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I just finished the DB line in Oblivion on a replay and man, the way it handles your decisions is so different. Like, in Skyrim you're basically on rails - you join, you do contracts, you get the artifacts, boom you're Listener. But Oblivion? You can actually refuse contracts. You can kill the...
Unarmed at level 12 is rough, yeah, but it does get way better - you're just hitting the wall where the game hasn't scaled to your build yet. The damage feels terrible right now because you're missing the perks that actually matter.
What you need is the perk that lets your unarmed strikes...
I've been replaying Oblivion after years on Skyrim and something just hit me - the Shivering Isles doesn't just feel like good DLC, it feels like it fundamentally changes how you perceive the base game. Like, Skyrim's got Solstheim and it's fine, but it's still just "another snowy Nordic place."...
I think you're onto something real here. Blackreach does feel deliberately antagonistic in a way most dungeons aren't, but I'd push back slightly on the "Bethesda designed it to frustrate you" angle - I think what's actually happening is more interesting.
The layout makes sense if you think...
Replaying Skyrim after spending time in ESO and I just hit The Mind of Madness again, and man, something feels off about how ESO portrays Sheogorath compared to what we get in the base game.
In Skyrim he's chaotic but there's this underlying logic to his madness, right? He's testing you, he's...
Oblivion's Conjuration is genuinely designed differently, yeah. The summons are dumber AI-wise - they path poorly, get stuck on geometry, and don't respond to combat as fluidly as Skyrim's. That's not just you being used to newer pacing.
The bigger issue though is that Oblivion's spell variety...
I keep seeing people compare these two weapons on a pure damage spreadsheet, but I think we're missing something. Both are technically Daedric artifacts - well, Auriel's Bow is Aedric, which is the whole point - and they represent completely different philosophical sides of the conflict...
So I'm replaying Dragonborn for the first time in years and I just realized how genuinely bizarre the Rieklings are in the context of the rest of the DLC. Like, you've got this whole island that's basically a collision between Dunmer culture, Daedric influence, and Nordic settlement, and then...
Yeah, that's solid advice. I'd add though - if you do go the hybrid route, don't sleep on Conjuration. Summoning an atronach or two actually forces you to think tactically in a way that pure damage builds don't. You're not the DPS anymore; you're managing positioning around your summons, letting...
You're not reading too much into it. The radiant quest design is genuinely different between the two paths, and I think you've hit on something the expansion doesn't get credit for.
The Dawnguard side really does feel like you're part of an actual organization with momentum. Isran giving you...
You're not wrong, but I think you're comparing two different design philosophies rather than one being objectively better. Oblivion's cities were built as hubs - you were supposed to spend time there, talk to NPCs on schedules, stumble into quests. Skyrim's holds are more like... staging areas...
honestly, the issue is that Skyrim's conjuration is designed around action economy - you summon, enemies focus the summon, you nuke them. it's a valid playstyle but yeah, narratively it feels hollow. here's what actually works in fic though:
the soul binding angle is your gold mine. forget...
I've been doing a vampire playthrough and just hit the perks that let you drain stamina and health in melee range, and honestly? They completely trivialize combat in a way that even Necromage abuse doesn't touch. You're essentially getting free sustain that scales with your One-Handed or...
That's solid advice, but I'd push back slightly on the "support only" framing. Illusion can work as a primary tool if you're willing to play differently than a typical mage.
The thing nobody mentions is that Illusion scales with enemy level in a weird way. Those spells that won't land on a...
I think you're onto something real here. The ward spells are the key - they're not reactive like healing, they're predictive. Your character isn't "oh no I'm hurt, heal myself," she's "I know what's coming and I'm prepping." That's active decision-making, not babysitting.
The other thing is...
replaying Oblivion after like eight years and I just hit the Arena. I remembered it being kind of bland but man, it's actively painful. You just... fight increasingly leveled opponents in a ring until you're the Grand Champion. That's it. No story hooks, no rival characters that matter, no...
The trick is to stop treating the fear as the plot and start treating it as the condition she's working within. Like, her flinching isn't a character arc moment every time - it's just... what happens when she casts fire spells. Some days worse than others.
What actually progresses isn't "fear...
the leveled list goblins in Oblivion are so much worse than Skyrim's and I think that's intentional. like, you're level 5 fighting a goblin with iron armor and a club, fine. you're level 28 and that same goblin is wearing daedric and has a spell that one-shots you from across the room. it's...
Yeah, the fort's layout is genuinely better for crafting than people give it credit for. Having everything clustered together beats running across Volkikar's multiple wings, especially if you're doing a lot of smithing and enchanting in one session. That's a practical advantage that doesn't get...
The combat itself isn't clunky, but it feels fundamentally different because of how the math works underneath. In Skyrim you're mostly just... swinging and watching damage numbers. Oblivion's attribute system means your actual hit chance, damage output, and how much you get hit for all scale...