Enderal: Forgotten Stories

Enderal: Forgotten Stories

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AggroBuLLeT 4 MAR 2019 a las 8:52 p. m.
is enchantment useless now?
i think it got overnerfed.

pre patch: mage tree gave you 30% enchantment bonus. phasmalist tree gave you 20/20/20 % enchantment bonus

post patch: mage tree gives you 10% enchantment bonus phasmalist tree gives you 10/5/5% entchantment bonus.

so enchantment got nerfed from 90% total bonus to 30% only.

so how strong is enchantment compared to set items now? if its the same or even worse, then its obviously completely useless now. no one invests 10+ lvl ups, soul gems and tons of books into something that you an get for FREE on the streets.

the problem is i cant test it myself. i never really bothered to collect set items, since my plan was from the start to craft / enchant my own sets.

so can someone here test this? does anyone have high level sets and can test if they are in fact stronger or on par as enchanted equipment?

i need to know before i invest anymore memory points / books into enchantment.

edit: from the information i gathered from here and the reddit thread, it seems that most seem to agree that enchanting is utterly garbage now and becomes ' ok' after HEAVY stat investment ( e.g. very late into the game ).

tl;dr not worth it.

if you already invested in enchanting perks and books, you can respec / reset your skill / memory points with this mod -> https://www.nexusmods.com/skyrim/mods/78474

i just tested this and it seems to work perfectly. however as with every mod: USE IT AT YOUR OWN RISK.
Última edición por AggroBuLLeT; 5 MAR 2019 a las 4:01 a. m.
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Mostrando 46-60 de 68 comentarios
Krutsi 9 MAR 2019 a las 10:35 p. m. 
Publicado originalmente por Nerevar:
first off. you said it so yourself : youre using a 2hander.

why on earth would you enchant your ring with block in such a case? the block enchantment clearly says its only for SHIELDS. this bonus is worthless without a shield. so of course its the one you drop. prefering that over magic resist is absolutly silly aswell as magic resist is way more useful of an effect compared.

The whole block on shield text has been the same way since Skyrim and it has ALWAYS worked on weapon blocking and I don't have any reason to think they would changed it.

As for preferring it over magic resist, the thing is that if you actually put enough points into light magic to get dual casting, you'll gain access to dual casted protection from magic III that already gives you 55% by itself at a super cheap mana cost. There's a bunch of other magic resist things in various talent trees too. Assuming these things work the same as in Skyrim I'm already hardcapped before any equipment bonus comes into play. Hence me talking about how the balance is kinda broken in the lategame anyway.

of course you also enchant boots and gloves with damage % currently. same for ring. you dont need stamina when you oneshot everything with 1 attack. what for? to run longer?

what you fail to see is most of the set effects are only useful if youre not doing insane damage trough enchantment. if youre doing that they are not needed anymore. loseing them doesnt matter. youre still more effective overall compared to the set. sure its more one sided effects wise but its still far far stronger in total power. just with less effects.

You really have problems getting over %damage. I won't touch it because I feel it breaks whatever small resemblance of balance there is in the game in the later stages. I would like to see it removed from the game completely, but as it's a singleplayer game I can just not use it myself and fix the problem that way.

aslong as the potion and the % effects are allowed like currently enchanting is unmatched. sets pale compared to it already at lvl 15-20. so until something is done about that any changes to enchanting would end up horrible for certain. so gotta wait for awhile.

And I also want to see enchanting potions removed just like they removed handicraft potions. If you're not doing these silly minmaxing things that also completely broke the game in Skyrim, enchanting basically gets you nothing until you're at the absolute max. Alchemy gets you a lot. Handicraft gets you bags and some minor buffs and in the early game stuff that's a lot better than what you probably have if you're playing "normally" rather than powergaming. Lockpicking saves you a decent amount of money early on. Sleight of hands...I don't have a clue how much stuff you'd actually get if you raised it. Rhetoric lets you roleplay solutions more and honestly I probably would've made a decent amount of money from the barter price change too.

