» Fri Dec 02, 2011 7:01 am
One thing of note for those defending that this is balanced...
The combination of master Enchanting/Alchemy/Smithing make it so that almost any style can be recreated. The issue is not that its "too powerful" but rather, that if you want to truly be a master of heavy armour, then you first should look to being a better enchanter/alchemist/blacksmith, and then improve your heavy armour.
In other words, lets say someone focuses on Heavy Armour, Block, and One-Hander (traditional knight sword and board style, arguably highly effective in Skyrim in its own right, certainly an enjoyable play style, if a bit simple). They have 100 in those three skills, and perks assigned accordingly.
I submit that it might be superior for such a style to actually be performed through Alc/Enhc/Smith (as in, having the crafting skills at 100 and perked out is superior to having the "actual" combat skills at 100 and perked out). This is done by using Alchemy to buff enchanting, so as to make gear that buffs smithing and alchemy (and do this up until diminishing returns are hit, 3 times roughly), then using alchemy and enchanted gear to smith the ultimate armour, improve it, and finally, enchanting said armour and weapons with the proper fortify one-hander/fortify block/fortify heavy armour (along with anything else thats useful, such as +carry weight to make up for lacking the conditioning perk). This results in a set of armour, weapons, and accessories that rival anything that can be found by normal means in the game. As such, I propose that this gear is actually superior to the "normal" gear a traditional Heavy Armour/One-Hand/Block character can ever possibly find by such levels.
Sure, lacking the perks makes it a bit more difficult to truly compare the two build types, but its still a matter that the Smithing/Enchanting/Alchemy combo is also highly portable, and can be used to recreate almost any other set of skills. Add to that that you can still easily add perks to the other skills with little issue after maxing these three, and you find that its pretty much 100% guaranteed that alc/enhc/smithing is always a good investment of perks.
Of course, this example is inside a vacuum, and never would occur in the normal game , but still, its an interesting though experiment
Now, I'm not saying that it shouldn't be powerful, I just find it odd that it results in a superior result than actually speccing in the skill itself. I don't mind that the combination of the two results in a godlike playthrough (thats always fun in its own right anyway), its just that it seems that as it is right now, alc/enh/smith is a near no-brainer when it comes to power building characters. Obviously some don't care about power-gaming (and thats alright, I'm not some elitist who says you're playing it wrong), but still, I find it sad that in all likelihood, alc/enhc/smith is pretty much a requirement to making the strongest character possible.
The issue here is the synergy of the 3 skills. Alchemy and Enchanting improve each other, and those two improve smithing. Fortunately, there is no fortify alchemy potion effect, or a fortify enchanting enchant effect, otherwise the game would crack in two. Dual Enchanting allows for some pretty broken combinations of enchants, and heavy armour smithing is simply the way to go (as it gets daedric in its tree for weapons).