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回報翻譯問題
this loop youre talking about was removed for a reason. fortify smithing is now also only found on a few fixed items which you cannot disenchant at all.
this is what ruined skyrims open world. its good they removed it.
sadly current enchanting needs a huge nerf. i strongly advice people to not level or use enchanting currently. the new perks make it WAY too strong. it overshadows all other crafting skills and it makes sets pointless to collect already by lvl 10.
then they need to update their wiki big time too.
1. They changed it for their game.
Their game their rules I have no problem with that.
2. This is what ruined Skryim's open world
Enchanting to a point of being broken was not forced on the player, it was a choice.
That's like saying "if you don't lock your car and I steal it then it's your fault"
I'm tired of every person in society basing their lack of self control on someone
else's decision. If it breaks the game for you then don't do it, or do you lack the
simple fortitude that should be in every mature human being? Do you perhaps
lack simple will power?
Loads of games have hacks, exploits and cheesing methods but I decide not
to use the because I know it will ruin my personal gaming experience.
3. Thank you for explaining why certain things did not disenchant as that is
a balancing aspect intended for the game and not a glitch. It came off as a
glitch because to find an item with an enchantment and then be allowed to
create the same enchantment was confusing. I'll roll with it and make the
proper changes of approach.
this is intended. they removed smithing % boost potions and limited alchemy boost potions aswell. this concept completly killed skyrim. all ingredints with this effect (which there is only 3 farmable ones off to begin with mind you) had a 0.10 mag in the CK. and salt suddenly had a 10.0 mag. that made no sense at all. it was a simple typo by the makers that let these potions exist as you can see.
there was no good balance reason to let the enchanting potions exist as enchanting % boosts are STILL without them much much better than anything you can find once you max it out. further boosting just made it silly OP. % damage boosts went from around 60% to over 100% with them alone. it also made leveling up mana fully pointless as you could reach like 95% cost reduction in like 4 spell types with it. now this is limited to like 1-2 schools at most.
One thing I don't like in Enderal though is that all enchantments are equipment-specific. For example, you can't take an enchantment from a helmet and use it on boots; you can only use it on another helmet, even if boots with that enchantment exist in the game. Seems illogical to me.
the later applied to skyrim aswell. its taken straight from the basegame. nothing was changed on that front. you couldnt put any enchantment anywhere on skyrim either. if you could you where useing a mod that changed this. its not part of vanilla. and fixed items breaking these rules is normal aswell. these restrictions only apply to self made items.
if you found enchanting useless in skyrim you did something wrong. clearly. nothing else to say there. it was totally broken. % based dmg enchantments where silly OP in skyrim aswell.