Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For 50$ and no mod support no it isn't worth it. Todd being ridiculous as usual
You regenerate health outside of battle which just feels like it invalidates restoration too, I think that was the biggest issue I had. The only good thing I truly liked was the weapon wheel.
Then I spent the next 3 hours modding the original game and I'm very happy with what I ended up with. If the remaster had the option to switch to the old visuals like the Halo games do and disable the health regen, I think I would have been willing to keep it, if only to save me the headache of modding the game.
Melee combat is a little different. Each weapon type has their own animation sets.
The AI is about the same. It might be smarter? IDK, I've always played regular Oblivion with Oscuro's.
Magic feels better overall since there's more feedback if your spell is doing anything or not.
Weapon enchantments seem to last much longer.
There is sprint for...reasons, idk.
The biggest change is to some skill perks and the leveling system:
-Daggers and shortswords scale with agility instead of strength
-Blade skill perks increase power attack damage, lower durability loss rate, cause bleed, and apply weakness to weapons debuff.
-Blunt and H2H skill perks also do their own thing, but I can't remember right now.
-The block bash isn't a proc, but manually used once you unlock the perk. Final perk greatly increases its damage.
-Athletics does about the same thing as normal, except also reduces sprint cost. Final perks makes it infinite.
-Some skills seem to level faster, such as mercantile and restoration
Leveling is still done through increasing major skills, but efficient leveling is gone. Instead, you are given a set number of points(12 I think) to spend freely on any attribute upon each level up, meaning you can do/use whatever and still build your character how you want.
2h weapons are even more nerfed due to their terrifically slow attack speed without damage buff compensations. Bummer.
The leveling system changes are objectively superior. You'd be a fool to defend Oblivion's notorious leveling system.
That playstyle was encouraged by bs guides you've been reading. Attributes' effect is miniscule, aside from endurance.
But if you for some reason still wanted to max them out, it wouldn't be a problem to raise them gradually, 2-3 points per level, until reaching 100 - if it wasn't for enemy scaling punishing you for levelling up too much or too quickly.
Morrowind has the same system but "bad loop" is not an issue, since enemy scaling is very limited and you can always catch up no matter how unoptimized your levelling is.
Morrowind did not cap player stats at 100. Additionally, Morrowind is more broken than Oblivion when it comes to balancing, and suffers from the innate problem of no level scaling: some areas are completely inaccessible until later on, while others end up totally obsolete. This, in turn, means the player is always in a "pocket" of the game at any point in time, only able to experience parts of it to a fulfilling level rather than being able to explore in any direction.
Attributes make a significant difference, hence emphasis on getting core attributes to 100 ASAP. Look up the equations yourself, especially when factoring in power attack multipliers.
It's why you never take athletics as a primary skill; levelup bonuses will be wasted on speed..
By solving the 'efficient leveling' trash, enemy scaling has effectively been rendered a non-issue.
This is easy to test in the original by making a mod that always gives, say, a +3 modifier to every skill choice on levelup regardless of its usage. Scaling ceases to be a problem since you're able to keep your throughput and survival stats up to par.
It's also easy to test by using skooma which gives 60 str buff.
Before you say 20% is not that small - it's a difference between 50 and 100 strength, you can start a fresh character with more than 50. Playing an "inefficient" melee character, casually raising strength by 2-3 points, you're not gonna underperform against "efficient" one by more than 10% at peak, and then you'll fully catch up by level ~20, likely earlier.
Endurance is a different story but it doesn't excuse wasting time on "efficient levelling" imo. You can also just focus on it while levelling "inefficiently".
With "efficient leveling" it's not attributes that solve the scaling problem, it's mostly skills and gear that you upgrade efficiently because attribute micromanagement makes you level slowly enough