2011-12-10, 01:39 PM
Ah, forgot about Chameleon. Getting to 100% Chameleon in Oblivion (which is quite easy, by the way) was enough to make you a god.
Oblivion didn't have Enchanting as a skill, you could just enchant anything with everything as long as you had a good enough soul gem and knew the spell effect, either through a spell, greater power, or was wearing an equip with that effect. You could also create your own spells.
I can understand why they removed custom weapon enchantments and spell making in Skyrim, as those were absolute gamebreakers in Oblivion (although one could argue that Oblivion's level scaling was ridicluous to the point where you needed such broken spells and weapon enchantments if you decided to go anywhere past Level 30). Make a spell with 100% Weakness to Magic/100% weakness to element for 5 seconds, and then go to town with your offensive spells (if you already didn't have elemental damage on the same spell). Broken weapon enchantments usually had that plus elemental damage on the same weapon, and if you were especially cruel, 1 second of Paralysis (which is more like 3 seconds because the enemy has to go through the 'getting up' animation).
Not so sure about armor though. In Oblivion, we didn't have the ability to put offensive enchantments on certain pieces of armor (beyond 'Fortify Strength/Agility/Skill' which didn't make much of a difference at all). I'm pretty sure we couldn't put more than a single effect on self-enchanted armor in Oblivion. Even then, Level 18+ Sigil Stones or armor that you find in dungeons usually provided better bonuses for armor in comparison to Grand/Black Soul Gems anyways.
(There was one really ridiculous ring in Oblivion that you could find that was called the Mundane Ring. It gave 50% Resist Magic and 25% Reflect Spell. Bretons were completely immune to magic after they wore that. It was random loot, but if you waited until you were something like Level 18 before doing one of the Main Quests, one of the enemies you fight is guaranteed to wear it.)
In Skyrim, it seems to be the other way around. Now that we can't stick 'weakness to magic/element' on weapons anymore, now it's armor enchantments that are broken.
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All of Skyrim's quest lines feel shorter than Oblivion's quest lines. I was rather disappointed that the Bards' College didn't have much more to do after that initial quest. However, the quests themselves (well, the legitimate non-miscellaneous ones, anyways) are pretty varied. The actual dungeon design is also a hell of a lot better.
Oblivion didn't have Enchanting as a skill, you could just enchant anything with everything as long as you had a good enough soul gem and knew the spell effect, either through a spell, greater power, or was wearing an equip with that effect. You could also create your own spells.
I can understand why they removed custom weapon enchantments and spell making in Skyrim, as those were absolute gamebreakers in Oblivion (although one could argue that Oblivion's level scaling was ridicluous to the point where you needed such broken spells and weapon enchantments if you decided to go anywhere past Level 30). Make a spell with 100% Weakness to Magic/100% weakness to element for 5 seconds, and then go to town with your offensive spells (if you already didn't have elemental damage on the same spell). Broken weapon enchantments usually had that plus elemental damage on the same weapon, and if you were especially cruel, 1 second of Paralysis (which is more like 3 seconds because the enemy has to go through the 'getting up' animation).
Not so sure about armor though. In Oblivion, we didn't have the ability to put offensive enchantments on certain pieces of armor (beyond 'Fortify Strength/Agility/Skill' which didn't make much of a difference at all). I'm pretty sure we couldn't put more than a single effect on self-enchanted armor in Oblivion. Even then, Level 18+ Sigil Stones or armor that you find in dungeons usually provided better bonuses for armor in comparison to Grand/Black Soul Gems anyways.
(There was one really ridiculous ring in Oblivion that you could find that was called the Mundane Ring. It gave 50% Resist Magic and 25% Reflect Spell. Bretons were completely immune to magic after they wore that. It was random loot, but if you waited until you were something like Level 18 before doing one of the Main Quests, one of the enemies you fight is guaranteed to wear it.)
In Skyrim, it seems to be the other way around. Now that we can't stick 'weakness to magic/element' on weapons anymore, now it's armor enchantments that are broken.
---
All of Skyrim's quest lines feel shorter than Oblivion's quest lines. I was rather disappointed that the Bards' College didn't have much more to do after that initial quest. However, the quests themselves (well, the legitimate non-miscellaneous ones, anyways) are pretty varied. The actual dungeon design is also a hell of a lot better.

