Elder Scrolls V: Skyrim: Dragonborn DLC files found in latest patch

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Zenn3k

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Andrewtheeviscerator said:
Zenn3k said:
Andrewtheeviscerator said:
Jove said:
I'm confused, why is fallout new Vegas involved in this thread again?
Because there are some people who will take every opportunity they can to be a gigantic prick.
Zenn3k said:
Case in point...
Except I didn't bring up New Vegas, the other party in our little debate did. Also, reported for calling me a prick.
And your the one who derailed the thread. This thread was about what the new dlc might be like, you the one who turned it into the argument about whether or not skyrim is an rpg. So don't turn on me when I call you out for breaking the rules.
No, that was SajuukKhar.

I made a comment about what I wanted from the DLC, namely, actual genuine RPG elements...something I find it lacks. It was SajuukKhar who attacked my comment, so I commented back...then he did a paragraph by paragraph breakdown counter argument, and so on, and so forth.

So no, it was not me who derailed the thread, is was the OP who couldn't take someone not liking a game he likes and feeling the need to continually argue about it. If the man quotes me so I get a message about it, I'm going to reply in kind, just like I'm doing here with you.
 

SajuukKhar

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Zenn3k said:
No, that was SajuukKhar.
Conversations only start when the first person replies to the second persons reply to the first persons comment.

A single reply to a person's comment =/= a conversation, a conversation can only start when a person replies to a reply to their comment, and since you made comment unrelated to the thread topic, you started your own mini topic.

So technically, yes, it was YOU who derailed this thread, since you replied to my reply to your comment, thus turning this from a single reply situation, into a conversation.

So could you please do what you said you were going to do like 3 times and leave?
 

Jynthor

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I hope we're not actually going to Solstheim, I've already been there in Morrowind, and while it would indeed be interesting to see what the Morrowind refugees have done with the place, I for one do not want to see even more pines and snow. I've been walking through a province full of those things for over 200 hours, I'd like something different for my expansion packs, thanks.
 

SajuukKhar

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Jynthor said:
I hope we're not actually going to Solstheim, I've already been there in Morrowind, and while it would indeed be interesting to see what the Morrowind refugees have done with the place, I for one do not want to see even more pines and snow. I've been walking through a province full of those things for over 200 hours, I'd like something different for my expansion packs, thanks.
With the eruption of Red Mountain, and the drastic climate changes it caused, Solstheim could be a very, very, different place.
 

Zenn3k

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SajuukKhar said:
Zenn3k said:
In a properly designed game, proper rules already exist in the world to make it consistent and believable. A hulking brute of an Orc has no business in the Thieves Guild. If the game doesn't have any rules like this, it is broken by design.
Actually all the guilds are known to unfrequently take people of other classes into their fold.

In lore, there is nothing preventing a Orc warrior from becoming a Thief.

The lore was written that way on purpose to allow people to RP whatever they want and still have a believable RP.
From a design perspective thats fine to not limit the player based on a choice they made before they knew the choice mattered. But my question is then, why bother having races in the first place?

Why are there 3 versions of "generic white man/women" in Skyrim? Other than for my own personal benefit, and maybe a racial ability or passive that likely don't ever be used after you get 3 parts into the main quest (and learn Fus Ro Dah, which shares a button)....what is the point? Whats the gameplay difference between Nord and Imperial outside of a rather meaningless racial ability/passive?

Hell, in full armor, its likely you won't see most of your face, so you can't even tell which of the two races you are at a glance. And I know I certainly don't enjoy the game in 3rd person mode, as its hard to click on objects over the shoulder with the precision needed in this game engine.

Lets break down all the races, and I'm going to use their generic names:
High Elves: +50 Magicka, Regenerate magicka 25x faster for 60 seconds, once per day - Decent passive/racial at the very start of the game, if you go into any of the magic trees with perks at all, it quickly becomes rather meaningless. Once you are geared out to the point where spells cost about 5% of their previous base (or less, free is very possible), it is full blown worthless. That once a day limit sucks. Why not one per game hour? That limits it to once a fight without making it a complete waste the other 23 hours of the day.

