Weapon charges

Post » Wed Aug 18, 2010 5:26 pm

Honestly, i hated weapon charges in OB and i especially hated the way you recharged them. You had to use magic or pay good money. And it wouldnt be so annoying if it didnt cost an arm and a leg.

I liked solving everything without the use of magic but the game basically forced me to. Plus i had to get my mysticism up to lvl 25 which was a pain in the ass . . .

Id rather they strip away the charges altogether
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Matthew Barrows
 
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Post » Wed Aug 18, 2010 3:36 pm

Remember that they're bringing back Enchanting as a skill. They'll probably tie depletion and recharge rate (if any) to it, as it was in Morrowind. Perhaps there could be a way to bypass the Soul Gems and recharge the weapon automatically when you kill an opponent. (As a perk maybe? Then if you're a warrior that dosen't want to deal with the whole issue, just take one perk and your'e done with the whole thing forever, although enchanting and smithing seem pretty closely aligned.)
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Spooky Angel
 
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Post » Wed Aug 18, 2010 10:19 pm

i would want a system where they recharge over time at a rate thats based on the enchantment. for instance if you have a strong enchantment on a sword that deals 10s soul trap, 15 fire damage every second for 10 seconds, and destroy armor 100pts it should take longer to recharge than a weapon with soul trap for 5s. i would also like to be able to recharge the item with a soul gem. i would still want armor to be permanent enchant.
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cutiecute
 
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Post » Wed Aug 18, 2010 4:15 pm

Honestly, i hated weapon charges in OB and i especially hated the way you recharged them. You had to use magic or pay good money. And it wouldnt be so annoying if it didnt cost an arm and a leg.

I liked solving everything without the use of magic but the game basically forced me to. Plus i had to get my mysticism up to lvl 25 which was a pain in the ass . . .

Id rather they strip away the charges altogether


By alchemy - i had that much money in OB , that for me - cost didn't come into at all ,when recharging my weapon.
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roxanna matoorah
 
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Post » Wed Aug 18, 2010 5:41 pm

I think it will be similar to morrowind now that enchanting is back.
The better you are the less charge it will use,and the quicker it may charge up...or you could get more charge from the soul gems etc.
There are bound to be perks for that.
I see the poll so far say to stay magical,i don't like this.
It would also limit the use of enchanting and perks for it.
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Alan Cutler
 
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Post » Wed Aug 18, 2010 9:58 pm

I Hated Soul Gems With A Passion.
When I got that soul trap weapon (i think it was a katana) the only soul gems that were big enough to capture the souls were Grand and I don't get why it didn't fill up the smaller ones and over flow into the next. Maybe Reducing the power of enchanted weapons would be a good substitute for charge, OR they re-charge on their own over time meaning you would have to switch them out of use for a while until they recharge.
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Undisclosed Desires
 
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Post » Wed Aug 18, 2010 4:04 pm

i would want a system where they recharge over time at a rate thats based on the enchantment. for instance if you have a strong enchantment on a sword that deals 10s soul trap, 15 fire damage every second for 10 seconds, and destroy armor 100pts it should take longer to recharge than a weapon with soul trap for 5s. i would also like to be able to recharge the item with a soul gem. i would still want armor to be permanent enchant.

Let the recharge rate be constant / based on your enchant skill, so a weapon with a charge of 1800 will use six times as long to recharge from empty than one with 300.
How much charge it use does not have to factor in, this also makes it easier.

This would be pretty balancing as a weapon with a high pool and a weak enchantmet would hardly run out in normal gameplay with a decent enchant skill, with a weapon with a powerful effect would need frequent recharging and would hardly be useful with low.

To drop charges they would have to nerf max damage to 5 fire damage or something for balance ruining enchanted weapons.
A litle better level enchant damage with your enchant skill, so you do 25 damage at level 100, but only 5 at level 20 and 2 in damage at starting level. This would make enchanted weapons worthless for anybody who did not specialised in enchant. A daeric sword would usually do more base damage than daeric artefacts.
If would also destroy non damage enchantments like turn undead as it would only work on very low level undeads who would be easy to kill anyway.
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Sarah Unwin
 
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Post » Wed Aug 18, 2010 11:56 am

Maybe Reducing the power of enchanted weapons would be a good substitute for charge, OR they re-charge on their own over time meaning you would have to switch them out of use for a while until they recharge.


id like dropping charges and nerfing magical weapons the most

i realize plenty of people would come at me now and say if you dont like the charges system then dont use magical weapons . . . im just to used to every other rpg where weapons stay magical, but i dont like taking care of charges on top of taking care of item health

By alchemy - i had that much money in OB , that for me - cost didn't come into at all ,when recharging my weapon.


just now i recharged a sword for 5k . . . [censored] 5k, man!! thats a lot
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Daniel Brown
 
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Post » Wed Aug 18, 2010 1:15 pm

Let the recharge rate be constant / based on your enchant skill, so a weapon with a charge of 1800 will use six times as long to recharge from empty than one with 300.
How much charge it use does not have to factor in, this also makes it easier.

