Fair idea for balancing tradeskills

Post » Wed Dec 14, 2011 10:26 pm

Fundamental change, where you never have to be all 3 to get full benefit, but doing so adds additional benefits.

Alchemy:
Alchemy to become non-enchanting dependent. Fortify Alchemy enchantment increased the level of your alchemy skill up to a maximum of 100. So if you have 100 alchemy without enchantments, fortify alchemy will not make your potions better. Base value of all player crafted potions and poisons are doubled.
Physician and Poisoner become 2 point perks with 25% and 50% values to compensate, as the health/magicka/stamina potions and poisons were not overpowered even with exploited levels of enchanting.

With this alchemists will not have any dependency on enchanting in order to make the strongest potions and poisons.


Enchanting:
Enchanting to become non-alchemy dependent. Fortify enchanting potions to be changed to no longer take you above 100 enchanting. So if you already have 100 enchanting, fortify enchanting potion does nothing for you.


Smithing:
Smithing to become non-alchemy and non-enchanting dependent. Both fortify smithing potions and enchantments are changed to only increase your smithing skill level, instead of % improving of weapons and armor. Neither enchantments nor potions can take you above 100 smithing.
Base amount of improvement to weapons and armor to be 150% of what it is now, because with the smithing perks this will take it to 300% of what it is now.
300% improvement is less than 920%, you won't 1-shot dragons anymore, or reach 80% damage absorption with light armor without perks.


Thoughts?
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Michelle davies
 
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Post » Wed Dec 14, 2011 4:32 pm

It's all solid ideas. But you will never see it in the game, because Bethesda decided to not fix their product.
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Jade
 
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Post » Thu Dec 15, 2011 6:44 am

It's all solid ideas. But you will never see it in the game, because Bethesda decided to not fix their product.

How did they decide not to fix their product? But I like what the OP is saying.
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Carolyne Bolt
 
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Post » Thu Dec 15, 2011 8:22 am

It's all solid ideas. But you will never see it in the game, because Bethesda decided to not fix their product.


Agree and sad for it. :sadvaultboy:
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Juan Cerda
 
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Post » Thu Dec 15, 2011 1:05 am

There's no need to change it, they just need to change the way they scale difficulty. A start would be to continue enemies getting harder after lv50.
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scorpion972
 
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Post » Thu Dec 15, 2011 12:08 am

Balance issues should be the last thing on the table. There are parts of the game that are literally broken.

Crafting could be seen as out of balance (I don't think so, I worked to get those skills up and now I reap the benefits--the exception being it should be harder to level smithing), but it is most certainly NOT broken.

Magic, for instance, doesn't scale and its efficacy wanes as the game goes on, that's an appropriate balance issue.
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Ebou Suso
 
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Post » Wed Dec 14, 2011 6:01 pm

Synergy should be allowed. It just should not be excessive.

I believe that potions and enchanting should readily allow you to take a skill over 100. But they should not allow you to cycle back around to enhancing the original one. A potion can enhance enchanting, but the new enchantment should not have a better effect on potions.
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Kat Ives
 
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Post » Wed Dec 14, 2011 4:38 pm

It's all solid ideas. But you will never see it in the game, because Bethesda decided to not fix their product.


Where do you get this nonsense from?

http://www.gamesas.com/index.php?/topic/1300562-skyrim-what-were-working-on/

Bethesda says that they will be doing gameplay updates.
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Stephanie Valentine
 
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Post » Wed Dec 14, 2011 5:37 pm

There's no need to change it, they just need to change the way they scale difficulty. A start would be to continue enemies getting harder after lv50.


this is my solution as well. you don't need to do the boost loop to become absurdly OP. and it happens well before 50. at around level 35 it's pretty easy. these are good ideas, but you can fix the OP character by not even touching the skills. overall it feels like two tiers (if not more) of enemies are missing.
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JeSsy ArEllano
 
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Post » Thu Dec 15, 2011 6:55 am