Argonian: Resist Disease 50% & Water Breathing, Recover health 10x faster for 60 seconds, once per day - All around better than High Elf, even for a late game caster. Water breathing is probably the best passive in the game, its a shame its not used more often as you almost never go underwater. Resist disease is useful if you don't want random wolfs giving you the clap, not that potions to clear that up or a simple blessing are hard to find however. The health recovery should be limited to once an hour as I mentioned for the High Elf for the same reason.

Wood Elf: Resist Poison 50% Resist Disease 50%, Make an animal an ally for 60 seconds, once per day. I'm seeing a pattern here already. Resist poison is pretty bad, I don't believe there is actually anywhere in the game where you can be randomly poisoned where this might come in handy. Animal ally is only useful very situationally...like if you get jumped by a bear while fighting a troll, or something. Should just allow the player to tame a pet companion instead, now THAT would be fun.

Breton: Resist Magic 25%, Absorb 50% of the magicka from hostile spells for 60 seconds, once per day. Resist Magic isn't hard to max out, so this is of limited usefulness, its not terrible, its good for casters and dragons, which are a lot of what you fight. The triggered ability like the High Elf ability, loses its luster by the end game (where you geared how you want to be). Requires being hit by spells to work, making it a bad triggered ability IMO.

Dark Elves: Resist Fire 50% Opponents getting too close take 8 points of fire damage per second for 60 seconds, once per day. Finally something useful. About 50% of the dragons use Fire and 50% resist is a lot of resist. This loses its luster later as well, but isn't bad. The triggered ability is probably the best in the game. A free "fire shield" can turn the tides in a fight, I know I used it often with my dark elf, however, each time I used it, I did a "WAIT" for 24 hours before advancing. Should be limited to once an hour as mentioned before.

Imperial: Imperials always find more gold. Calms nearby people for 60 seconds, once per day Wow thats bad. Find more gold? Is there a shortage of gold? I have more gold than I know what to do with. That triggered ability is replaced by a spell. What happens after 60 seconds? What defines "nearby"? How many does it effect at once? Not very good racials.

Khajiit: Claws do 15 damage. Improved night vision for 60 seconds multiple times per day. 15 damage? Yay..? Seeing as there is no unarmed skill in the game, what is the point of this? Unless random self imposed rules take over...why do this over using even a base weapon + perks? FINALLY a triggered ability that you can use more than once a day, still limited usefulness. Khajiit have probably the worst racials of any race in the game.

Nord: Resist Frost 50%, Targets flee for 30 seconds, once per day. Useful passive, seeing as Frost is the most annoying magic type to be dealt damage by and the trigged gets you out of a jam. Once a day is actually balanced in this case, because making everyone flee EVERY fight would be a tad broken. Score 1 point for Bethesda making one of the classes actually GOOD.

Orc: No passive. You take half damage and do double damage for 60 seconds, once per day Trigged isn't bad, unless you play a casting Orc, in which case its totally useless. Having no passive makes Orcs a bad character choice unless they are strictly doing melee weapons.

Redguard: Resist Poison 50%, Stamina regenerates 10x faster for 60 seconds, once per day. As mentioned, resist poison has no use in the game for the player. Stamina regen is replaced with potions or food to greater effect. The once per day limit on this one seemed unneeded.

The skill bonuses are meaningless to every class. Having +5 more skill serves no purpose in the long term, all it might do is save you 10 minutes of game time.

So we have a fair number of less than useful passives and triggered abilities. In fact, from a simple game perspective, there is basically no reason to go with anything but Nord or Dark Elf. They have the best combination of passive and triggered in the game by such a wide margin. So what IS the point of picking anything else? Other than to be called by your race and self imposed rules. If you go Dark Elf, you can still side with the Stormcloaks...even though they HATE YOU, same if you're Imperial, even though you are their enemy.

Why give me all these choices, when there are really only, 2 choices that are worthwhile? Simply more bad design.
 

Jynthor

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SajuukKhar said:
Jynthor said:
I hope we're not actually going to Solstheim, I've already been there in Morrowind, and while it would indeed be interesting to see what the Morrowind refugees have done with the place, I for one do not want to see even more pines and snow. I've been walking through a province full of those things for over 200 hours, I'd like something different for my expansion packs, thanks.
With the eruption of Red Mountain, and the drastic climate changes it caused, Solstheim could be a very, very, different place.
What would these "drastic climate changes" you're speaking of be?
 

