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I've been replaying Dawnguard on my third character and something just clicked. Everyone says the Dawnguard faction gets shafted compared to the vampire path, and yeah, the Volkihar rewards are better and Serana's questline is more developed. But the actual Dawnguard questline has something...
So I've been thinking about this while replaying Bloodline for the third time, and I think the real issue with Dawnguard isn't pacing or story or even Harkon being a cardboard villain. It's that the questline is terrified of letting you actually commit to the vampire side without immediately...
You're not overthinking it at all. The difference is super deliberate, and it's one of the things that makes Morrowind's world-building feel more grounded. Skyrim streamlined dungeons partly for accessibility and partly because the compass + quest markers basically required linear design to not...
I keep seeing people slag off the leveled lists in Oblivion, especially the goblin thing where you get iron daggers at level 40, but I think people are missing why that system actually worked for exploration in a way Skyrim's didn't.
In Skyrim, you know exactly what you're going to find in a...
Mine was also that watchtower dragon, level 7 I think, but I somehow managed to cheese it by running back to the guards and letting them do most of the work while I pelted it with whatever arrows I had. Felt like a total coward at the time but honestly that fight taught me more about positioning...
I've been stuck on this for weeks. Every time I try to write a character who leans into Illusion magic, they either end up spamming invisibility for the entire fic or they become this weird mind-control villain. But there's so much more to Illusion than that - Fury, Frenzy, the fear spells, all...
I've been thinking about this a lot on my current playthrough. The Greybeards literally teach you three shouts over the entire main questline. Three. And two of them you could have learned from random word walls anyway. They spend all this time making you climb the mountain, meditate, listen to...
I've been doing a full Dawnguard run on my current playthrough and I keep getting disappointed by how clunky Vampire Lord actually plays. Like, the concept is incredible - you're supposed to feel like this powerful, terrifying creature - but the actual combat feels so slow and floaty compared to...
Just finished Dawnguard again and I'm convinced that bow is a design mistake. You get it right before the final stretch and it completely trivializes every remaining fight. Especially once you realize you can just spam the sun arrows and watch everything melt.
I get that it's supposed to feel...
Wait, you're playing Morrowind but asking on the Skyrim subforum? Anyway—magicka management in Morrowind is genuinely a different beast. You're not wasting spells, the system just expects you to build around it from character creation.
At level 12 with half your magicka gone per fireball...
Okay, so I'm gonna push back a little here - Redoran's code in Morrowind is way less restrictive than you're thinking, especially compared to how Skyrim factions work.
The honor thing is mostly about how you do quests, not which ones you get. You're not locked out of the questline itself. Yeah...
yeah I've noticed this and it's genuinely one of the more frustrating design choices in Dawnguard. the vampire dialogue is way more extensive - you get all those lines about the Soul Cairn, her family drama, observations about being undead. once you cure her, a lot of that just evaporates and...
I've been replaying Oblivion after a long Skyrim run and I just finished A Daedra's Best Friend (the Sanguine Rose one) and man, there's something about how these quests frame the transaction that Skyrim completely loses.
Like in Skyrim, when you pick up the Wabbajack or whatever, it's just...
Mark and Recall is genuinely useful if you build around it - not a gimmick at all, but yeah, most people sleep on it. The thing is you need to actually commit to using it. Mark a spot before you leave a strider, then Recall back when you're done exploring. Saves you from having to navigate back...
I think you're onto something, but maybe not quite in the way you're framing it. The shout being "broken" is kind of the point - Miraak's whole deal is that he's been hoarding power on Solstheim for ages, and Bend Will is supposed to feel like an unfair advantage you're stealing from him. The...
I think you're comparing two pretty different design philosophies though. ESO's vampire line is built around sustained gameplay loops - you're managing drain, invisibility cooldowns, feeding mechanics across a whole dungeon or PvP encounter. Skyrim's Vampire Lord form is more of a "burst...
That's a solid take. I'd just add that the Fighter's Guild questline does have a genuinely interesting ending that ties into larger Oblivion politics - there's actual factional consequence stuff happening that shapes the guild's future. It's just not personal consequence the way Skyrim does it...
Yeah, I think you're hitting on something real there. ESO's Dark Brotherhood is more about the intrigue and the job itself - you're basically a contractor doing hits for people who need them. Skyrim's version is genuinely a found family dynamic, which is a totally different vibe.
Part of it is...
Unarmed actually scales better than people think, but you're hitting on something real - it does have a soft cap that makes it trickier on higher difficulties. The good news is your Restoration combo is probably doing more work than you realize.
So the perks thing: yeah, they're in One-Handed...
Been replaying Dawnguard and I think people miss why Harkon's ultimatum actually works. Like, the whole DLC is "pick a side" but it doesn't feel real until he corners you in Volkihar and basically says join or die. Everything before that you're just... doing quests. But that moment forces your...