The Elder Scrolls IV: Oblivion Remastered

The Elder Scrolls IV: Oblivion Remastered

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Master difficulty LOOOOOOL
Jesus Christ make it at least like in Morrowind or Skyrim. Its damn dumb to play ONLY through alchemy and weakness stacking, at least at the beginning. Mudcrab one shot - COME ON!
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Showing 1-11 of 11 comments
Conjuration does better, since Conjuration ignores difficulty... since it's a creature doing/taking the damage and not you. This said, this is not Morrowind or Skyrim, you can just run past most things, most of the time until you get to a higher level. Get to the Imperial city and focus on non-combat skills to raise attributes and get into combat when you have managed to get better gear, attributes and other things...

I actually suspect it's possible to get 100 in all attributes without killing a single creature.
Xcorps May 4 @ 9:56am 
On master difficulty player damage is 16.67% and enemy damage is 600%.

You get no benefit in terms of loot drops. There is literally no reason whatsoever to play on this difficulty except "I want to punish myself."

Nothing will change that except a mod, and there are mods that change the difficulty scaling.
FTWO May 4 @ 10:01am 
What a woosie, took a Mud Crab 3 hits to kill me... booya.
Dagobert May 4 @ 10:25am 
OBLIVION: RM
Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.17 | 6.0
Apprentice | 0.29 | 3.5
Adept | 1.0 | 1.0
Expert | 3.5 | 0.29
Master | 6.0 | 0.17

I'm pretty sure this is a typo or a mistake. Probably one of the developers wanted to test something, and through human error, it ended up in the final version. :Uranium: Incidentally :Uranium:,



SKYRIM:

Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.5 | 2.0
Apprentice | 0.75 | 1.5
Adept | 1.0 | 1.0
Expert | 1.5 | 0.75
Master | 2.0 | 0.5

That wasn't perfect either. But not as ridiculous as it currently is in Oblivion RE.




My wish would be:

Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 1.0 | 2.0
Apprentice | 1.0 | 1.5
Adept | 1.0 | 1.0
Expert | 1.5 | 1.0
Master | 2.0 | 1.0

That would prevent all the damage sponges, both on the player and NPC side.
Last edited by Dagobert; May 4 @ 10:30am
Originally posted by Dagobert:
OBLIVION: RM
Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.17 | 6.0
Apprentice | 0.29 | 3.5
Adept | 1.0 | 1.0
Expert | 3.5 | 0.29
Master | 6.0 | 0.17

I'm pretty sure this is a typo or a mistake. Probably one of the developers wanted to test something, and through human error, it ended up in the final version. :Uranium: Incidentally :Uranium:,



SKYRIM:

Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.5 | 2.0
Apprentice | 0.75 | 1.5
Adept | 1.0 | 1.0
Expert | 1.5 | 0.75
Master | 2.0 | 0.5

That wasn't perfect either. But not as ridiculous as it currently is in Oblivion RE.
I wouldn't be surprised... they did remove all upscaling and FG from the Gamepass version.

People waiting for a patch on Steam or so 3 should be glad they have to test it to release it there
Last edited by Sgt. Flaw; May 4 @ 10:29am
download mod difficulty slider
Putin May 4 @ 10:32am 
Originally posted by Sgt. Flaw:
Originally posted by Dagobert:
OBLIVION: RM
Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.17 | 6.0
Apprentice | 0.29 | 3.5
Adept | 1.0 | 1.0
Expert | 3.5 | 0.29
Master | 6.0 | 0.17

I'm pretty sure this is a typo or a mistake. Probably one of the developers wanted to test something, and through human error, it ended up in the final version. :Uranium: Incidentally :Uranium:,



SKYRIM:

Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.5 | 2.0
Apprentice | 0.75 | 1.5
Adept | 1.0 | 1.0
Expert | 1.5 | 0.75
Master | 2.0 | 0.5

That wasn't perfect either. But not as ridiculous as it currently is in Oblivion RE.
I wouldn't be surprised they did remove all upscaling and FG from the Gamepass version.