SajuukKhar

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Zenn3k said:
The different races are for, once again, for ROLEPLAY.

And once again, every race's racial ability has its uses because not everyone played a character with armor that maxes all their crap.

Also, Ulfirc lets you join the Stormclaocks, regardless of your race, because you are Dragonborn, and the Empire is not enemies to any race, but the Thalmor organization, so they have no reason to not let you join.

Jynthor said:
What would these "drastic climate changes" you're speaking of be?
considering a guy was able to turn all of cyrodiil from a tropical jungle into a generic mid-evil landscape by thinking it, the eruption of a magical volcano, could have done ANYTHING.
 

Zenn3k

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SajuukKhar said:
Zenn3k said:
the different races are for, once again, for ROLEPLAY.

And once again, every race's racial ability has its uses.
Self imposed roleplay, functionally they serve no real purpose other than to limit the player to certain racials and passives...most of which are bad or useless.

"Has its uses" is rather obtuse. I accounted for the uses they might have, and they are few and far between for most of the races in the game, the 24 hour clock on many of them makes them easy to forget about or unusable when you might need them most.

Its completely tacked on to give the player an illusion of choice at character creation, nothing more.

To be an ACTUAL choice, there needs to be pros and cons. Having a useless passive should not be allowed to be one of the cons.

Two of the races are drastically better than the remaining, giving the player no real choice from a perspective of logic. Why would anyone ever choose Redguard? There is no PRO to doing so, nothing is gained...you lose access to a good passive choice and ability, so thats the CON, but whats the PRO? There isn't one. Therefore the only choice you make is "Do i gimp myself or not?", which isn't much of a choice at all.
 

SajuukKhar

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Zenn3k said:
Self imposed roleplay, functionally they serve no real purpose other than to limit the player to certain racials and passives...most of which are bad or useless.

"Has its uses" is rather obtuse. I accounted for the uses they might have, and they are few and far between for most of the races in the game, the 24 hour clock on many of them makes them easy to forget about or unusable when you might need them most.

Its completely tacked on to give the player an illusion of choice at character creation, nothing more.
High Elves: +50 magicka means you have 5 level up worth of Health/Magicka/Stamina points that you don't have to spend on magic. furthermore, unless you do some major enchanting exploits, higher level magicka skills still cost upwards of 200 magicka, so the magicka regen skill is useful throughout the game, unless you exploit enchanting.

Argonian: Resist Disease 50% is very useful and lets you not have to waste money buying potions, or waste perk points leveling up alchemy. Water Breathing, lets you swim in the waterways, which are considerably more safer then the roads, allowing for faster, and less hindered, travel. Recover health 10x faster for 60 seconds once per day is useful for tight situations where you run out of health potions and need a quick heal when fighting a boss enemy.

Wood Elf: Resist Poison 50% lets you resist the poisons the Falmer, and their Charrus friends throw at you constantly, and Falmer are a constant threat in the game. Resist Disease 50%, same as Argonian above. Make an animal an ally for 60 seconds, once per day very nice when getting swarmed by a pack of wolves and you just turn one of their wolf friends on them.

Breton: Resist Magic 25%, very useful, resist magic is capped at 85%, and with this you now can have one or two free items to enchant with somethign else, that would normally be enchanted with resists magicka effects. Absorb 50% of the magicka from hostile spells for 60 seconds, once per day, also useful against boss NPC mages who get a massive damage boost to their magical spells.

Dark Elves: well you apparently like dark Elves, though I will say it should NOT be limited to 1 hour, that's so obviously unbalanced its laughable. If it was once an hour you pretty much get god-mode, and be able to kill most bandit dens by simply walking into the, agroing the bandits, then hitting your racial. Its limited for a reason.

Imperial: that there is plenty of gold already does not remove the fact that the imperials power lets them get rich quicker, which means less need to pick up every little thing, and less trips between towns to sell crap. What happens after 60 seconds? they stop being clamed? is that hard to guess? also, the area of effect is 75 feet around the player.

