» Sun Dec 11, 2011 11:47 am
I'm fine with the rate of leveling (power leveling is not an issue to me).
My problem is that the overall output of smithing/alchemy/enchanting is simply far too powerful compared to the other skills. That, in effect, I should always take smithing/alchemy/enchanting no matter what style of play I wish to enjoy. Do I want to play a stealthy archer? Craft the perfect bow and apply as many fortify stealth/fortify archery enchants as possible. Do I want to play a mage? Add as many magicka cost reduction enchants to my armour. Do I want to play a warrior? Add fortify weapon damage/resist magick enchants to the gear. The end result is an armour capped character dealing damage that far exceeds high end daedric weaponry. And this is before I start training in the actual armour/weapon skills. Simply put, maxing out the crafting skills enables me to not have to spend nearly half as many perks in the armour trees, as armour cap is blown away so easily by crafting its pathetic.
I'm fine with god-like characters. Sure, its an enjoyable side effect of putting in that effort. My issue is that it is always, no matter what, a no-brainer to train the crafting skills. That no matter what, if I want to experience a play style as effectively as possible (by having the highest output), that I must select the same 20+ perks in highly specific fields for any given character. And that failure to do this is actively choosing to play a weaker character. I shouldn't be forced to make decisions to purposely play a significantly weaker character just so that I can enjoy the many different styles of play offered by the game.
Call it a lack of willpower, that's fine. I just dislike that when I select perks, one perk is obviously worth 200 usefulness points (pinnacle enchanting perk), while another is only worth 20 usefulness points (pinnacle one handed perk). The fact that one choice is 10x superior to another bothers me. I'm fine with something smaller, maybe 2x-5x. 10x is simply too much. Obviously these are abstract numbers, but its not my job to determine what would be appropriate.
Once again, realize that my call for "balance" has nothing to do with the MMO style of "I want my character to be as powerful as his character." This is a comparison of my current character to my previous characters. Obviously, some character builds are better than others (speccing in both heavy armour and light armour is in fact, a bad idea), but a reasonably well thought out and "fluid" character build (say a heavy armour/one handed/block warrior type, or a light armour/sneak/archery ranger type) should not be 100% inferior to one that focuses on crafting.
Think of it like this, a "standard" character with 100 heavy armour, and all heavy armour perks, wearing daedric gear, does not hit armour cap.
A "master crafter" character, with only 15 heavy armour skill and no perks in heavy armour, but wearing full enchanted/smithed daedric gear, blows away the armour cap.
Same level characters, same combat styles, vastly different numerical outputs. Therefore, beyond any sort of self-enforced crappy roleplaying techniques of saying "I don't do X" (with the actual reason you don't do X is because its "too powerful"), one is simply choosing to play in a sub-par manner.
If money trees were real, would you have one planted in your back yard? If doing 5 jumping jacks a day made you immortal, would you not do so? If it happened that crafting 1000 iron daggers, mixing some slow poison potions, and practicing enchanting on those daggers made you become like a god, would you not do so? And I seriously mean this, if in a RP sense your player was informed that the path to godhood entailed making 1000 daggers (doesn't matter what their actual quality is, and heck, it hardly takes 2 seconds to actually make them), would they not do so? Choosing not to do so is basically god-rping, telling the GM he is wrong, and that his world is stupid. Its the job of the vanilla base game to function like a capable GM in an P&P game. That means telling the players "No" sometimes, and creating an environment where the players cannot "win the game" just by doing obscure, meaningless tasks.