Weapon charges anyone?

Post » Mon Jul 04, 2011 3:35 pm

Thoughts on how it should work on Skyrim?

I personally think it was incredibly annoying in Oblivion. You'd create or find an epic enchanted weapon, only to find it with a lousy charge. Even Grand Soul Gems could sometimes only take the number of uses of the weapon to 42 or something. I'd always find myself searching for soul gems after I had struck enemies with the weapons like 10x(barely enough to kill anybody). They should change the tediousness of that mechanic in Oblivion. Either remove it altogether or give weapons 20-30x as much charge as in Oblivion. Instead of just 42 hits, make it 1,000 with a Grand Soul Gem charged weapon. To balance the duration, decrease the power or hell, make Legendary Weapons without charges but with an enchantment. They should be incredibly hard to find and not a commodity. So, what is your take?
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Alexander Lee
 
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Post » Mon Jul 04, 2011 8:58 am

I think they should keep it the way it was.
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Alkira rose Nankivell
 
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Post » Mon Jul 04, 2011 10:22 pm

I think they should keep it the way it was.

So you liked your weapon with a lousy 30 charges and you liked being constantly on the lookout for creatures to soultrap.
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Ludivine Poussineau
 
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Post » Mon Jul 04, 2011 4:06 pm

I know what you mean. I'm ashamed to admit, I used the dupe glitch to have at least 10 filled grand soul gems on me at all times. At some point it just became more of a chore than it was worth to continually charge the weapons. As far as how to fix it...well I'm not entirely sure.
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Antony Holdsworth
 
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Post » Mon Jul 04, 2011 9:58 pm

I definitely agree that they should change it. I never enchanted my weapons in OB because of how annoying it was when it was all out of charge 10 minutes after I enchanted it.
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Chavala
 
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Post » Mon Jul 04, 2011 8:49 pm

Azura's Star+weapon enchanted with what ever effects you want along with soul trap for one second. Problem solved.
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Kay O'Hara
 
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Post » Mon Jul 04, 2011 2:03 pm

So you liked your weapon with a lousy 30 charges and you liked being constantly on the lookout for creatures to soultrap.


That was the purpose of that spell, it's not like it was hard to find something to kill. Besides, you could always just get it recharged at a guild or magic shop.
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jaideep singh
 
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Post » Mon Jul 04, 2011 7:32 pm

I just want unique weapons that don't need a recharging every one and half fights. Look at Fallout New Vegas, it had completely unique weapons outside of the standard Iron, Steel, Silver, and all the other jazz of Oblivion. Unique skins and textures for the weapons, quests in the pursuit of rare, one-of-a-kind weapons, something interesting instead of "Iron Sword of Flame" with the standard skin of an Iron sword and the occasional red tinge or glow. :tops:

(Incessantly charging and recharging weapons was such a pain, at least for me. I just stuck to an Akaviri Dai-Katana most of the game anyhow.)
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Alina loves Alexandra
 
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Post » Mon Jul 04, 2011 5:09 pm

I preffer items recharging themselves like in Morrowind.
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Rebecca Dosch
 
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Post » Mon Jul 04, 2011 8:00 pm

That's why i always used Dawnfang/Duskfang. It was my favorite weapon!
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Assumptah George
 
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Post » Mon Jul 04, 2011 7:49 pm

i hope they bring back the slow recharge morrowind had
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Darlene DIllow
 
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Post » Mon Jul 04, 2011 1:23 pm

Azura's Star+weapon enchanted with what ever effects you want along with soul trap for one second. Problem solved.
Tell that to my warrior who was to crappy in the magic department to even afford a 1 sec Soul Trap Spell.


That was the purpose of that spell, it's not like it was hard to find something to kill. Besides, you could always just get it recharged at a guild or magic shop.
The spell is to recharge weapons. Not to make the game overly annoying by having to recharge your weapon each time you had a fight with a bear. You shouldn't have to worry about the duration of your charges the moment you completely refilled the recharge meter of your weapon. Sorry but I'm not fan of soultrapping every 3 creatures and carrying 150 soul gems on me.
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Jessica Raven
 
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Post » Mon Jul 04, 2011 6:05 pm

So you liked your weapon with a lousy 30 charges and you liked being constantly on the lookout for creatures to soultrap.


30? I had weapons with less than that. And made sure they were created with a 1 or 2 second soul trap, carried Azura's Star, and never had a problem since any non-NPC I fought let me recharge. It ain't broke, I don't see any reason to fix it. :shrug:
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Chris Jones
 
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Post » Mon Jul 04, 2011 7:58 pm

That's why i always used Dawnfang/Duskfang. It was my favorite weapon!

ya same doesnt it have at least a thousand uses?
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Spencey!
 
