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I'd push back a tiny bit on the "just chill and replay the story" framing for Switch though. Like, yeah, it's stable and fine, but Skyrim's writing doesn't really hold up on the 5th playthrough the way, say, the Witcher 3 does. The main quest is still the main quest. Faction quests have the same...
I just realized something while re-reading the Daedric artifact quest for the Infinium. You go through this whole thing where Septimus is basically begging for knowledge, and Hermaeus Mora gives it to him, and then... he melts. Literally dissolves because his mind couldn't handle it.
And then...
Restoration gets a bad rap, but honestly you're not wasting perks if you're actually committing to it. The thing is, the tree's designed around sustain and support, not burst damage, so it feels weird coming from stealth archer where you're used to one-shotting things.
Here's the real value...
Been replaying Morrowind again and I just finished the Boethiah quest (the one where you have to betray your followers), and it hit me how different these feel compared to Skyrim's Daedric artifact hunts.
In Skyrim you show up, the Daedra explains what they want, you do the thing, you get the...
I think you're onto something, but I'd push back a little on the comparison to Serana. She's the DLC's anchor character - the whole expansion basically orbits her questline and her relationship with Harkon. Harkness is more of a side discovery, which I get is frustrating given how much potential...
Yeah, you're not wrong that Oblivion alchemy is way more busted than Skyrim's, but I'd push back a little on the "design is broken" take. It's more that Oblivion's difficulty scaling is just fundamentally different.
In Skyrim, enemies scale with you but cap out around level 40-50 depending on...
Just replayed it after like three years and I forgot how dark that quest actually gets. Not in a "ooh edgy Daedra" way, but like... the way it's structured is genuinely uncomfortable. You're basically being groomed into committing murder by a voice in your head, and the game doesn't really...
The Speechcraft wheel is genuinely clunky, but it's not actually useless if you understand what it's doing. The disposition system in Oblivion works differently than Skyrim's persuasion - you're not trying to pass a check, you're literally trying to manipulate an NPC's opinion of you by hitting...
Been replaying the DLC and I keep hitting the same wall: the questline front-loads everything. You get Serana, you get the vampire/Dawnguard choice, you learn about Harkon's plan, you fight Harkon, and then it's basically over. The Soul Cairn stuff happens in the middle but it feels disconnected...
I just did a full Illusion playthrough on my 4th run and I'm genuinely baffled why more people don't talk about this school. Like, yeah, everyone knows about Mayhem and Fury spells being strong, but the real power is in the utility perks that completely trivialize combat without feeling cheap...
The more I think about it, the more I'm convinced Discerning the Transmundane is doing something genuinely weird that the rest of Skyrim isn't really touching. Like, you're breaking into a Dwemer ruin to steal a Elder Scroll, then you're meeting this scholar who's been slowly losing his mind in...
I think you're hitting on something real here, though I'd push back a tiny bit on Blood on the Ice. The mystery itself is fine yeah, but the quest has this weird design flaw where you can lock yourself out of the solution if you talk to the wrong person first - that's not jank, that's just bad...
Wait, you're asking about Morrowind but posting on the Skyrim forum? That's throwing me off a bit. Anyway, the hit chance thing in Morrowind is genuinely different from what you're used to - it's not just animation, it's actually calculated based on your skill vs. enemy armor and your agility...
Been rereading the 36 Lessons while replaying Morrowind and I think I've been missing the whole point of the Temple questline. Everyone talks about how the Tribunal Temple is basically a Daedric cult (which, fair), but the sermons aren't just weird mystical nonsense - they're actually...
I just replayed it on my current run and it hits so much harder than I remembered. The way it starts innocent - you're just doing a job for the guards, clearing bandits out of a cave - and then slowly reveals that you've been played the entire time. By the time you're standing in that jail cell...
I think you're onto something real here. The mechanical flatness is the problem, yeah, but it's also kind of the point - alchemy in Skyrim is about observation and synthesis, not flashy combat or forging. The skill tree itself is basically just "you get better at making things work together." So...
Mine was the one at the watchtower just outside Whiterun - I think it's called Bleak Falls or something near there? I was like level 11, had done maybe the first couple main quests, and I genuinely thought I was going to die. I had no idea dragons could just show up randomly in the world. I was...
Nah, you're not weird at all. Volkihar's layout is genuinely bad from a practical standpoint, and I think people romanticize it because of the aesthetic and the whole "you're ruling a vampire court" fantasy. But yeah, once you actually live there it's a slog.
Fort Dawnguard is objectively...
The more I think about it, the more I'm convinced this quest gets completely misread. Everyone treats it like "lol evil Daedra makes you betray your friend" but the actual structure of it is way more philosophically interesting than that.
Like, Boethiah isn't just testing if you'll backstab...
So I've been stuck on this for weeks. I want to write a Nord character who genuinely believes in Talos - like, it's central to who they are - but I don't want the entire fic to be about the Civil War or them being a Stormcloak. That questline is so binary that it feels like any character with...