Última edición por Krutsi; 10 MAR 2019 a las 12:37 a. m.
Orim 10 MAR 2019 a las 6:08 a. m. 
Uh..dont know about the LAST post, BUT...according to the earliest release of the game and the most recent patch release- Enderal, compared to SKYRIM is DAMN difficult (at least at initial levels )on basic?(adept?) setting..pretty much EVERYTHING will one shot/one smash/disintegrate you....which is VERY discouraging to play the game...SO..the DRIVE to acquire and MASSIVELY improve gear (set, random or blueprint) by means of handicraft and enchantment is ...pretty much a necessity (especially considering that in combat , even when you are VERY high level- your physical attacks (cant speak for mages/magic attacks as i tend NOT to play mages) ...STUTTER/STOP- they DO NOT KEEP UP with your mouse clicks...SO ..IF you are set to a higher difficulty level- youd better DAMN well have weapons and armor that provides VERY high armor bonus AND damage- or watch your character die repeatedly , as you desperately click your mouse and wonder WHY WHY WHY the damn screen isnt reflecting (or even remotely approaching) the number of blows or attacks you KNOW should be striking your enemies.

AND YES- i have a decent mouse, with high receptivity/motion, VERY high combat stats, (all stagger reduction perks selected as well, maxed out stealth) high level , VERY high armor-values and STILL often get 2-3 swatted by Lords of the Lost with those damn two handed swords.

My opinion- it ISNT a power creep argument at all- its about YOUR character's attack speed/responsivness versus that of enemies- getting 'chainsaw chewed by a bloody Mad Rat' while only getting in 1-2 swings of (pick your weapon) is BS....or literally having 1 or more enemies runs circles around you while you ponderoulsy rotate to take maybe 1-2 swipes at them...again- I call BS...believe me, if there were a blade master perk that actually accelerated your attack speed- even by a small amount, I'd take it in an instant. And YES, I AM aware of a mythic level spell book- that accelerates all attacks for a short period of time- but if you play sword and board style, and invest most of your skill points in physical combat, it will take you a LOOONG time to reach 90 SP in the appropriate mage line to actually USE that spell.

Finale note: i do NOT use special melee attacks either, (like Qyrian stance or waterblade), as I consider that cheating.
Nerevar 10 MAR 2019 a las 6:54 a. m. 
Publicado originalmente por cruzz:
Publicado originalmente por Nerevar:
first off. you said it so yourself : youre using a 2hander.

why on earth would you enchant your ring with block in such a case? the block enchantment clearly says its only for SHIELDS. this bonus is worthless without a shield. so of course its the one you drop. prefering that over magic resist is absolutly silly aswell as magic resist is way more useful of an effect compared.

The whole block on shield text has been the same way since Skyrim and it has ALWAYS worked on weapon blocking and I don't have any reason to think they would changed it.

As for preferring it over magic resist, the thing is that if you actually put enough points into light magic to get dual casting, you'll gain access to dual casted protection from magic III that already gives you 55% by itself at a super cheap mana cost. There's a bunch of other magic resist things in various talent trees too. Assuming these things work the same as in Skyrim I'm already hardcapped before any equipment bonus comes into play. Hence me talking about how the balance is kinda broken in the lategame anyway.

of course you also enchant boots and gloves with damage % currently. same for ring. you dont need stamina when you oneshot everything with 1 attack. what for? to run longer?

what you fail to see is most of the set effects are only useful if youre not doing insane damage trough enchantment. if youre doing that they are not needed anymore. loseing them doesnt matter. youre still more effective overall compared to the set. sure its more one sided effects wise but its still far far stronger in total power. just with less effects.

You really have problems getting over %damage. I won't touch it because I feel it breaks whatever small resemblance of balance there is in the game in the later stages. I would like to see it removed from the game completely, but as it's a singleplayer game I can just not use it myself and fix the problem that way.

aslong as the potion and the % effects are allowed like currently enchanting is unmatched. sets pale compared to it already at lvl 15-20. so until something is done about that any changes to enchanting would end up horrible for certain. so gotta wait for awhile.

