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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.
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.
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.
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.
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.
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.
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'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.
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.
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.
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.
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?
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.
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.
Now if anything is grasping at straws, that is.
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.
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
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.
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.
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.
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.
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)
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.
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.
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.