A better idea is that people take responsibility for their own actions and choices and balance themselves. Its like those two overweight women who sued McDonalds and claimed they became overweight because McDonalds food is fatty. No, actually you became overweight because you chose to continuously stuff your face with McD's food. Same thing with Skyrim, people stuff their faces with uber weapons and armor then blame bethesda for an unbalanced game. Yes you can abuse the exploits but you are the one choosing to do so. You are responsible for unbalancing your game. Just because you can do something doesn't mean you should. You can steer your car with your feet but that doesn't make a good idea (then maybe you can blame your car manufacturor when you get into an accident).
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Charlie Sarson
 
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Post » Wed Dec 14, 2011 5:05 pm

People have built and complained about "gods" for YEARS.

In this game, they gave you some easy options for more sophisticated players to NOT do that.

But people still HAVE to do it, and still HAVE to complain about.

I want my sneak to rely on sneaking instead of combat. So I'm NOT smithing, enchanting, or building many combat skills besides backstabbing and archery.

Thats not gimping, thats role playing. Thats MY choice. Thats freedom.
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Britney Lopez
 
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Post » Wed Dec 14, 2011 6:57 pm

If I want to make a god like character I should be allowed to. Please don't mess with crafting Bethesda
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Donald Richards
 
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Post » Wed Dec 14, 2011 8:48 pm

Tradeskills need more than a balance overhaul, although I think that the design team made a grave mistake when they implemented Fortify Enchanting/Smithing (Alchemy is still somewhat bad, but not too much). The synergy effect from all the 'Crafter Class' skills becomes too powerful too quickly with regards to raw numbers and therefore causes the steepest change on the difficulty curve. The ability to reach those heights is in itself not a problem, rather the problem comes from how... well... boring the tradeskills themselves are. The journey there is uninspiring and the methods by which to use this vast power is disappointingly unepic.

Alchemy is actually somewhat fun because it forces me to go out and find the right ingredients for my potions. Sure, the Alchemists have a list of ingredients on hand, but never enough to fuel serious alchemy. So to use my Alchemy skill I run around exploring and doing what TES is supposed to be good at, and overall I enjoy the experience that comes with that skill.

Smithing and Enchanting on the other hand are bloody dull in both what you can do with them and how they are accomplished. The difficulty in Smithing is diluted by merchants who seem to purchase ore but not use it, providing the player with a constant source with which to easily raise his/her skill. This problem is compounded by the fact that Iron Daggers are the best way to raise skill all the way through 1 to 99. Enchanting suffers from a similar problem where the player is influenced to drive the skill up by enchanting with Petty Soul Gems. The very existence of Soul Gem levels is in itself a problem, as obviously the player will only use them to either train the skill, get easy money, or recharge weapons while using Grand Souls whenever he or she wants to enchant something of value. I think that Bethesda could've done a lot more with Enchanting if they reimagined the soul levels and instead tied different enchantments to a certain creature type's soul. Of course, keeping a lot of the fun enchantment options from previous iterations of the TES series would've also helped. Fun effects also have the benefit of not breaking the game, or if they do, they break the game in a way that is more memorable than a common god-mode cheat.
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Helen Quill
 
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Post » Wed Dec 14, 2011 4:24 pm

Balance issues should be the last thing on the table. There are parts of the game that are literally broken.

Crafting could be seen as out of balance (I don't think so, I worked to get those skills up and now I reap the benefits--the exception being it should be harder to level smithing), but it is most certainly NOT broken.

Magic, for instance, doesn't scale and its efficacy wanes as the game goes on, that's an appropriate balance issue.

Thats an opinion. You have a pre-conceived notion on on magic should scale. Magic needs improvements and more spell tiers, but it does scale.

Saying that melee scales anymore than magic does without crafting involved just isn't true. Once you get your deadric sword and pick your perks, weapon damage doesn't grow in strength. Crafting takes it and boosts it into space.
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Jamie Lee
 
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