- Joined
- Dec 16, 2022
maybe I am reading your message wrong and I am getting confused. Scribs are infamous for being newbie traps because even though they have low health and damage, they have a paralyze effect that can stun lock you to death when you have early game gear. Morrowind has no enemy scaling (or so little it's not noticeable.) so you can come back to that low level area or dungeon and wipe the floor with everyone. Oblivion has the problem where unless you know what you are doing, most players are going to start off feeling fine and then come up against gangs of bandits with Ebony and Daedric gear and a fuck ton of health and it's going to feel like shit. I think Skyrim does it the best where enemies do scale, but have a cap so you do feel the growth at late mid - end game.i can respect your opinion but you had a very shit take, the scenario you meant was a issue with oblivion because it was the one where they tried level scaling with zero understanding of it and they refined that in skyrim by simply adding level ranges per area after they got shidded on after oblivion, sure you can say skyrim is console focused trash game but you cannot deny adding level brackets per zone being a good idea and them letting modders touch that part is good as well, i know of the mod that makes the ebony warrior scale with you instead of being a level 80 enemy.
If you use the weapons that your class you chose are meant to use then it's no where near as bad as people make it out to be. prepare forthat wouldn't fix the problem with players dropping the game, it might help some get a idea they should respec but most people would simply uninstall since it's a "shit game with shit combat where everyone dodges your attacks and you rarely hit", one thing that helps is the glancing blow mod since it fixes so much of the retarded dice roll system if the person doesn't pick the mod that makes attacks never miss.
fallout 3 gets shat on for that exact same reason as shooting a nigga in the face and missing which is fixed in new vegas and guess which fallout is always told to be played with Tale of Two Wastelands installed?

Here is my Dunmer, Knight, Lady birthsign character:

using the chance to hit formula, this was the result I got:

so I have a 53% chance to hit at full fatigue, dropping down to 51% at 0 fatigue. this let me kill 2 mudcrabs and a kwama forager in 4.6 hits on average with an iron broadsword ( I was also able to kill a DB assassin) If I had used blunt, I would have had a 21% chance to hit at full fatigue. The problem really isn't hit chance. The game expects you to use the skills that your class is actually meant to use, your choices in character creation actually matter. The problem is that it feels like shit to watch your sword phase through an enemy with no indication that anything is different so you stand there spamming the same animation over and over. a 50/50 chance to hit is your baseline, fresh of the boat, limeware platter in pockets, level 1 character. it just needs to be explained better and have some visual feedback. If after that some players don't get it then that's on them. Designing games for the lowest common denominator has been one of the worst things to happen to the industry. Im not a Morrowboomer, I started playing TES games in 2009 with Oblivion, actually really started to care about the franchise as a whole while playing skyrim and went back to play Morrowind.
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