And I also want to see enchanting potions removed just like they removed handicraft potions. If you're not doing these silly minmaxing things that also completely broke the game in Skyrim, enchanting basically gets you nothing until you're at the absolute max. Alchemy gets you a lot. Handicraft gets you bags and some minor buffs and in the early game stuff that's a lot better than what you probably have if you're playing "normally" rather than powergaming. Lockpicking saves you a decent amount of money early on. Sleight of hands...I don't have a clue how much stuff you'd actually get if you raised it. Rhetoric lets you roleplay solutions more and honestly I probably would've made a decent amount of money from the barter price change too.

again the "dont use it if borken" argument is stupid. thats basically excuseing the makers to not fix thier crap. just like bethetic. if something is overpowered/broken you fix it instead of not useing it. it doesnt matter if single player game or not.

there is no playing "normally" in an open world game. playing normally doesnt exist in these games as everyone plays and approaches these games totally differently.

lockpicking saveing you money. like are you for real now? youre desperately grasping for straws here to make enchanting look more bad than it really is. just stop. handicraft gets you these bags without investing a SINGLE POINT INTO IT. so why level it? thats tossing skillpoints away currently unlike enchanting or alchemy where the skillpoints are worth it way more.
also since you havent noticed : handicraft potions do still exsist and can be made by the player. they are just not % based like skyrim.

also still : why go for blockbonus when you can freely choose your enchantment? why? that bonus is crap. it was crap in skyrim and its crap here. you have way better options available even if there was no % damage bonuses.

Nerevar 10 MAR 2019 a las 7:00 a. m. 
Publicado originalmente por william.avery.robinson:
Uh..dont know about the LAST post, BUT...according to the earliest release of the game and the most recent patch release- Enderal, compared to SKYRIM is DAMN difficult (at least at initial levels )on basic?(adept?) setting..pretty much EVERYTHING will one shot/one smash/disintegrate you....which is VERY discouraging to play the game...SO..the DRIVE to acquire and MASSIVELY improve gear (set, random or blueprint) by means of handicraft and enchantment is ...pretty much a necessity (especially considering that in combat , even when you are VERY high level- your physical attacks (cant speak for mages/magic attacks as i tend NOT to play mages) ...STUTTER/STOP- they DO NOT KEEP UP with your mouse clicks...SO ..IF you are set to a higher difficulty level- youd better DAMN well have weapons and armor that provides VERY high armor bonus AND damage- or watch your character die repeatedly , as you desperately click your mouse and wonder WHY WHY WHY the damn screen isnt reflecting (or even remotely approaching) the number of blows or attacks you KNOW should be striking your enemies.

AND YES- i have a decent mouse, with high receptivity/motion, VERY high combat stats, (all stagger reduction perks selected as well, maxed out stealth) high level , VERY high armor-values and STILL often get 2-3 swatted by Lords of the Lost with those damn two handed swords.

My opinion- it ISNT a power creep argument at all- its about YOUR character's attack speed/responsivness versus that of enemies- getting 'chainsaw chewed by a bloody Mad Rat' while only getting in 1-2 swings of (pick your weapon) is BS....or literally having 1 or more enemies runs circles around you while you ponderoulsy rotate to take maybe 1-2 swipes at them...again- I call BS...believe me, if there were a blade master perk that actually accelerated your attack speed- even by a small amount, I'd take it in an instant. And YES, I AM aware of a mythic level spell book- that accelerates all attacks for a short period of time- but if you play sword and board style, and invest most of your skill points in physical combat, it will take you a LOOONG time to reach 90 SP in the appropriate mage line to actually USE that spell.