Khajiit: Have you ever used a Kahjiit in melee? I didn't think so, the Kahjiits claws alone make them deadly at lower levels, and at high levels you are still deadly against most lower level enemies, and when combined with the Fists of Steel perk from the heavy armor tree, they become damage gods with their claws at higher levels.

Nord: Well you like the Nords

Orc: Orcs triggered effect is actually very usefully, even as a mage, because shit still attacks you while playing a mage, melee guy rush you, archers.... arch? you, and spell casters throw spells at you, the damage negation is never worthless because there's never a point while playing as a mage where something wont be attacking you.

Redguard: as mentioned before, both Falmer, and Charrus, use poisons, CONSTANTLY on the player, so yes a poison resist is useful. The Stamina regen from the Redguard's power lets them have to buy less, and thus carry less food/potions from vendors, saving you both money, and space, and gives you a quick means to get off more power attacks/shield bashes quickly.
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As for the once a day limit on racials, its called balance, getting to use those skills more then one a day would be terribly unbalancing because it would let you regen HP/Stamina/Magicka, or resist tons of damage, far too often.

Anyone who takes even a brief look at the racials can see why the limit is needed.
 

GiantRaven

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I never understood the idea that you could only use your racial power once per in-game day. I can literally skip forward through time with little to no ill effects as soon as any battle ends to refresh the power and re-use it. Giving it a timer of a few minutes or so would cut out a lot of pointless waiting if you actually want to get any continued use out of your powers.
 

SajuukKhar

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GiantRaven said:
I never understood the idea that you could only use your racial power once per in-game day. I can literally skip forward through time with little to no ill effects as soon as any battle ends to refresh the power and re-use it. Giving it a timer of a few minutes or so would cut out a lot of pointless waiting if you actually want to get any continued use out of your powers.
Not everyone chooses to skip time, just as not everyone uses fast travel.

People who play the game naturally needed something to prevent them from abusing their powers to much.

The once a day limit is to prevent natural players from abusing the powers through overuse, and indeed it makes those who seek to abuse the powers suffer the tedium of the waiting screen.
 

GiantRaven

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SajuukKhar said:
Not everyone chooses to skip time, just as not everyone uses fast travel.

People who play the game naturally needed something to prevent them from abusing their powers to much.

The once a day limit is to prevent natural players from abusing the powers through overuse, and indeed it makes those who seek to abuse the powers suffer the tedium of the waiting screen.
Those damn role-players, ruining it for everyone!
 

Jynthor

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SajuukKhar said:
Zenn3k said:
The different races are for, once again, for ROLEPLAY.

And once again, every race's racial ability has its uses because not everyone played a character with armor that maxes all their crap.

Also, Ulfirc lets you join the Stormclaocks, regardless of your race, because you are Dragonborn, and the Empire is not enemies to any race, but the Thalmor organization, so they have no reason to not let you join.

Jynthor said:
What would these "drastic climate changes" you're speaking of be?
considering a guy was able to turn all of cyrodiil from a tropical jungle into a generic mid-evil landscape by thinking it, the eruption of a magical volcano, could have done ANYTHING.
But that's speculation while you stated it as a fact in your previous post.
 

SajuukKhar

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Jynthor said:
But that's speculation while you stated it as a fact in your previous post.
Read again, I said it COULD be a different place. Could =/= certain.

Red Mountin royally screwed Mororwind, causing the sky to become blacked out, killing almost all plant life, causing dust storms even worse then one tones Morrowind already had before, it rained dust and ash for a long time, water became scarce, or more so then it already was on Vvardenfell.

The island of Soltheniem isn't that far away from Vvardenfell, it very easily could have been effected.

GiantRaven said:
Those damn role-players, ruining it for everyone!
The greatest part of RPing, is knowing how much I am killing the game for everyone else.

WA HA HA HA HA!!!!

jk.
 

GiantRaven

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SajuukKhar said:
The greatest part of RPing, is knowing how much I am killing the game for everyone else.

WA HA HA HA HA!!!!

jk.
When I role-play Skyrim, I play a guy who both teleports everywhere instantly and stands around doing nothing for hours on end. He is also essentially the King of everything (except the Imperials - fuck those guys).
 