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Post » Mon Jul 04, 2011 7:54 am

Hopefully the now returned enchantment skill will have perks that increase the amount of charges a weapon can use (or at least provides some kind of fix for it).
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Adam Porter
 
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Post » Mon Jul 04, 2011 7:34 pm

Maybe some type of system where the enchantment would be stronger depending on charge level i.e.:

100%-75% charge - 100% enchantment strength
74% - 50% charge - 75% enchantment strength
49% - 25% charge - 50% enchantment strength
24% - 0% charge - 25% enchantment strength


Here the weapon would never run out of uses, just become weaker without recharging.
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Dagan Wilkin
 
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Post » Mon Jul 04, 2011 7:00 am

Sorry but I'm not fan of soultrapping every 3 creatures and carrying 150 soul gems on me.


Nor am I. That's why I sold the 150 soul gems, carried Azura's Star, and soultrapped everything that wasn't an NPC. :rolleyes:

And from time to time, when I had Black Soul Gems, I trapped the NPCs too.

Hopefully the now returned enchantment skill will have perks that increase the amount of charges a weapon can use (or at least provides some kind of fix for it).


Don't know if they'll do it this time around but in Morrowind it made charge use more efficient. You'd find an item that had 20 uses based on how many charges it could hold, and as your Enchantment skill rose it could get to where it had the same number of charges but you could use it 30 times, then perhaps 40, and so on. It varied depending on how strong the enchantment's effect was.

Here the weapon would never run out of uses, just become weaker without recharging.


Wouldn't really matter, the folks who gripe about having to recharge items would still gripe- it'd just be "why does my weapon do less damage over time" instead of "why does my enchantment stop working completely." :shrug:
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GLOW...
 
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Post » Mon Jul 04, 2011 10:21 am

I think they should keep it the way it was.

I completely disagree, unless you mean morrowind style. Enchanting is back as a skill, I sure as [censored] want to see the recharge over time making a return. I really love the whole consept of an enchanted weapon giving an early boost and then turning into a normal weapon if the combat is too long/facing many enemies. Ofcourse soul traps and recharging manually with soul gems should be in, making the really powerful weapons require the extra buff of souls every now and then to keep going, while the small enchantments wouldn't even need any attention at all.
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Heather Stewart
 
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Post » Mon Jul 04, 2011 7:15 pm

I don't think it was so much the severe issue with enchanting, but the fact that monsters became meat tanks at higher levels rather than difficult fights, and thus ate charges like no tomorrow.

In Morrowind or Daggerfall, the equivalent weapon would probably last much longer since it'd likely kill an average target in a few swings, rather than consuming 30 charges on one target and it still remaining alive.
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louise fortin
 
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Post » Mon Jul 04, 2011 2:21 pm


Wouldn't really matter, the folks who gripe about having to recharge items would still gripe- it'd just be "why does my weapon do less damage over time" instead of "why does my enchantment stop working completely." :shrug:


Touche, good sir.
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Cathrine Jack
 
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Post » Mon Jul 04, 2011 7:36 am

Tell that to my warrior who was to crappy in the magic department to even afford a 1 sec Soul Trap Spell.


The spell is to recharge weapons. Not to make the game overly annoying by having to recharge your weapon each time you had a fight with a bear. You shouldn't have to worry about the duration of your charges the moment you completely refilled the recharge meter of your weapon. Sorry but I'm not fan of soultrapping every 3 creatures and carrying 150 soul gems on me.

The cheapest soul trap spell is apprentice level, all you have to do is use detect life a few times to level up to apprentice, buy the soul trap spell, and now you can enchant stuff with it.
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Brandi Norton
 
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Post » Mon Jul 04, 2011 4:45 pm

I don't think I've ever seen another RPG that needed such an awful gameplay mechanic to balance out it's weapons.
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Jason Wolf
 
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Post » Mon Jul 04, 2011 2:05 pm

I'm interested in how it turns out. I think they will make it rechargable like in Morrowind but they could make a it different than ever before, just have to wait and see.
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Arnold Wet
 
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Post » Mon Jul 04, 2011 7:31 pm

I'd rather see something like Baldur's Gate where unique items all had their own histories you could read, and more interesting enchantments instead of being taken from a table of buffs you could cast. And best of all, you could kill as many Kobolds as you wanted without feeling like you were "wasting" your weapon.
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Sara Johanna Scenariste
 
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Post » Mon Jul 04, 2011 8:30 am

Maybe I was playing a different game to anyone else, but I never needed soul trap as there were filled gems everywhere.
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Marlo Stanfield
 
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