Finale note: i do NOT use special melee attacks either, (like Qyrian stance or waterblade), as I consider that cheating.

there is a stance that boosts attackspeed by 20%. and its permanently active. it also raises your walking speed in and out of combat by 20% aswell.

please dont call enderal difficult. it just seems difficult because skyrim is absolutely challengeless crap (without mods ofc) and therefore never a good measure standpoint.

lords of the lost ones are probaly the worst example you could come up with aswell to make an argument. no other enemy in the game comes even close to thier melee dmg. not even REMOTELY close. hence why they are so rare.

and no. enchanting and handicraft are not required (except the former in its current case IS required if you dont want your amulet/ring and weapon enchantments beeing total crap compared to not haveing it). once you learn the game youll quickly realize how easy it is to get your hands on certain items without fighting at all and with minimal risk/work on top.

was the same in games like morrowind and gothic/risen. once you know what youre doing youll realize its not the game thats difficult. its simply you as a player not beeing used to it yet.

and many players are not playing this for the first time (except the new fs quests) so we do know what we are doing now. has nothing to do with power gameing.

Última edición por Nerevar; 10 MAR 2019 a las 7:05 a. m.
Krutsi 10 MAR 2019 a las 7:36 a. m. 
Publicado originalmente por Nerevar:
again the "dont use it if borken" argument is stupid. thats basically excuseing the makers to not fix thier crap. just like bethetic. if something is overpowered/broken you fix it instead of not useing it. it doesnt matter if single player game or not.

Sure it would be better if they just fixed the scaling on that enchant, but abusing it is entirely your choice in a singleplayer game. I choose not to.

there is no playing "normally" in an open world game. playing normally doesnt exist in these games as everyone plays and approaches these games totally differently.

There's an expected order to things that the main questline and level scaling generally make players follow. If you're playing through the mod for the nth time then you'll probably deviate from that, but a new player with no prior knowledge is probably going to go through the content in fairly predictable fashion.

lockpicking saveing you money. like are you for real now? youre desperately grasping for straws here to make enchanting look more bad than it really is. just stop.

I already said how much I used enchanting (ie. not at all). If lockpicking had saved me a couple thousand p in the early game in scrolls (and it definitely would have considering how many scrolls I've bought) that would've been way more useful than enchanting was for me because for the longest time I was limited by money rather than skill points.

handicraft gets you these bags without investing a SINGLE POINT INTO IT. so why level it? thats tossing skillpoints away currently unlike enchanting or alchemy where the skillpoints are worth it way more.

Well now at level 46 after basically clearing most of the continent I can probably craft the bags with little to no investment with just the buffs but I sure as hell couldn't have made the bag with no investment 30 levels ago when it actually mattered. The 10% improvement bonus still isn't too bad either, certainly more use than I got out of enchanting and with no perk cost either.

also since you havent noticed : handicraft potions do still exsist and can be made by the player. they are just not % based like skyrim.

Do they? I tried some of the ingredients with handicraft listed on the wiki and they failed, I have not found a single ingredient with handicraft and I've never had one dropped. Read somewhere that they got removed and didn't bother looking further.

also still : why go for blockbonus when you can freely choose your enchantment? why? that bonus is crap. it was crap in skyrim and its crap here. you have way better options available even if there was no % damage bonuses.

I like blocking and it makes a fair difference when blocking with a weapon instead of a shield. What other survivability stuff is there that makes any difference against the various high damage output melee stuff?
Última edición por Krutsi; 10 MAR 2019 a las 7:46 a. m.
Nerevar 10 MAR 2019 a las 7:50 a. m. 
err not meleeing them maybe?

also you are not forced to follow the mainquest. so again. NORMAL doesnt exist.

you can find the handicraft bonus items at any point in the game. sure you might not be able to make the best backpack instantly but well.

that is still grasping for straws. as its purely a knowledge issue on your end and not a balance issue overall.
the majority of these items are super easy to get you could get em at lvl 5 or lvl 50 depending on where you go and what you do.

and you dont even need them all for the lvl 80 pack you only need 65 points. 2 items give 30 points already for example. plus the fact that the lvl 65 pack can be found finished without even crafting it.

you have to judge balance based on all available factors and not limit the view to the first time player for that.

and again :

IT IS NOT the scaling with that enchant that is the issue. its the amount of slots you can put it on plus its non capped nature by default.
reduceing the scaling doesnt even work without directly nerfing enchanting itself because this is not something you can just change values on in the ck to fix it.

the solution i gave the devs is to simply limit this effect to just RINGS (as that slot isnt used by any set or class by default) and remove the enchant potion by simply changeing 5 indegrindts.

the former only requires changeing 4 formlists and deleteing some options there. easy fix. big impact.

and yes they do exist. there is a bunch of indegrints with that effect. you simply havent found em or tryed to combine the wrong ones. the german wiki has a indigrint list where these are shown not sure about english one. and that list is still correct for FS.

not that these matter much given how handicraft works in enderal. at most they would allow you to go up 1 tier which is something like 5% damage gain at most.