Zenn3k

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SajuukKhar said:
Zenn3k said:
Self imposed roleplay, functionally they serve no real purpose other than to limit the player to certain racials and passives...most of which are bad or useless.

"Has its uses" is rather obtuse. I accounted for the uses they might have, and they are few and far between for most of the races in the game, the 24 hour clock on many of them makes them easy to forget about or unusable when you might need them most.

Its completely tacked on to give the player an illusion of choice at character creation, nothing more.
High Elves: +50 magicka means you have 5 level up worth of Health/Magicka/Stamina points that you don't have to spend on magic. furthermore, unless you do some major enchanting exploits, higher level magicka skills still cost upwards of 200 magicka, so the magicka regen skill is useful throughout the game, unless you exploit enchanting.

Argonian: Resist Disease 50% is very useful and lets you not have to waste money buying potions, or waste perk points leveling up alchemy. Water Breathing, lets you swim in the waterways, which are considerably more safer then the roads, allowing for faster, and less hindered, travel. Recover health 10x faster for 60 seconds once per day is useful for tight situations where you run out of health potions and need a quick heal when fighting a boss enemy.

Wood Elf: Resist Poison 50% lets you resist the poisons the Falmer, and their Charrus friends throw at you constantly, and Falmer are a constant threat in the game. Resist Disease 50%, same as Argonian above. Make an animal an ally for 60 seconds, once per day very nice when getting swarmed by a pack of wolves and you just turn one of their wolf friends on them.

Breton: Resist Magic 25%, very useful, resist magic is capped at 85%, and with this you now can have one or two free items to enchant with somethign else, that would normally be enchanted with resists magicka effects. Absorb 50% of the magicka from hostile spells for 60 seconds, once per day, also useful against boss NPC mages who get a massive damage boost to their magical spells.

Dark Elves: well you apparently like dark Elves, though I will say it should NOT be limited to 1 hour, that's so obviously unbalanced its laughable. If it was once an hour you pretty much get god-mode, and be able to kill most bandit dens by simply walking into the, agroing the bandits, then hitting your racial. Its limited for a reason.

Imperial: that there is plenty of gold already does not remove the fact that the imperials power lets them get rich quicker, which means less need to pick up every little thing, and less trips between towns to sell crap. What happens after 60 seconds? they stop being clamed? is that hard to guess? also, the area of effect is 75 feet around the player.

Khajiit: Have you ever used a Kahjiit in melee? I didn't think so, the Kahjiits claws alone make them deadly at lower levels, and at high levels you are still deadly against most lower level enemies, and when combined with the Fists of Steel perk from the heavy armor tree, they become damage gods with their claws at higher levels.

Nord: Well you like the Nords

Orc: Orcs triggered effect is actually very usefully, even as a mage, because shit still attacks you while playing a mage, melee guy rush you, archers.... arch? you, and spell casters throw spells at you, the damage negation is never worthless because there's never a point while playing as a mage where something wont be attacking you.

Redguard: as mentioned before, both Falmer, and Charrus, use poisons, CONSTANTLY on the player, so yes a poison resist is useful. The Stamina regen from the Redguard's power lets them have to buy less, and thus carry less food/potions from vendors, saving you both money, and space, and gives you a quick means to get off more power attacks/shield bashes quickly.
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As for the once a day limit on racials, its called balance, getting to use those skills more then one a day would be terribly unbalancing because it would let you regen HP/Stamina/Magicka, or resist tons of damage, far too often.

Anyone who takes even a brief look at the racials can see why the limit is needed.
High Elf - Exploiting enchanting? You mean, using it as the game fully allows you to use it? You toss the word exploit around a lot. I thought I was ROLEPLAYING....I'm not allowed to roleplay a character who is good at alchemy/enchanting and smithing? So if you self impose rules to make the world make sense...that roleplay, but if use what the game gives me, I'm exploiting. Very nice double standard. I was able to get costs down to extremely low levels without trying very hard to do so. If you DO get your costs down to near 0, the racials for high elf become useless. Once per day abilities cause the player to ignore them or not have them when they need them. Considering how fast everything regenerates out of combat, having such a long limit pointless.

