Bethesda Patch Discussion - Console and PC

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Re: Bethesda Patch Discussion - Console and PC

Post by perylousdemon »

ZackyZombify wrote:"Reduced the instance of random dragon attacks after fast traveling post main quest"
This is huge. No more slapping those flies out of the air so frequently.
Now if only they'd reduce it during the main quest. I mean, I don't mind the occasional dragon when I fast-travel, but Fae gets one every single time. She's got over 100 dragon souls at this point. It's kinda nuts...
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Re: Bethesda Patch Discussion - Console and PC

Post by Frost Mage »

I just saw someone ask this question on another forum, but it's a decent and thought-provoking question: Why are they powering up the Dragonborn so much?
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Re: Bethesda Patch Discussion - Console and PC

Post by ZackyZombify »

Time for some payback?
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Re: Bethesda Patch Discussion - Console and PC

Post by Vahrukiv »

Frost Mage wrote:I just saw someone ask this question on another forum, but it's a decent and thought-provoking question: Why are they powering up the Dragonborn so much?
to me, it's not as much beefing Dragonborn up, as much as it is allowing the ability to further develop a character.
first dragonborn dlc, now the legendary aspect, i'm leaning towards new skills added w/ dlc.
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Re: Bethesda Patch Discussion - Console and PC

Post by legoless »

Frost Mage wrote:
legoless wrote:Infinite levelling seems kind of game-breaking.
Not really. If you took the time to get to level 251, you deserve to have every perk available to you.
Not so much the perks, but the effects an incredibly high level would have on levelled enemies.
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Re: Bethesda Patch Discussion - Console and PC

Post by Frost Mage »

Thus the Legendary difficulty, I suppose.
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Re: Bethesda Patch Discussion - Console and PC

Post by Marelo »

I'm pretty sure the point of the legendary skill thing is actually multiple points: A lot more leeway with perks, so you're not required to micromanage every single one of the 80 you were stuck with; the ability to reach higher levels without grinding skills you aren't interested in actually using; and a sense of progression, even if it's only token, past the current level cap.

Personally, I wasn't really looking forward to either a full halt in my progression or grinding a bunch of skills I don't want just to reach... a full halt in my progression. And now I don't have to count up perks or forever be starved for dragon souls (I use Spend Dragon Souls for Perks). And it's really easy to roleplay the skill reset. Just see it as the Dragonborn reaching a totally new level of competence with the skill, and then refining it even more.

It's just a much more flexible system than what we have right now.
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Re: Bethesda Patch Discussion - Console and PC

Post by GodsBePraised »

Frost Mage wrote:I just saw someone ask this question on another forum, but it's a decent and thought-provoking question: Why are they powering up the Dragonborn so much?
Just providing more freedom to the players. Now we're able to make a specific build a high level without having to level up skills their class wouldn't use. Also now we can just beef up our character in any way we desire. No loss all win.

Plus, hopefully they're making the next DLC fairly challenging.
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Re: Bethesda Patch Discussion - Console and PC

Post by Chaos the N'wah »

It certainly helps make hybrid builds (nightblades, bards, etc.) less of a lesson on perk economy and makes taking less combat oriented perks (speech, lockpicking, pickpocket, etc.) less of a "Am I going to kneecap myself early on?" scenario

But it's a shame it wasn't a reset game world option (Keep perks and level, but reset all quests and skill levels, back to Helgen!) or increase the amount/AI of enemies, it would certainly make Bleakfalls Barrow less repetitive.
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Re: Bethesda Patch Discussion - Console and PC

Post by Mauin »

Just tried the "legendary" skills, and from what I can tell, you can only reset them once. This will bring you up to level 116 ish. Then again, I haven't done this very much (or very carefully, for that matter), so I might be wrong.

Still testing the other things with this patch. I'm going to have to go through Waking Nightmare to see if it's actually fixed or not.

Edit:
Nope, the "Legendary" option is still there. It looks like it can keep going. I wonder how far, then?
Time to find out.

I just wish I could get the "Legendary" difficulty to work. It's not showing up.


Edit #2:
I spent an hour or so messing around with it, and I've managed to do this...
I've created a totally divine Imperial.
And I still haven't found any limits to this.
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Re: Bethesda Patch Discussion - Console and PC

Post by GodsBePraised »

Some people on the official forums said the "cap" is 65535 now. You can essentially just keep going forever, basically.

Holy crap, how did you do that in an hour?
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Re: Bethesda Patch Discussion - Console and PC

Post by Mauin »

Hm. We'll see. I'm determined to see if there is any actual limit, aside from the one my sanity my try to put on me. I'm going to keep going.

As for how I did that in an hour, it was all thanks to the Scroll of Perfection. Being able to put all skills to 100 with a single scroll is useful, especially when creating characters to test mods. Or updates, in this case. I think it's pretty safe to say that my game is officially broken. Usually I need some seriously overpowered enchantments to get to that point (the stats, anyway). Master difficulty runs like novice. I would try Legendary, but I haven't got it working yet. Probably won't work until SkyUI is updated.
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Re: Bethesda Patch Discussion - Console and PC

Post by GoatLiver »

Does anyone know what the Legendary difficulty will actually be?

For example on master you do x0.5 damage and enemies do x2.0 damage.

So is legendary going to be you do x0.25 damage and enemies do x3.0 damage? or more?
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Re: Bethesda Patch Discussion - Console and PC

Post by Mauin »

That sounds pretty likely. Considering how stupidly overpowered the legendary skills can make you (if you abuse it, though it's going to be overpowered to a point anyway), I'd expect Legendary to be at least a bit tougher than Master. I still haven't tried it out yet, though.