People waiting for a patch on Steam or so 3 should be glad they have to test it to release it there
I dont mind playing on current Master. For some time... but guess it'll be a HUUUGE chore. Meanwhile Im gonna lvl up all skills near lady statue in Bravil since Im altmer+atronach and after lvl 30+ Ill go into the world. Ill seee how it goes ))))))
Originally posted by Dagobert:
OBLIVION: RM
Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.17 | 6.0
Apprentice | 0.29 | 3.5
Adept | 1.0 | 1.0
Expert | 3.5 | 0.29
Master | 6.0 | 0.17

I'm pretty sure this is a typo or a mistake. Probably one of the developers wanted to test something, and through human error, it ended up in the final version. :Uranium: Incidentally :Uranium:,



SKYRIM:

Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.5 | 2.0
Apprentice | 0.75 | 1.5
Adept | 1.0 | 1.0
Expert | 1.5 | 0.75
Master | 2.0 | 0.5

That wasn't perfect either. But not as ridiculous as it currently is in Oblivion RE.




My wish would be:

Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 1.0 | 2.0
Apprentice | 1.0 | 1.5
Adept | 1.0 | 1.0
Expert | 1.5 | 1.0
Master | 2.0 | 1.0

That would prevent all the damage sponges, both on the player and NPC side.
Exactly my thoughts. There is no way on Earth that a sane human person would use those figures for Expert and Master unless he wanted to troll gaming community or was intoxicated by some potent substance.

I think you definitely need 1x damage left as is in oblivion, but rather damage taken increased, then AC and magic effects could still reduce that by %.

My table would look like this:

Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.5 | 2.0
Apprentice | 1.0 | 1.5
Adept | 1.0 | 1.0
Expert | 2.0 | 1.0
Master | 3.0 | 1.0
Last edited by UnholyDentist; May 5 @ 11:12am
Xcorps May 6 @ 8:47am 
Originally posted by UnholyDentist:
Originally posted by Dagobert:
OBLIVION: RM
Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.17 | 6.0
Apprentice | 0.29 | 3.5
Adept | 1.0 | 1.0
Expert | 3.5 | 0.29
Master | 6.0 | 0.17

I'm pretty sure this is a typo or a mistake. Probably one of the developers wanted to test something, and through human error, it ended up in the final version. :Uranium: Incidentally :Uranium:,



SKYRIM:

Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.5 | 2.0
Apprentice | 0.75 | 1.5
Adept | 1.0 | 1.0
Expert | 1.5 | 0.75
Master | 2.0 | 0.5

That wasn't perfect either. But not as ridiculous as it currently is in Oblivion RE.




My wish would be:

Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 1.0 | 2.0
Apprentice | 1.0 | 1.5
Adept | 1.0 | 1.0
Expert | 1.5 | 1.0
Master | 2.0 | 1.0

That would prevent all the damage sponges, both on the player and NPC side.
Exactly my thoughts. There is no way on Earth that a sane human person would use those figures for Expert and Master unless he wanted to troll gaming community or was intoxicated by some potent substance.

I think you definitely need 1x damage left as is in oblivion, but rather damage taken increased, then AC and magic effects could still reduce that by %.

My table would look like this:

Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.5 | 2.0
Apprentice | 1.0 | 1.5
Adept | 1.0 | 1.0
Expert | 2.0 | 1.0
Master | 3.0 | 1.0


I'd rather see a more subtle increase. Smaller/more rare rewards, smaller inventories in the shops, more expensive spell casting, creation, and more expensive enchanting with higher charge usage. Potion mag reduced, introduce a chance of failure on tasks like alchemy, armor repair, enchanting, locking picking. Higher mag on disease debuffs. Disposition cools off over time, haggling failures have a harsher penalty.
Originally posted by Xcorps:
Originally posted by UnholyDentist:
Exactly my thoughts. There is no way on Earth that a sane human person would use those figures for Expert and Master unless he wanted to troll gaming community or was intoxicated by some potent substance.

I think you definitely need 1x damage left as is in oblivion, but rather damage taken increased, then AC and magic effects could still reduce that by %.

My table would look like this:

Difficulty | Damage Taken | Damage Dealt
------------------------------------------------
Novice | 0.5 | 2.0
Apprentice | 1.0 | 1.5
Adept | 1.0 | 1.0
Expert | 2.0 | 1.0
Master | 3.0 | 1.0


I'd rather see a more subtle increase. Smaller/more rare rewards, smaller inventories in the shops, more expensive spell casting, creation, and more expensive enchanting with higher charge usage. Potion mag reduced, introduce a chance of failure on tasks like alchemy, armor repair, enchanting, locking picking. Higher mag on disease debuffs. Disposition cools off over time, haggling failures have a harsher penalty.
True, there are more innovative ways to alter difficulty of the game, simply changing damage in and out is the lazy way. I agree especially with alchemy nerf. Alchemy is like a cheat in both Oblivion and Skyrim.
Last edited by UnholyDentist; May 6 @ 3:40pm
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