This would be pretty balancing as a weapon with a high pool and a weak enchantmet would hardly run out in normal gameplay with a decent enchant skill, with a weapon with a powerful effect would need frequent recharging and would hardly be useful with low.

To drop charges they would have to nerf max damage to 5 fire damage or something for balance ruining enchanted weapons.
A litle better level enchant damage with your enchant skill, so you do 25 damage at level 100, but only 5 at level 20 and 2 in damage at starting level. This would make enchanted weapons worthless for anybody who did not specialised in enchant. A daeric sword would usually do more base damage than daeric artefacts.
If would also destroy non damage enchantments like turn undead as it would only work on very low level undeads who would be easy to kill anyway.

Either this (which is a very good idea, lad) or make them permanent as in armour. I'm leaning toward the second though.
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Samantha Mitchell
 
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Post » Wed Aug 18, 2010 3:19 pm

I say permanent charges as well. I mean, who figures there are all these legendary weapons such as Umbra and Goldbrand that are known for their power and enchantment, and yet after a fight with the first 3rd of the enemies in a dungeon, the charge runs out, and you have to stop, sit in a corner and recharge a bunch of weapons and repair before you can even get to the main event.

I think it's terribly un-epic that so much tedious work has to be put into maintiaining weaponry so often. I do appreciate the realism of the repairing, don't get me wrong. But man I certainly hope in Skyrim the enchanting at least lasts 3 times longer on weapons or, if we're lucky, make it permanent like armor. As for repairing, it's fine, maybe just slow down the degradation rate just a little. My Dragonborn hero shouldn't have to pull out his insta-anvil and repair hammer in the middle of a dungeon filled with ancient monsters so he can bang on his sword and shield for a while. I mean really? Cmon...
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Louise
 
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Post » Wed Aug 18, 2010 9:47 pm

I'm half-heartedly hoping constant effect will be possible on weapons again although with enchanting coming back I assume it's mainly to help cast on strike charge usage, I like to add an enchantment just so it can work on things that are immune to normal weapons rather than increasing damage. Never really liked having to pause the game every few seconds or minutes to manage the charge level or to apply poison.
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NAkeshIa BENNETT
 
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Post » Thu Aug 19, 2010 3:57 am

I hate chasing down soul gems or npcs to recharge a weapon every fifty whacks.

This could go the way of the dodo and I'd never miss it.
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NIloufar Emporio
 
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Post » Wed Aug 18, 2010 8:48 pm

A very gradual self-recharge with an option to use Soulgems to speed the process, similar to what was in Morrowind, might be better than having to "reload" your enchantments constantly.

Rather than having a fixed recharge rate, it could be based on a percentage of the total enchantment pool. That way, if you use a larger soul to make the enchantment, it will not only give you more charges, but a faster recharge rate. An enchantment using a petty soul would offer less total charges and a slower regen of those charges.

Having an equipped item recharge slightly faster, based on your Enchanting skill, might be another positive step. I could even see diverting a portion of your own natural magicka regen (hopefully not as ridiculously fast as in OB, but with a deeper pool) toward recharging your items. Items that are unequipped should gain no additional benefit from your skill.
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Kevan Olson
 
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Post » Wed Aug 18, 2010 12:19 pm

A very self-gradual recharge with an option to use Soulgems to speed the process, similar to what was in Morrowind, might be better than having to "reload" your enchantments constantly.

Rather than having a fixed recharge rate, it could be based on a percentage of the total enchantment pool. That way, if you use a larger soul to make the enchantment, it will not only give you more charges, but a faster recharge rate. An enchantment using a petty soul would offer less total charges and a slower regen of those charges.

Having an equipped item recharge slightly faster, based on your Enchanting skill, might be another positive step. I could even see diverting a portion of your own natural magicka regen (hopefully not as ridiculously fast as in OB, but with a deeper pool) toward recharging your items. Items that are unequipped should gain no additional benefit from your skill.

A recharge spell or ability were a good idea, possibly introduced with a perk.
I guess the enchant skill will work much like in Morrowind; you raise it by using magic items, recharging or making them.
Would find it strange if they add an enchant skill and nerf enchant compared to Oblivion.

I has never paid for recharging, umbra+ azura’s star+ summon scamp work just as well, if you can’t beat umbra you need a soultrap spell, if you can’t summon scamps visit the house of everscamps in Leyawind, also nice for hand to hand training.
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Svenja Hedrich
 
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Post » Wed Aug 18, 2010 10:49 pm

I has never paid for recharging, umbra+ azura’s star+ summon scamp work just as well, if you can’t beat umbra you need a soultrap spell, if you can’t summon scamps visit the house of everscamps in Leyawind, also nice for hand to hand training.


this is what i hate about it, i have to do some crappy chore and waste my time killing scamps that dont fight back and use magic . . . as i said, i like pure characters so id rather finish the game without ever using that soul trap spell