Speaking of legendary skills... I don't really have any words for it at this point.
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Re: Bethesda Patch Discussion - Console and PC

Post by Xarnac the Conqueror »

Just a move for newbs and non role players that want to make MOATs. A pointless feature, but fortunately, one that doesn't have to be used.
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Re: Bethesda Patch Discussion - Console and PC

Post by Velvet LeChance »

When I read Legendary difficulty I was hoping for 6X difficulty like they had in Oblivion. Which was ridiculously hard but when you achieved something you felt like you really achieved something.

3X difficulty wouldn't make that much of a difference IMO, the game would probably still be too easy especially with the addition of Legendary Skills.

@Xarnac. Considering how a majority of the Elder Scrolls players are non-roleplayers (non-roleplayer is synonymous with Newb or are Newbs something else all together?). I can't see how it could be considered a pointless feature. But each to their own.
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Re: Bethesda Patch Discussion - Console and PC

Post by Xarnac the Conqueror »

Velvet LeChance wrote:
@Xarnac. Considering how a majority of the Elder Scrolls players are non-roleplayers (non-roleplayer is synonymous with Newb or are Newbs something else all together?). I can't see how it could be considered a pointless feature. But each to their own.
Wasting time on a feature that encourages making MOATs=Pointless, especially in an RPG.

Adding a single kill move animation would have been worth ten times this "feature."

These are the types of reasons we don't have birth signs anymore. Because people either don't take the time to read, or don't want choices that actually matter and would rather play an action/adventure game. It's a shame Beth even humors these people.
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Re: Bethesda Patch Discussion - Console and PC

Post by Aurielius »

Legendary difficulty is nothing of the sort, call it what it is: a simple stat reset. I was hoping for something beyond master level such as reduced damage inflicted by player and increased damage by NPC's with maybe a AI tweak so that they did not die like flies. What I find the most amusing is the statement "increased stability" which is such a laugh. Adding in mods is more akin to Alchemy than Chemistry in Skyrim as compared to Oblivion. Without the unofficial patches this game is practically unplayable. A simple comparison of how may patches that were necessary to a least play Oblivion in vanilla form to Skyrim is most revealing.
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Re: Bethesda Patch Discussion - Console and PC

Post by Mauin »

@ Xarnac:
Not everybody plays the same games in the same way. Just because it has a feature doesn't mean you have to use it, and that certainly doesn't mean that it was a waste of time either. Just because you don't like something doesn't mean that everybody else does. Bethesda has to do what they do in order to keep their company going; they're in this to make money, whether you like it or not. Complaining will solve nothing.


I'm most certainly not going to be using the legendary feature, since level 81 is powerful enough. Level 50 is powerful enough. I play my game the way I want to, and I will most certainly be making use of the new Legendary difficulty (once I can access it, anyway). The bug fixes and memory optimizations are enough on their own to make this a good patch. I don't care about the new features so long as any issues that make the game impossible to play (thanks to those things called glitches) are fixed.

But I'm still going to push the limits on things and see just how far this "legendary" skill thing can go. I figure fifty to one hundred skill resets a day should be enough. With the Scroll of Perfection, it doesn't take too long. That should leave me time to progress Vulom.


@Aurielius:
Did I read that correctly? Legendary difficulty isn't even a proper difficulty setting? Well, maybe I'll just find a way to create my own settings, then. I don't know why they would refer to a stat reset as a difficulty setting. Meh.

And Skyrim is playable vanilla. I did it for a long time before I got into modding. My saves lasted 300 hours without encountering any major issues. I'd say that's pretty damn stable for a game that's supposedly unplayable without any of the unofficial patches.
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Re: Bethesda Patch Discussion - Console and PC

Post by Aurielius »

@Mauin
I should have said completable instead of playable. The new patch refers to the 'rare" occurrence of ctd's when trying to save during Waking Nightmare...rare my ass, since V1.8 it happens almost like clockwork. The euphemism of rare is code speak for frequent for most players I know, of course excluding the myriad of posters that will now claim that it never happens to them...sigh.
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Re: Bethesda Patch Discussion - Console and PC

Post by Xarnac the Conqueror »

Mauin wrote:Snip.
Pointless feature was pointless.
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Re: Bethesda Patch Discussion - Console and PC

Post by Velvet LeChance »

It's not pointless though, just because it's going to be utilised by people that aren't you doesn't make a feature pointless. People are going to use it which sure as hell doesn't make it pointless.
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Re: Bethesda Patch Discussion - Console and PC

Post by Xarnac the Conqueror »

It's not pointless because I'm not going to use it, it's pointless because it is pointless.

Not to mention counter intuitive to what Beth initially set out to do. Such a feature is pretty much at the end of the request line and Dragonborn's re-perk mechanic makes it even more redundant.
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Re: Bethesda Patch Discussion - Console and PC

Post by Believe »

Alright. This conversation has run its course.

Back to the actual topic please.
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Re: Bethesda Patch Discussion - Console and PC

Post by Mauin »

Aurielius wrote:@Mauin
I should have said completable instead of playable. The new patch refers to the 'rare" occurrence of ctd's when trying to save during Waking Nightmare...rare my ass, since V1.8 it happens almost like clockwork. The euphemism of rare is code speak for frequent for most players I know, of course excluding the myriad of posters that will now claim that it never happens to them...sigh.
Right. Though that was a new bug caused by the 1.8 patch (as far as I know, it wasn't present before that point), and not even the unofficial patches managed to fix that one. Which is kinda why I'm wondering if it's actually fixed or not. I'll use my level 800-something Imperial to check later.


Has anybody tried saving during Waking Nightmare yet? Or does any other PC player here even have 1.9 yet?
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