gameplay and how to improve it.
Block is a skill and it can effect two things: Melee Damage Mitigation (Blocking in melee is not binary: Will you get hurt if you stand in front of a freight train with a shield up?), block reaction time, and block accuracy.
Hopefully blocking will completely mitigate ranged damage at all levels, so Melee characters don't have to cry when they can't reach the enemies peppering them with arrows.
Also, another advantage in favor of warriors: They can cover the most ground in the least amount of time (There's a reason Athletics is a combat, not stealth, skill). Sure, a thief is more agile, and can get places a warrior can't, and can sidestep blows like a gnat, but the Warrior has the fastest ground-speed.
Armor could be a skill with numerous perks available, from mitigating drawbacks of the armor, to adding unique abilities. For example, a heavy armor perk (Lets call it "Bastion of Defense") that increases damage resistance and attack speed when walking or standing still, and perks that reduce the speed and agility penalties of armor (Armor Optimization).
I also agree lock-bashing needs to be implemented (Perhaps as a two-handed weapon perk?), though it should not be an outright replacement for Security/lockpicking.
Magic will always have the capacity to outperform the other archetypes if it wants to remain viable, but it's tradeoff is the amount of micromanaging in combat, and the preparation time to achieve such status.
Hopefully, stamina and movement in combat will be fixed this time around. In Oblivion and Morrowind, it drained so stupidly quickly I had to disable it to keep the mages from outlasting my warrior in combat (They'd still be slinging spells when my fatigue was bottomed out). It wasn't the attacks, though, but the ridiculous tax moving around put on stamina. The combat system failed to accommodate for the manner in which fighters will conserve momentum in their footwork when moving in combat (it's actually easier to move quickly over short distances (5-10 ft at a time in any direction) in combat than to walk, because of the build-up of momentum), and the ridiculously tiny steps people take when "walking" in battle.
You made some good points, aside from the randomness of suggesting a battle with a freight train.....you do realize how blocking with a shield works in real life combat, right? If you stop and think about it, and then compare that to the contrived, arcadey version of blocking to stop an attack from damaging h you as much that's present in TES games, then you'll get why it needs to be more realistic. I get the idea if you're blocking with your hands, but that is entirely different from blocking with a shield, which is also entirely different from parrying with a weapon.
Most posts that talk about balance between Warrior/Mage/Thief are by players that are in this mindset.
The Warrior/Mage/Thief in Elderscrolls are just the way that the skills are type casted as to give players an idea of their usefulness.
But as in real life someone who is a warrior and takes no interest in lockpicking or magic should not be able to open a locked chest. its that simple.
Rarther than adding/changing skills to balance this it should actually be a game mechanic that changes. Such as the lock levels of chests are tied into strength and skill with a weapon larger than a dagger and this when hit would smash the chest with a 20% chance of damaging its contents.
For some of the other balances mentioned, Yes a mage can sneak as well as a thief. But If I want to play a true pure mage, why would I train the sneak skill, I would use illusion magic instead.
To play a 'True' anything in TES games you need to have some willpower, and also expect to 'not' see all elements of the game in one playthrough, it is not a balance issues.
The balance issue is with the general archetypes, not the exact builds different people might have. It's the fact that a TES game should always allow you to experience a "master" level character who can overcome any obstacle, no matter what archetype or mixed build you use.
And for reiterating my example for lock bashing, thanks, I guess...and as for mages, the only way they can "sneak" is not by sneaking at all, but by simply using the right spells in the Sneak mode. Will that inadvertently raise that skill? Yes. So based on being a pure mage skillset build, then I made a mistake, because then by that rule, a Mage couldn't wear armor or sneak. Hence the balance there. A mage loses out on those benefits, but gains the awesome powers of magic at range and in close quarters.