Argonian - I mentioned that Disease resist had some minor use, and I mentioned water breathing was actually good. Mid-fight, its useful if you play with your thumb up your butt and don't have 500 healing potions in your pocket...yes. However, it still has that pesky re-use wait timer. Making it easy to forget about or down when you might need it most. For the record, I used these kind of abilities a couple times, the 1 time I went to use it...and found I still had 20 minutes of time remaining before I could use it again, I stopped using them forever. What good is an ability you cannot count on? Cool downs on powerful abilities are not a bad thing, but overtly long cool downs are detrimental to the useful of the ability.

Wood Elf: Do they? Guess I was too busy 1-shotting them with my bow from stealth to notice...or maybe they did poison me and I simply never noticed since it does so little damage. Yes, cause when you get swarmed by a pack of wolfs (one of the weakest enemies in the game), turning 1 of them into an ally for 60 seconds is everything. I repeat, "charming" a pet companion would have been a vastly superior ability and given this race something unique and fun.

Breton: I said it was a useful passive. but any ability that requires the play to be HIT to work, is a bad ability. If you had a superpower that allowed you to turn water into healing juice every time you were kicked in the nuts (assuming you are male), would that be a good power to have? No.

Dark Elves: Cept I did this anyway, just waited 24 hours (cause time doesn't matter) between uses when I wanted to exploit it (THATS exploiting). Otherwise, last I recall I tried to use it when I really needed, it was on cooldown and I said to myself...oh yay, cool downs suck, time to retool my character so that I never need it again, because waiting to use an ability like that sucks. Also, why are you trying to talk balance? Skyrim is one of the most unbalanced and overpowered games in history.

Imperial: What do you spend all that gold on exactly? Besides houses that you don't need (maybe 1 to store all your heavy stuff you wanna keep for later, like smithing materials). What IS there to buy? I certainly never found anything to spend my gold on. Sure nice of the game to tell me how far away it reaches so I could tell how useful it was or wasn't. Why do you need this passive when there is a spell that does the same thing?

Khajiit: Nope, never did. Claws are SLIGHTLY stronger at the start of the same than most weapons. Until you put a perk or two into your chosen weapon type...or improve any of them. Heavy armor tree?! HEAVY armor tree?! You have to invest in HEAVY armor to get a CAT person who can claw well enough to go into end game? Claws should be treated like Daggers and benefit from the Dagger abilities, since Cats are sneaking hunters...not walking battletanks. Another poor Bethesda choice for sure.

Orc: Yeah, its half useful for a caster. If you're allowing yourself to be attacked as a caster, you're doing it wrong however.

Redguard: If you say so, I never found the Falmer a threat, poison or no. So its worth giving up Flee? Or Health Regen, or Magicka Regen...or calming...for stamina regen?

Again, in Skyrim it is incredibly easy for even the average player to become superman. Its not a BALANCED game by any stretch, so going to these lengths to artificially create balance in an otherwise incredibly unbalanced game seems pretty silly.
 

Zenn3k

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SajuukKhar said:
GiantRaven said:
I never understood the idea that you could only use your racial power once per in-game day. I can literally skip forward through time with little to no ill effects as soon as any battle ends to refresh the power and re-use it. Giving it a timer of a few minutes or so would cut out a lot of pointless waiting if you actually want to get any continued use out of your powers.
Not everyone chooses to skip time, just as not everyone uses fast travel.

People who play the game naturally needed something to prevent them from abusing their powers to much.

The once a day limit is to prevent natural players from abusing the powers through overuse, and indeed it makes those who seek to abuse the powers suffer the tedium of the waiting screen.
So in THIS case you need a limiting factor on your gameplay.

But when it comes to EVERYTHING else...you want no rules so you can self impose your RP on the game?

Make up your mind.
 

SajuukKhar

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Zenn3k said:
High Elf: You are aware of what an exploit is right?
"An exploit is a piece of software, a chunk of data, or sequence of commands that takes advantage of a bug, glitch or vulnerability in order to cause unintended or unanticipated behavior to occur on computer software, hardware, or something electronic."

