I dont understand this thread.
Some are saying people cry that other people exploit their smithing/enchanting.
Yet its the people that "exploit" their smithing/enchanting that come here and cry that the game is too easy.
How do you NOT exploit it?????
You exploit it by using it the only way it can be used, and using the READILY AVAILABE resources to enhance your abilities.
It's not like "fortify smithing" is a rare dwarven artifact that you find in an enchanted chest behind a hidden door, guarded by ten magically enhanced dwarven centurions.
You find it randomly off a bandit at level 5.
HOW do you lot operate in real life??
Would you NOT use the readily available resources to perform a task at hand better than you could without it?
Do you not find the best tools for the job, and then do the job with the best tools -- rather than using bad tools and doing a bad job?
Is the game all about doing a bad job at saving the world, or a good job saving the world?
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Are you supposed to IGNORE the CLEARLY available enhance smithing gear and potions that you've found 10 of in the game by level 15, and just pretend to roleplay an idiot?
Are you supposed to make your own rules and be your own dungeon master?
That is too much freedom.
When I have to make my own rules for how the game works and what exists in the world, out of character, the spell is broken on my part.
I need for that which exists in the game world to exist in the game world, and for that which does not exist in the game world to not exist in the game world.
To ignore smithing gear, is like ignoring the fact that there are dragons in the world.
Installing a mod is a solution, but like 85% of the other players, I'm on a console.
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As for the non-argument that is the difficulty-slider:
Why do I have to turn the difficulty slider UP -- when people who want an easy time just can slide the slider DOWN to Novice?
Why can't enchanting, smithing and alchemy simply NOT be fortify-able abilities, and then upped to 100 by the devs in console and tested versus ingame artifacts, which NEVER should be useless compared to self-crafted gear?
A near-artifact (level scaled) was already useless when I got it at level 28 -- compared to a spell that I learned at level ~8; Bound Bow.
But I digress...
Why isn't the entire game balanced for adept, all obvious skill boosts taken into account?
By balanced I mean that the player CAN be as effective with ONE specific skill as with another.
There is simply not any reason what so ever for any physical damage character to NOT take enchantment and smithing, is there?
Or rather:
IF I go for two-handed, heavy armor... as a pure tank...
Which other skills should I take as a non-diplomatic brute force non-spellcaster non-thief character?
Will I benefit as much from restoration as I will from smithing?
Will I benefit as much from alteration (with a shallow-mana pool -- unless I sacrifice health for mana) as I will enchantment?
Of course, in this latter example, I will be told to craft 0 cost alteration gear -- and not intentionally gimp my character. But once again, enchantment is needed.
Enchantment is also needed to spice up the gear you crafted.
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Are ther ANY logical skills OTHER than smithing and enchanting that can fit a chaotic tank with heavy armor two-handed weapons??