Última edición por Nerevar; 10 MAR 2019 a las 7:54 a. m.
Krutsi 10 MAR 2019 a las 8:05 a. m. 
Publicado originalmente por Nerevar:
err not meleeing them maybe?

And when I don't have the luxury of avoiding getting into their melee range? Not that I really tend to have ranged options with me except for my no-perk no-skill spells and a for-puzzles use bow with 15 archery skill.

also you are not forced to follow the mainquest. so again. NORMAL doesnt exist.

Now if anything is grasping at straws, that is.

and yes they do exist. there is a bunch of indegrints with that effect. you simply havent found em or tryed to combine the wrong ones. the german wiki has a indigrint list where these are shown not sure about english one. and that list is still correct for FS.

Bought some feline cat teeth from a vendor and tried and yeah, it still exist on Red Russula and Feline Cat Teeth (never seen this drop, only ever get them from vendors). Pretty weak effect so wouldn't really have made a difference knowing it existed, but good to know I guess.

Thing is the two other ingredients it's listed on are Mooncarrot pulp (I have literally never seen this in 70 hours) and Fog Sponge (which no longer has it, replaced with a wolf form buff). So yeah, apparently it did exist but if it's only on those two ingredients then it's no surprise that I'd miss it as I'm not playing while reading a wiki.
Última edición por Krutsi; 10 MAR 2019 a las 8:11 a. m.
MikeBob2013 10 MAR 2019 a las 8:14 a. m. 

feline cat teeth

An annoyingly rare drop. I believe I've looted them *once* (I can't remember where or when - and it may not even have been from a cat, lol)

Just Sayin
Nerevar 10 MAR 2019 a las 8:20 a. m. 
Publicado originalmente por cruzz:
Publicado originalmente por Nerevar:
err not meleeing them maybe?

And when I don't have the luxury of avoiding getting into their melee range? Not that I really tend to have ranged options with me except for my no-perk no-skill spells and a for-puzzles use bow with 15 archery skill.

also you are not forced to follow the mainquest. so again. NORMAL doesnt exist.

Now if anything is grasping at straws, that is.

and yes they do exist. there is a bunch of indegrints with that effect. you simply havent found em or tryed to combine the wrong ones. the german wiki has a indigrint list where these are shown not sure about english one. and that list is still correct for FS.

Bought some feline cat teeth from a vendor and tried and yeah, it still exist on Red Russula and Feline Cat Teeth (never seen this drop, only ever get them from vendors). Pretty weak effect so wouldn't really have made a difference knowing it existed, but good to know I guess.

Thing is the two other ingredients it's listed on are Mooncarrot pulp (I have literally never seen this in 70 hours) and Fog Sponge (which no longer has it, replaced with a wolf form buff). So yeah, apparently it did exist but if it's only on those two ingredients then it's no surprise that I'd miss it as I'm not playing while reading a wiki.

well i didnt get that knowledge from the wiki. back then there was no wiki.

youre not forced to follow the mainquest in an open world game. that is a simple fact. in fact running only after quests trough an open world is extremely narrowminded behavoir.

you always have that luxery. again. you still havent noticed how little improvement these combat skills provide you with as you still believe you need em to use them againist enemies you dont.

an aeterna bow can easyly kill such enemies without any single perk or skillpoint invested into it same for that ebony bow (no clue about english name for it). sure it might take a few more arrows of course but eh. they dont weight anything so moot point.

i always carry a decent bow with me even tough i am a melee character mainly. its not like they are super heavy or something. its always worth it to have the option for certain enemies.
Krutsi 10 MAR 2019 a las 8:40 a. m. 
Publicado originalmente por Nerevar:
youre not forced to follow the mainquest in an open world game. that is a simple fact. in fact running only after quests trough an open world is extremely narrowminded behavoir.