I say permanent charges as well. I mean, who figures there are all these legendary weapons such as Umbra and Goldbrand that are known for their power and enchantment, and yet after a fight with the first 3rd of the enemies in a dungeon, the charge runs out, and you have to stop, sit in a corner and recharge a bunch of weapons and repair before you can even get to the main event.


i think this is maybe what irks me the most, that some legendary equipment is so terribly flawed that after a couple if hits its no better than some generic no-magical equipment
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Oscar Vazquez
 
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Post » Wed Aug 18, 2010 2:16 pm

I personaly like the idea of having weapons recharge over time and based off of your enchantment skill, with the added option of using a soul gem to accelerate the recharge rate.
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Greg Swan
 
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Post » Wed Aug 18, 2010 11:39 pm

Scrap the recharge altogether. Magical weapons should be permanently magical, and should never need to be recharged.
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Nicole Coucopoulos
 
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Post » Wed Aug 18, 2010 12:58 pm

Once magic always magic. Thats my two cents at least. The system in oblivion was just tedious.
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Setal Vara
 
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Post » Wed Aug 18, 2010 7:10 pm

I expect if there even is a self recharge feature for weapons it would be limited to staves only and even then require alot of skill and perks in enchant perk tree.
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Milad Hajipour
 
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Post » Wed Aug 18, 2010 8:54 pm

I think enchanted weapons are for non-magic users more than anything so I have an idea: maybe The weapons could use your magika? What does everyone think?
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Beat freak
 
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Post » Wed Aug 18, 2010 9:49 pm

I think enchanted weapons are for non-magic users more than anything so I have an idea: maybe The weapons could use your magika? What does everyone think?


Yeah but by what do you mean uses magika? Drain per hit on opponent? Etc. Because if your weapons are for non-magic users their magika is probably going to be much lower than a full blown mage.
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KRistina Karlsson
 
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Post » Wed Aug 18, 2010 5:15 pm

Scrap the recharge altogether. Magical weapons should be permanently magical, and should never need to be recharged.

How to manage staves? Staves that do ranged magic is in trailer, they would either be a gun with unlimited ammo or so weak they would be worthless. Yes you could have a cooldown but a long cooldown would make them pretty useless again, and a 1 second one would simply reduce damage / second.
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Solina971
 
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Post » Thu Aug 19, 2010 3:29 am

I think a mixture of charges and permanent would be nice. Essentially, there are more unique/legendary weapons, which have permanent magical enchantments, but generic weapons have to be charged.

I do think charging weapons is good as a money sink to prevent the player from running out of stuff to spend money on, but if there are other ongoing money sinks, then that's fine, too.
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Katey Meyer
 
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Post » Wed Aug 18, 2010 2:31 pm

I think enchanted weapons are for non-magic users more than anything so I have an idea: maybe The weapons could use your magika? What does everyone think?

It was done for a mod in Oblivion. I can't remember the mod's name, but you would basically cast a spell that would initiate the 'scribing' of a the next spell you cast unto your mundane weapon of choice. So you could for example bind "Fireball" to your Silver Claymore and your weapon would then blast fireballs when swung, provided you had the magicka to fuel the spell. In the case of this mod it would also increase the corresponding magic skill and had a configuration for deciding the multiplier of magicka cost to cast a spell in such a manner compared to manually casting.

I remember tying the Force Push spell from Midas Magic to my sword and sending enemies flying with every blow. Pretty neat! :hubbahubba:

In my opinion, that approach works best for hybrid Wizard/Warriors or 'Spellswords'; characters with limited melee skills or low magicka tend to get shafted. So as a replacement for the enchantment system it's probably a poor plan, but as an additional system it could be sweet.

How to manage staves? Staves that do ranged magic is in trailer, they would either be a gun with unlimited ammo or so weak they would be worthless. Yes you could have a cooldown but a long cooldown would make them pretty useless again, and a 1 second one would simply reduce damage / second.

In my opinion, the way that staves are implemented should be changed in its entirety. In this current implementation, rather than being the trusty companion of gnarled old mages, they're a warrior's sidearm, providing magical utility where physical prowess fails. Potions already do that and scrolls already do that. Staves shouldn't be about blasting random magical spells but instead as magical foci, improving the magical capabilities of the wielder, either by increasing his skills in appropriate spell school, or somehow decreasing his spell costs, reducing his chance to fail or such. Probably won't happen, but I think it'd be neat if the staff was used to channel your own magical power rather than simply being some added firepower.
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Tracey Duncan
 
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Post » Wed Aug 18, 2010 3:18 pm

Keeping magic items charged has always been this series weakest point from a mechanical aspect. So boring and it takes considerable time for only a modest gain in ability, it just got worse in Oblivion. I would prefer that they add some new way of charging it fast, or forgetting about all together. I really hate that monotonous charging. I would like to see the weapon charged upon its creation, and only then. But make it a small side quest and minigame to charge it. I would think this is far more involving than a simple boring menu scheme. All I know is it needs to be either removed, or significantly streamlined.
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W E I R D
 
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