The Elder Scrolls IV: Oblivion Remastered

The Elder Scrolls IV: Oblivion Remastered

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Game Difficulty Balancing
I didn't play much of Oblivion but played a lot of Skyrim. Was the difficulty spike between Adept and Expert always this drastic? In adept I can kill a bandit in 2 or 3 hits with a shortsword but on expert...that SAME bandit takes over a dozen. I wish there was a happy medium or do I need to change something?
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Showing 1-11 of 11 comments
Side note: Wolfs are just ♥♥♥♥♥♥♥ invincible and 3 tap me
lvl?
L3wt Apr 28 @ 9:21pm 
I just noticed this too. You are not mistaken, Skyrim on legendary was EASY. I think they modified the damage ratios on this remaster a bit too much. It's kinda stupid how on Expert it feels like fighting a rat is like battling a giant for an hour. It also sucks that heal minor wounds pretty much does 0 healing even while spamming it.

Turning it down to Adept is the obvious sane way to play right now, unless I suppose you're decked out in full daedric and feel like you need to take more of a beating?

I agree about the in-between option. Feels like it would be a bit more enjoyable than just EASY --> VERY HARD
ghost Apr 28 @ 10:52pm 
Remaster expert is the same as master in skyrim and master is skyrims legendary doubled, so either get the difficulty mod or suffer lol
Opachki Apr 28 @ 11:09pm 
Originally posted by ghost:
Remaster expert is the same as master in skyrim and master is skyrims legendary doubled, so either get the difficulty mod or suffer lol
not sure why they dont have the custom difficulty sliders like the original tbh, but im playing on master and it feels pretty similar to the original in terms of enemy hp, although im not being one shot as often but that just may be because i have high endurance/strength
Originally posted by The Butcher:
lvl?
I was about 7 or 8 when I wrote this. Trying a sort of spellblade class since I would always revert to "heavy armor with two-handed" in every other RPG
Originally posted by Opachki:
Originally posted by ghost:
Remaster expert is the same as master in skyrim and master is skyrims legendary doubled, so either get the difficulty mod or suffer lol
not sure why they dont have the custom difficulty sliders like the original tbh, but im playing on master and it feels pretty similar to the original in terms of enemy hp, although im not being one shot as often but that just may be because i have high endurance/strength
A sort of slider would be cool. I didn't know the original had that
Originally posted by L3wt:
I just noticed this too. You are not mistaken, Skyrim on legendary was EASY. I think they modified the damage ratios on this remaster a bit too much. It's kinda stupid how on Expert it feels like fighting a rat is like battling a giant for an hour. It also sucks that heal minor wounds pretty much does 0 healing even while spamming it.

Turning it down to Adept is the obvious sane way to play right now, unless I suppose you're decked out in full daedric and feel like you need to take more of a beating?

I agree about the in-between option. Feels like it would be a bit more enjoyable than just EASY --> VERY HARD
After looking it up for a bit, it seems that adept has enemy health and damage set at 1x, while expert gives them triple health, and you deal about 1/4 damage and they deal almost 4x more. However, no matter the difficulty, summons and followers deal normal damage to enemies so they are very helpful to have.
Magneo Apr 29 @ 8:58am 
Makes for a good challenge ... & a lot of running away to reposition for some fire ball shots or ranged bow attack, then maybe come in for some melee. Toe to toe is a death sentence, but sometimes you just got to move on until you level up, or try and isolate the opponent. I knew it was going to be tough when the rats proved challenging!
Game allows changing difficulties mid run. My take on every elder scrolls or fallout was to start normal difficulty, level up some THEN up the difficulty when everything seems to become too (stisfyingly) easy, go from there.
JKDos Apr 29 @ 9:01am 
If they patch difficulty, I think what they should do is add 2 sliders. 1 for Damage Dealt, and 1 for Damage Receive.

Each slider, instead of using labels like "Novice, Apprentice, Adept" etc should use multipliers, like 0.25x 0.50x 1x etc.
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Date Posted: Apr 28 @ 7:49pm
Posts: 11