Using enchanting to get a nearly 100 cost reduction by spamming potions to increase you skills beyond 100, would count as an exploit because you weren't supposed to do it, without doing that, you wont be able to reach even close to 100, and skills will still cost tons of magicka.

Argonian: Racial abilities are NOT supposed to be used all the time, they are supposed to be things you use during emergencies, or against boss monsters. You can count on the skill, so long as it is used in the way it was designed. they are not meant to be these "use against everything at every moment I want" skills.

Wood Elf: Well good for you? not everyone played a wood elf thief who sneak attacks things. so, its still perfectly viable. It also works on bears, and sabre cats, and almost all other animals, the wolf was an example, and getting swarmed by like 4 bears does get annoying, turning one of them on the other 3 gives you a distraction so you can run away from the fight if you don't want to deal with it.

Breton: how the fuck does an ability that "lets you absorb 50% of all magicka" work without being hit? Your not making ANY sense on your argument. That's like saying an ability that lets you negate 50% of all melee damage that hits you is poorly designed because it requires you to be hit, and that's a useful as hell power.

Dark Elves: I don't see how waiting to use an ability that's only designed to be used in emergency situations isn't fun?

Imperial: You don't need many things in most RPgs, I spend gold on houses, and magical weapons for my collection, and materials so I can smith my own armor, and the materials for Hearthfires homes can cost a pretty penny. why do you need the passive? so you don't have to waste money, or magicka, buying and using a spell?

Khajiit: Actually Khajjit have their own heavily armed warriors, the whole "Khajiit are thieves" thing is a stereotype, and like all stereotypes it is wrong. The fact that you belive it shows how little you know. In fact there are SEVERAL heavy armor wearing Kahjiit bodyguards guarding the Khajiit caravans.

Orc: since the game really doesnt have a dodge mechanic, and arrows to have slight player tracking, dodging all the hits is impossible.

Redguard: Stamina regen is very useful for again, running away from fights, and for being able to use power attacks over and over. why would you need health or magicka regen when you can just spam power attacks like mad and kill them before they can take away your last bit of health.
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Furthermore, most of the unbalance in Elder Scrolls games comes from exploits, people spamming enchanting to raise their alchemy to raise their enchanting to raise their alchemy so they can make uber potions that raise all their skills, is exploiting.

The game is only as unbalanced as you make it, if you just play the game like a normal person, it isn't that unbalanced.
Zenn3k said:
So in THIS case you need a limiting factor on your gameplay.

But when it comes to EVERYTHING else...you want no rules so you can self impose your RP on the game?

Make up your mind.
There is nothing contradictory about my statements.

There are some things, so overpowered, that they do need a restriction on them.

Which is why they removed spell making, and I am glad they did.
 

Arklyte

New member
Oct 8, 2012
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SajuukKhar said:
There are plenty of named NPCs in many towns you can just randomly kill if you play an evil murder.
Use potions that you buy from alchemists if you are playing a warrior, there is literally nothing that forces you to use the healing or alchemist skills.
The reason not to join everyone is because of something called roleplay, why would you join the mages college as a warrior? seriously, why? just because you can doesn't mean you should. If you picked a warrior character why are you choosing to play him as a mage?
Also, on my Nord character, I don't loot chests in Nodric burial tombs, because I roleplay a character who honors the Nord dead. Getting loot and not getting loot based on your choices is the point of making choices.
That's like saying "if you didn't want me to use a gun to shoot someone you shouldn't have put it in my face", all your doing is shifting all of your own personal responsibility onto other people and then blaming them for not babysitting you. Its childish.
I am sorry you need rules thrown in your face because your so unable to make some up for yourself, but that doesn't mean other people should be denied choices in how to play their character because of it.
If you don't like being leader of all Guilds then don't do it, no one should have to force you to do things for yourself.
Hooray, you've finally fallen as low as protecting your fan-idol by accusing someone on the matter of bad imagination)) What's next?
 

SajuukKhar

New member
Sep 26, 2010
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Arklyte said:
Hooray, you've finally fallen as low as protecting your fan-idol by accusing someone on the matter of bad imagination)) What's next?
Hooray you entirely missed the point of what I was saying and made a response that had nothing to do with the argument. What's next?