Level up

>level up
>game instantly becomes worse

I love Oblivion but CHRIST

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stop picking athletics/acrobatics as a major skill and min max end my guy

yes yes, I understand that to play the game you're supposed to play it wrong.

>deleted
Oh no you don't.
>Bioware

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skyrim is the same way
>level up
>everything is now too strong to kill
>go stop and grind your enchanting and smithing or you're not allowed to play the game anymore mr dragonborn

I'm sure there are mods that'll fix it. Mods fix everything this shit company makes. Bethesda should pay the mod community out of their own pockets.

why get deleted? fucking (((bioware)))

Level scaling was a mistake. Play better games like Gothic 2 vanilla

>Bethesda hire this man
but unironically

Pick majors that level the attributes that fit your class. If you aren't getting +5 to the attributes you need then supplement the bonuses by improving a relevant minor skill. Now go play the game and stop complaining.

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HEY YOU

has anyone actually beat this game on hard mode?

I get two shot by imps during the kvatch mission and my weapons do no damage

How to piss two fandoms at once :D

>has anyone actually beat this game on hard mode?
Yes, it's easy. Just use magic and never use anything regarding melee lol

What with?

Rush the mage's guild and craft some magic + element weakness + said element weakness damage spell for 1 second and break the game.

but then i can't play my preferred style of whacking people with stamina drain swords until they fall down over and over

I found skyrim to be like this not because of the gameplay but because every armor and weapon past steel is ugly as shit.

>Yea Forums can't beat bethesda games on normal difficulty
i hate shitters so much its unreal
you should die.

They did hire some modders in the past to work on later games. Don't know if they still work for them still or not.

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Well you asked if anyone could beat the game on hard mode, not "Can anyone beat the game on hard mode using a stamina draining sword"

Todd, go finish your vaporware title Starfield or w/e the fuck your generic sci-fi "Oblivion in Space" is called.

>Weakness to magic + weakness to poison + stamina absorb + stamina drain then craft hit 'em with a stamina drain poison/spoiler]
>Targeted athleticism and speed boosts then pair it with a paralyze spell when they zip by at 1000 million km/h

lower the difficulty slider, problem solved

Adaptive difficulty is a nice idea in theory, but after every level up is not, it should be reserved only for story progression.

eh, i'm more fond of areas being locked to suggested levels. So, when I come back I can feel the proggression.

A game is supposed to become harder as you play it. It's called a difficulty curve.

It's easy to get around of, but the entire way was unintuitive - you'd have to specifically major in shit you didn't want, and have your preferred playstyle being minor skills, if I remember correctly.

I've never seen it work properly. FFVIII is one of the other examples of it being adapted in a horrible manner.

Any good mods that take out the level scaling?

If all adaptive difficulty does is change damage output and/or health for enemies, it's pointless because it changes very little about how you face enemies, they just hit harder and take longer to kill using the exact same methods, they aren't really any harder just more tedious or frustrating. Ideally, adaptive difficulty should change their behavior. Make them move and engage the player differently. In games like RPGs, have them use more advanced abilities and such.

This way, it goes like this:
>To fight [bandit], I just need to make sure I can club him faster than he clubs me.
>To fight [advanced bandit], I need to be aware of his recharging Frenzy ability that makes him do 200% damage for 10 seconds but he loses half of his armor bonus, and maneuver around that. If he reaches half health, he will "call" nearby enemies to him to help if they aren't already aggroed
>To fight [master bandit], He has the ability to leap and sprint so I can't kite him without care. He has abilities that let him do massive damage for a short amount of time, or become very tanky against spells and ranged attacks, so I need to be aware of when those are active and fight around them if I need to. He also goes into permanent frenzy when he hits less than half health, so I need to be ready for that change in damage.

Dragon Age: Origins did it well

Yes
Skyrim has this too. Its really dumb you can get really unique weapons, but then its just worthless because you level up and there is no built in way to help it scale up.

>thing is now too strong to kill
this has never happened in an elder scrolls game since Daggerfall

There's a smithing perk that lets you improve artifacts

Did you want to tell me the name, user?

Yeah fuck Bioware for making this shitty game. The need to go back to Halo games which was the only thing they were ever good at.

