Yeah my assurance is based on my opinion but baseless?
1) crafting in fallout 3 did not allow you to build more powerful weapons than were found elsewhere in the game.
2) it makes no sense that the player would be able to craft anything more powerful than {insert godly artifact name here)
3)Why would Bethesda base smithing on enchanting in this respect? Enchanted items were few and far between in MW and OB and the powerful ones were down right rare. It makes sense that you could create a more powerful enchantment than that found in the game. Weapons and armor on the other hand can be found everywhere and to be able to negate it all by making better weapons and armor than that forged by Deadric princes is just too much.
I certainly hope that Bethesda doesn't cheapen the games standard armor and weapons with smithable uber gear. I don't believe they will.
1) crafting in fallout 3 did not allow you to build more powerful weapons than were found elsewhere in the game.
2) it makes no sense that the player would be able to craft anything more powerful than {insert godly artifact name here)
3)Why would Bethesda base smithing on enchanting in this respect? Enchanted items were few and far between in MW and OB and the powerful ones were down right rare. It makes sense that you could create a more powerful enchantment than that found in the game. Weapons and armor on the other hand can be found everywhere and to be able to negate it all by making better weapons and armor than that forged by Deadric princes is just too much.
I certainly hope that Bethesda doesn't cheapen the games standard armor and weapons with smithable uber gear. I don't believe they will.
From what you're saying it seems like you have made an assumption about how I think enchanted armor should be ridiculously powerful, which I do not.
As an example my post from the Armor Pieces thread:
"Morrowwind style with armor layered over clothing, cloaks/robes layered over armor.
To balance enchanted items, rather than weakening/reducing enchantment strength on worn items, make different worn items have more specific applicable enchantments.
For instance, hats and helmets would be able to be enchanted with mental/social buffs & abilities, but not direct stealth or combat related effects like heightened speed, strength, HP, stamina, etc.
Chest pieces could have a defensive enchantment selection, including Health/Stamina boosts & damage resist/reflect.
Shoulders, arms & hands would give combat/spellcasting bonuses & effects. Hands could get pickpocket/lockping/crafting bonuses as well.
Cloaks, robes & necklaces would have a wide array of non combat options.
The exception to this would be rings, which could be enchanted to do anything, including attack spells like fireball.
Essentially give different worn items enchantment themes. Just have to be sensible about it."
Did I once mention each item having tons of effects, or making them "uber" powerful? No.
Nor have I in this thread. You can double check the post in that thread.