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Absolutely yes.
But you have to change mindset, this is a 2004 pretty hard game. You cannot raise your difficulty until you have proper gear, not like modern games that you can start right at level 1 in legendary difficulty
to me game feels good but its just a visual upgrade all problems and bugs still there so i said i bought out of impusle thx god i played under 2 hours so i got my 65$ back today
Pick major skills that have nothing to do with the class you actually wanna play.
Wanna play a wizard? pick all melee feats
Wanna play a warrior? pick all wizard feats.
Wanna play a rogue? pick all caster feats.
Where's the "normal" difficulty ? There is none.
yep the gap is extreme i do totally agree.
But if you start on highest difficulty it can be quite challenging at the beginning.
As someone said you could choose main skills that didint make you level up that fast (if they havent changed that) and then just level the skills you use in combat (thus they become stronger).
Also if you increase endurance early on you will end up with more health because it increased your health based on your actual endurance and the health wasnt increased for past levels.
Then I have chosen Breton with 50% spell resist which helped against spell Casters and enchanted weapons as also traps, environmental damage and so on. Later on you could find an amulett that gave you another 50% spell resist to gain immunity against non physical attacks.
In any case alchemy is really potent! You basically can cheese everything with it. You get hit? Just open inventory (game gets paused) and drink a potion, repeat until enemy dead. You even could craft damage reflect potions that could stack up to 100% (drinking multiple of them) to basically let everything kill itself...
Then illusion (spells, poisons and potions) are very potent, like invisibility, stacked Chamäleon (100% Chamäleon and you can fight without ever being detected) or paralyse (even 1 second is strong) because it makes the enemy fall and you can do multiple hits before it is capable of doing anything again (several seconds later).
Then you could craft spells and enhanchements. Like with paralyse for example. Damageing spells were kind of meh, weak, they did cost to much magicka and you probably didnt hit. There is one leveled spell you can get, the second or third strongest version is kind of the only useful damage spell you normally get (during the mage guild quest line) but the strongest version is so expensive that you sometimes arent even able to cast it with max intelligence...
With spell crafting you could kind of fix damage spells (and it works similar for enchancements). The solution was to pair multiple low damage spells (frost, shock, damage health, fire, absorb health) into one. Because increasing a single damage portion costs more magicka than doing multiple lower effects, especially if you add in a small AOE so you have an easier time hitting stuff from distance.
But the main way to make it viable was to add weakness to magic. Because weakness to magic increased all negative magic effects of your next cast / hit with your enchanced weapon, like increased damage or an increased weakness so the weakness kept growing exponentially and increased the damage output this way exponentially 😁. If you know how exponential growth works then you understand that the 10th cast was probably strong enough to blow up whole tamriel and literally every enemy was dead before that. Also increasing the potency of weakness to magic didnt cost a lot of magic, this way you could make a low damage spell that didnt cost a lot but increased drastically every cast to something really powerful.