The Witcher 3 lets you scale weaker enemies up but they will always be a few levels below you, higher level enemies will remain as they are.
If you're not going to enact world-state changes that the player can account for, it's the next best thing.

mod it then.

user was talking about how if you pick up Unique gear you will not get the maxed out version of that gear, yes this can be overcome by the mentioned perk + alchemy, smithing, enchanting triangle but for those who rather not break the game the only solution is to modded in Max unique level equipment mod or to not pick up any unique equipment until level 60!

That's a great idea but it would require
>extra animations
>extra AI
>extra testing (a lot of it)
and Todd just doesn't have money for that

Are you a retard? Bioware makes Destiny, not Halo, you insipid fucking moron. Holy fuck the ignorance of Yea Forums posters astounds me.

>start the game
>do nothing at all but the main quest, no grinding anything whatsoever
>by the time you reach the troll on the steps it and all the other monsters have already been leveled up to the next tier

>Adaptive difficulty is a nice idea in theory
No it isn't

I never saw this as an issue in oblivion. The only time I had trouble was the stupid painted troll. Then there's a window where kvatch can give you really bad time.

Skyrim I never had the issue of things being too strong. But tbf I had a broken bow my first play through that 1 shot alduin. Other playthroughs were just tedious nothing ever really was challenging.

But adding monster mods and dragon buffs will break your game; to where if a dragon spots you, you're already dead.

Romancing SaGa 1 was alright. Not perfect, you could fuck yourself over if you didn't know what you were doing, but it was very easy to manage if you did.

Yeah I tried the triangle recently and I don't have the patience autism to do that anymore. I end up just using cheats to max my alchemy and smithing, I have better things to do than 10 hours + of running between alchemy shops, and making 100s of daggers and clothes

how do you nest spoilers within spoilers?

Based, fuck merchants

I'm planning on making an armored howitzer (Heavy Armor, Destruction, etc.) Orc lad for my next playthrough, is Volendrung worth picking up along the way?

(spoiler) yadda yadda (spoiler) yadda (/spoiler) (/spoiler)
replace brackets with square brackets

is survival mode in skyrim worth playing or is it a meme

believe it or not but it actually filters people. it's not the best implementation but you really have to account for the cold and finding shelter is constantly a top priority.

How would you go about min max ending your guy?

is there ANYTHING it has over frostfall + ineed though

I understand with what you're saying and mostly agree with that but breaking it down like that sounds like the most soulless min maxy shit only speedrunners could say.

Skyrim is better and worse with scaling desu
like in Oblivion yeah the enemies scale annoyingly to where bandits have glass armor and wolves get replaced with minotaur but that snazzy fucking magic sword you find in a cave is still gonna deal the same amount of damage every time
guess what game has level-dependent stats on every unique item, forcing you to wait to get that really cool item you want because otherwise it'll be useless for the rest of the game?

Giving them different abilities sounds good in theory but I think that falls more into enemy variety rather than enemy scaling
I'd say that the changes should be a bit more passive, maybe stronger "bandits" just have better AI and armor that makes them more resistant to melee but weaker than magic compared to normal bandits
Common enemies should remain simple maybe give them one extra skill at best like "advanced bandits" can throw spears/knives instead of using their melee weapons if you are too far, giving them more options but not changing them completly

Witcher 3 however was possibly even worse than the TES games because the only difference between high and low level enemies was health and damage
not even a slight visual change or anything

Oblivion has some scaled loot too, like the Chillrend

if you SEE adaptive difficulty happening, it means it fails

good adaptive difficulty is a subtle thing that makes the game better for you in the background, and often isn't realised until the devs point out it's there

i.e

>ratchet and clank 2+3
>resident evil 4
>crash bandicoot 2/3
>half life 2
>left 4 dead
>max payne

etc

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All of those are noticeable and no none of them are good.
The point of repeating a section is that you will eventually learn it and get better, making it easier completely breaks that dynamic.

Ratchet and Clank's adaptive difficulty was literally only found out more than 12 years after the games released, when the devs said it existed and pointed out ways it worked

How the fuck is that "noticable", you knuckle dragging troglodyte?

>download Galerion's Natural Levelling
>download Unique Landscapes
10/10 game ez