The Elder Scrolls IV: Oblivion Remastered

The Elder Scrolls IV: Oblivion Remastered

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dvls Apr 24 @ 10:05am
Difficulty and scaling of enemies IS STILL BROKEN
There are 2 things everyone hated about the original game and those were difficulty slider making enemies absolute tank sponges and the enemies scaling with level faster than the player.
They implemented a few great QoL changes like out of combat health regen, leveling, sprinting etc. SO WHY WERE THESE 2 THINGS NOT FIXED? WHY?

The story is (if you want to hear it), here i am doing the Kvatch CHORE after roaming the map doing side quests for a while, level 15, got myself a dwarven set etc. basically a decent fighter already and it was alright until the moment i opened the gate to the Count's castle. Imagine what i meet on the other side - about 8 Daedroth's and like 10 Flame Atronach's + 2 Clannfears (normal ones not the small ones). HOW JUST HOW AM I SUPPOSED TO KILL THEM ? LOL

I already installed a quick mod to bandaid fix the difficulty slider (basically makes expert/master much more playable) but its still impossible. The guards die in a few seconds for christ sake wtf is going. I'll probably tune down the difficulty to somehow pass this moment in game but how did they manage to completely ignore this massive problem the original game had?

Its 2025, you already fixed a few poor things from the original please move forward and fix the these too. Peace :steamthumbsup:
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Showing 1-9 of 9 comments
dvls Apr 24 @ 10:51am 
Just cleared the rest, the castle was basically full of atronach's which i think are a intended spawn but the rest were only daedroth's which i think were the basic "scaling" spawns.

Completely broken system, the more i'll play the more spongy enemies will be. The massive issue original game had has been basically forwarded to modern gaming, unacceptable.
You beat them by using your skills properly. Like paralysis weapons or 100% chameleon builds that let to stealth kill anyone, or extreme poison builds where 1 hit = death.

Oblivion was never hard, it just required you to pay attention to what you can do and maximise it.
wererabbit Apr 24 @ 11:00am 
You made the classic blunder -- leveling past 8 before doing Kvatch. Never do that on unmodded Oblivion.
Taki Apr 24 @ 11:02am 
Yeah... I'm playing on max difficulty and max darkness and it's legit unplayable at points. I'm not as sweaty as I used to be and am probably going to grab a mod to balance a high threat to individually require 20-30 seconds of combat and require some healing to address. I straight up had to dunk the difficulty slider to handle that castle gate scene while still demanding good healing to clear. I'm also going a hand to hand build so I often have to trade blows and flee to recover.

This game is pretty much a rehash of the original so don't expect too many mechanical changes or bug fixes other than the main systematic ones. XD
Taki Apr 24 @ 11:02am 
Originally posted by wererabbit:
You made the classic blunder -- leveling past 8 before doing Kvatch. Never do that on unmodded Oblivion.

OOP, was level 18 raising that gate, pffhaha.
Originally posted by wererabbit:
You made the classic blunder -- leveling past 8 before doing Kvatch. Never do that on unmodded Oblivion.

Except... You have to be level 25+ to get the best version of the quest reward for finishing that quest
Taki Apr 24 @ 11:13am 
Originally posted by The Infamous Cloaker:
Originally posted by wererabbit:
You made the classic blunder -- leveling past 8 before doing Kvatch. Never do that on unmodded Oblivion.

Except... You have to be level 25+ to get the best version of the quest reward for finishing that quest

Ooh, so the enchant of the reward scales from 2 to 8 based on char level stopping at lv25. Didn't know that. Mines +5 which is at least a nice number to look at. Lol.
dvls Apr 24 @ 12:49pm 
Originally posted by Taki:
Originally posted by wererabbit:
You made the classic blunder -- leveling past 8 before doing Kvatch. Never do that on unmodded Oblivion.

OOP, was level 18 raising that gate, pffhaha.

nah i was lv15 but yeah it was harder than i remembered at least going there at this level, some of the areas are so inconsistent with this scaling its so stupid how did they forget to fix that ffs
Taki Apr 24 @ 1:14pm 
I kinda feel like the original dev balancing was like, this is how hard a mudcrab should be... this is how hard a skeleton should be... and then guesstimated the stats for the rest of the mobs causing them to be grossly over or underpowered. Pretty common DND problem but at least the DM can tweak and correct values on the spot.

My last session I was using literally everything available to me, this session is unarmed melee only and when you're on max difficulty, heavy armor doesn't mean tank and block does not mean survive... TwT
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Date Posted: Apr 24 @ 10:05am
Posts: 9