It's also a "fact" that the majority of new players will follow the main questline to an extent and generally follow the level progression of the zones. Sure they'll do side content in different order and amounts, and that honestly doesn't matter for my argument because to get lots of grand souls early on you basically have to ignore both the main quest and the level progression and head off to areas where you've obviously undergeared and underleveled.

you always have that luxery. again. you still havent noticed how little improvement these combat skills provide you with as you still believe you need em to use them againist enemies you dont.

I don't believe I need them, I'm pretty sure I've been saying that the game is fairly easy at this point. What those "useless combat skills" do is make combat go smoother with less involvement through things like potion use.

i always carry a decent bow with me even tough i am a melee character mainly. its not like they are super heavy or something. its always worth it to have the option for certain enemies.

Even the mad hermit bow which I'd assume is among the highest damage bows in the game is like 38 damage-ish at 15 skill. Arrows add another 10? on top of that. That's a third of my listed twohanded damage and even with the twohander if I didn't have guaranteed crits on power attacks through talents some things would feel pretty spongey on path of iron. I'd have to be firing at a single gigantic lost one for several minutes to kill it probably. No thanks to that.
Nerevar 10 MAR 2019 a las 8:55 a. m. 
Publicado originalmente por cruzz:
Publicado originalmente por Nerevar:
youre not forced to follow the mainquest in an open world game. that is a simple fact. in fact running only after quests trough an open world is extremely narrowminded behavoir.

It's also a "fact" that the majority of new players will follow the main questline to an extent and generally follow the level progression of the zones. Sure they'll do side content in different order and amounts, and that honestly doesn't matter for my argument because to get lots of grand souls early on you basically have to ignore both the main quest and the level progression and head off to areas where you've obviously undergeared and underleveled.

you always have that luxery. again. you still havent noticed how little improvement these combat skills provide you with as you still believe you need em to use them againist enemies you dont.

I don't believe I need them, I'm pretty sure I've been saying that the game is fairly easy at this point. What those "useless combat skills" do is make combat go smoother with less involvement through things like potion use.

i always carry a decent bow with me even tough i am a melee character mainly. its not like they are super heavy or something. its always worth it to have the option for certain enemies.

Even the mad hermit bow which I'd assume is among the highest damage bows in the game is like 38 damage-ish at 15 skill. Arrows add another 10? on top of that. That's a third of my listed twohanded damage and even with the twohander if I didn't have guaranteed crits on power attacks through talents some things would feel pretty spongey on path of iron. I'd have to be firing at a single gigantic lost one for several minutes to kill it probably. No thanks to that.

why would you use a bow on a gigantic lost one? they are slow as ♥♥♥♥ and not really dangerous in melee range.

of course melee does more damage than bows. that is called balance. if bows did the same damage as melee attacks why even use melee`? would have literally only advantages then.

also again : "no thanks to that". you dont want to use an option that exsists. that doesnt mean that option sucks or is bad. just like what you say about enchanting. you want things your way instead of looking at all factors. but balance is a matter of all factors even the ones you dont want to use or know about or "dont want to do".

you cannot balance things around 1 single factor. for example if you would go and balance enchanting from a standpoint of lvl 50 in skill with 1 or 2 perks you would end up with stupidly overpowered enchanting at maximum potential. and due to the way scaling works in the engine with skills you cannot only nerf one of these 2 factors. you can only nerf both.

the big difference the benefits of nearly all crafting skills can be gotten without that skill. enchanting and alchemy are the big exceptions here. you cannot gain thier benefits any other way. its not possible.

which makes them the best crafting skills.

you cannot gain a potion that boosts your handicraft by over 20 points without leveling alchemy up (just 1 example of many). it cannot be found. you cannot get a sword that does 30+ fire damage without leveling up enchanting at all.

