Enchantment Charges

Post » Mon Sep 13, 2010 7:38 pm

I do not like lots of the ideas here, people want to dumb down the game :banghead: . Yes I see removing charges as similar to removing the magic pool, just let you cast, to balance it just nerf spells to 1/3 of Oblivion strength. This would make mages far easier to play and boring as mud.
Nope. Go look at how it worked in Daggerfall.
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Yvonne
 
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Post » Tue Sep 14, 2010 6:05 am

I used a lot of cast on use enchanted items in Morrowind to preserve magic, and yes they was overpowered, you could make a ring with weakness to fire 100%+ fire damage 100 in 30 feet, with enchant skill 100 this had over 30 charges rate of fire was as fast as you could press the button. Also had a restore health 100 item.

Recharging items over time is ok as long as it's pretty slow, perhaps have it constant like 1-3 magic/ second for everyting, making a powerful weapon with lots of charges takes longer to fill up.

I do not like lots of the ideas here, people want to dumb down the game :banghead: . Yes I see removing charges as similar to removing the magic pool, just let you cast, to balance it just nerf spells to 1/3 of Oblivion strength. This would make mages far easier to play and boring as mud.

I don't see how removing the charges on an enchant is similar to removing the magic pool. :huh: In my opinion, enchants shouldn't be such a huge factor in terms of damage. It should help you, but not make you OP. You even state that you don't want enchants to be like that, SO; Remove the charges AND make them weaker. Everyone wins!
Edit: I missed your earlier post there; Yes it would seem kind of dumb to have an enchant that does 5 damage and you're level 50, but maybe they can scale it? I'm not good on progamming, but I don't see why not. Also, I want to point out that enchants shouldn't be doing half of your weapon's damage. They should be helpful and add a little damage, but not to an excessive amount. Otherwise, if you want a powerful enchant, then fine, add the charges to make it fair, what I'm saying is to make them have no charges and make 'em weaker, say maybe 25 pts of fire damage at 50?
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Sweets Sweets
 
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Post » Tue Sep 14, 2010 6:59 am

Make weapon enchantments drain magicka with every discharge. That would be a lot better, IMO.

EDIT: The concept behind weapons needing recharges while the rest of your gear doesn't is plain [censored].

You could have constant effect on weapons in Morrowind like a sword with fortify blade, it was dropped in Oblivion to simplify enchanting, because it was pretty stupid then you could do additional damage instead, and put the buff on armor and many people in Morrowind did the mistake of enchanting weapons with cast on use and not cast on strike.
Cast on use in Morrowind also used charges the same way as weapons but was dropped in Oblivion.

maybe enchantment perks will increase your charges or re-charge rate?

Yes I in Morrowind high enchant skill reduced magic drain then you used the item, would say that perks to increase recharge rate would make sense.
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Jessica Phoenix
 
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Post » Tue Sep 14, 2010 4:05 am

Look at World of Warcraft for example, I liked how their enchanting works; You can get pretty good enchants at high levels, you have an unlimited use of the enchanted weapon, and they're expensive to get. What if we convert that to Skyrim?

Say for this powerful enchanting effect (50 pts of fire damage per strike) you'll need certain materals gathered only from high level creatures/NPCs

For an enchant of 5 pts of fire damage per strike, you only need materials (Or souls, whatever) from low level creatures/NPCs

Both of these enchants should have an unlimited use, because they're not game changers, they're just a little extra to help you on your quests. So, if you're 50 and still have that 5 pts of fire damage enchant, then upgrade! Or, scale it. Either way, I think that it would balance itself out quite nicely, and if Beth has something similar to this, well :wub:
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Clea Jamerson
 
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Post » Mon Sep 13, 2010 6:47 pm

I always thought the problem was using the enchantment on a base attack.

Instead of tapping the attack trigger to spam the casting enchantment it should only be done by power attacks.

Be a nice option to have for people who want to specify things.
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Lauren Denman
 
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Post » Tue Sep 14, 2010 1:27 am

I don't see how removing the charges on an enchant is similar to removing the magic pool. :huh: In my opinion, enchants shouldn't be such a huge factor in terms of damage. It should help you, but not make you OP. You even state that you don't want enchants to be like that, SO; Remove the charges AND make them weaker. Everyone wins!
Edit: I missed your earlier post there; Yes it would seem kind of dumb to have an enchant that does 5 damage and you're level 50, but maybe they can scale it? I'm not good on progamming, but I don't see why not. Also, I want to point out that enchants shouldn't be doing half of your weapon's damage. They should be helpful and add a little damage, but not to an excessive amount. Otherwise, if you want a powerful enchant, then fine, add the charges to make it fair, what I'm saying is to make them have no charges and make 'em weaker, say maybe 25 pts of fire damage at 50?

25 in fire damage equals a top level sigil stone, it had 70 charges, non of the artefacts did 25 in damage. As I said 5 in damage would be more balanced making enchanting as useful as speachcraft in Oblivion. 10 would probably be overpovered. Yes you could level the enchant effect with your enchant skill level so you did 25 in damage with 100 in enchant and 12 in damage with 50, this would be balanced but make enchant a very boring skill-
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Svenja Hedrich
 
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Post » Tue Sep 14, 2010 4:44 am

Oh, the artifacts said to possess a will of their own - Daedric artifacts carry the distilled essence of their Prince - ought to leave the player, after some number of uses. The number of uses should depend on the Enchantment skill.
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darnell waddington
 
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Post » Tue Sep 14, 2010 10:35 am

I always thought the problem was using the enchantment on a base attack.

Instead of tapping the attack trigger to spam the casting enchantment it should only be done by power attacks.

Be a nice option to have for people who want to specify things.

Actually a good idea, at least demand a clear hit, block should prevent enchantment damage unless area effect. Enchantment was overpowered in Oblivion because of this, if you had 5 in blunt and picked up a enchanted axe you could still do serious damage.
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Laura-Lee Gerwing
 
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Post » Mon Sep 13, 2010 11:28 pm

25 in fire damage equals a top level sigil stone, it had 70 charges, non of the artefacts did 25 in damage. As I said 5 in damage would be more balanced making enchanting as useful as speachcraft in Oblivion. 10 would probably be overpovered. Yes you could level the enchant effect with your enchant skill level so you did 25 in damage with 100 in enchant and 12 in damage with 50, this would be balanced but make enchant a very boring skill-

Okay, I see your point there. I just hate the charges system and prefer just having no charges instead :celebration:
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Guinevere Wood
 
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Post » Tue Sep 14, 2010 10:40 am

Oh, the artifacts said to possess a will of their own - Daedric artifacts carry the distilled essence of their Prince - ought to leave the player, after some number of uses. The number of uses should depend on the Enchantment skill.


I would just vendor them then.

Top end Oblivion enchants did as much damage per hit as the weapon itself could BEFORE you even factor in the target's armor. The main source of damage for my melee characters is the enchants and thus the recharging balanced how OP they were.
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Budgie
 
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