but you can obtain all items makeable by crafting without investing into it. you can open all locks without leveling lockpicking.
you can make endless amounts of money without leveling rhetorics. and so on and so on.
slight of hand is pure RNG you have no control over without savescumming like crazy.

fact is enchanting offers unique benefits that you cannot obtain any other way. which makes it standout (together with alchemy) from all other crafting skills. should that be nerfed further (aside the obivious problematic ones)? no. but it certainly shouldnt be buffed either.
Krutsi 10 MAR 2019 a las 9:25 a. m. 
Publicado originalmente por Nerevar:
why would you use a bow on a gigantic lost one? they are slow as ♥♥♥♥ and not really dangerous in melee range.

of course melee does more damage than bows. that is called balance. if bows did the same damage as melee attacks why even use melee`? would have literally only advantages then.

also again : "no thanks to that". you dont want to use an option that exsists. that doesnt mean that option sucks or is bad. just like what you say about enchanting. you want things your way instead of looking at all factors. but balance is a matter of all factors even the ones you dont want to use or know about or "dont want to do".

I don't want to use it because I'm doing just fine the way I'm playing and using it would make fights 10 times longer. I'm definitely not making any kind of balance statement in regards to bows, just stating that with absolutely no investment they do bad damage on the highest difficulty level (who would've thought)

you cannot balance things around 1 single factor. for example if you would go and balance enchanting from a standpoint of lvl 50 in skill with 1 or 2 perks you would end up with stupidly overpowered enchanting at maximum potential. and due to the way scaling works in the engine with skills you cannot only nerf one of these 2 factors. you can only nerf both.

I have never touched the CK so I can't really make any statements about it, but I find it seriously unbelievable that you couldn't change basic things about the enchants like this. Especially as there's a boatload of mods for Skyrim that do exactly those kind of changes.

fact is enchanting offers unique benefits that you cannot obtain any other way. which makes it standout (together with alchemy) from all other crafting skills. should that be nerfed further (aside the obivious problematic ones)? no. but it certainly shouldnt be buffed either.

And I think you should be able to use enchanting to make actually worthwhile items without having to have grand soul gems, not have alchemy give it a massive boost to it and have more freedom with what enchantments can go where. You clearly disagree, that's fine.
Nerevar 10 MAR 2019 a las 10:07 a. m. 
yes there is mods like these for skyrim however these mods do more than just change some values in the ck believe me. there is alot of work behind them. more than you can see in the game. this is not something you can pull off by default and very few mods have addressed skyrims totally broken crafting mess to begin with. there is a formula which scales the results based on your skill in base skyrim (which is the same enderal uses) and if you change that formula you affect the whole skill not just a certain level range of it sadly. so you would get more "useful" enchants at 50 enchantment but at the same time completly break everything at max enchant.

buffing lower tier souls tough isnt as difficult as the above. that can indeed by done by changeing a bit of stuff around in the ck. but you gotta keep the distance between the soulgems and souls otherwise you make the highend souls and gems worthless. for example if you could get 90% of the power of the best gem and soul with 2 tiers lower then that would be stupid aswell. you also have to consider that average souls are available early on without much issues once you get past riverville area. the question here is what is a good distance between tiers of sous/gems.

in my opinion it should be 10% per gem and 10% per soul. so the difference becomes 20% total between the different gems and soul tiers. but that is just an example. currently i think its more than that.

Painsen 10 MAR 2019 a las 12:21 p. m. 
i played enderal the first time and i went nearly full phasmalist with a bit ele. it was no fun at all. the enchanting is nearly useless (at 75)... i rushed it to 75, so i can craft a phasmalist-talisman level 4... didnt know i would need a greater soulstone for that too, never have seen one in the game. guess i will find greater souls later in the game when i have a higher level.
Plox 10 MAR 2019 a las 12:32 p. m. 
You can buy empty greater soul gems for like 200 gold from Shrouded Mages, filled are a little more expensive i think it was about 600.
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Publicado el: 4 MAR 2019 a las 8:52 p. m.
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