Is there any way you can make it so that your character is invincible when they wake up working on the stones? I was making significant progress, when to sleep at an inn, once I woke up at the stones I got instakilled by one of Miraak's soldiers in one second and I literally could not do anything about it. I am all for the harsh permadeath that Requiem offers but this felt completely unfair.
The whole point of Requiem is that difficulty shouldn't be "more hp, more damage lul". Requiem does clever things, like having you use fire on trolls and silver on undead.
This patch does nothing of the sort.
Everything here is crap. Grasshoppers that hit like sabercats, dragon priests with potions of full healing, Miraak with 5k health doing over 700 damage on a shout, your average seeker has as much health as a mammoth and does 300 pure damage, a single lurker wiped out all of Raven Rock because they can't outdamage its healing... I hit one of Miraak's summons with a daedric axe, a 300 damage weapon with at least 50% armor penetration, and it dealt 3 damage. How the f*#@ do random summons get 99% damage reduction when the game caps it at 80%?
Everything is so OP that once you unlock Frea as a follower nothing is a threat anymore. That girl shreds dragon and dragon priest alike, kills centurions in 5 seconds flat, all while shrugging off blows that would one-shot an armor-capped level 40 player.
Even the little fire wyrms from your flame breath shout have 1k hp and do about 300 on a hit. I killed Alduin's summons with fire breath, and the wyrms killed Alduin so fast i didn't even get to see his health bar moving.
How hard would it be to just give Requiem perks to the creatures so they're on par with continental ones, without shitting all over the DLC by having a design philosophy that is the exact opposite of the Requiem you claim to patch it for? Its like going through extra effort only to make things horribly worse.
TL;DR: Insane power creep. Solstheim is now something you should only bother with once your playthrough is over. In other words, installing this is the same as uninstalling a DLC you already paid for.
so far i only played the dlc once i was indeed pretty much done with my playthrough. on my "archmage of the fist in the face", i finally had a couple challenges. the 3 most challenging ones were: karstaag (the unique phantom frost giant), miraak and the ghost of deathbrand. deathbrand even managed to kill me because his sword could dispel my buffs. and now i'm looking forward to advance enough to fight them on my other characters.
i just don't get what people mean when they use alduin as a metric for strength or call him op in requiem... are they fighting him at lvl15? from my pov, being able to oneshot alduin is what i did the first time i ever played requiem on oldrim. my heavy armor orc wielding a 2h axe, used dragon rend to get the flying lizard down, used berserker rage, drank the white phial and boom, the sprinting power attack dunked alduin for good, i was actually surprised because i was in the lvl30-40 range.
it's perfectly expected for some sort of eldritch horror that is a seeker or lurker to not be stopped by a mere town. you're the hero, you are the one who gotta stop the threat. at the point when i did the db dlc, sabrecats were much more threatening to me than the normal ennemies on solstheim just because of the knockdown. those fights are so hard because that's how they force you to use a plan. i never noticed dragon priests using full health potions... because dragon priests are the bottom of the barrel of end game threats, hell they can be dealt with in with a mid game build. with end game skills, if you gear up to fight a dragon priests you will cut through it. if miraak's shout are too dangerous, get a dragonbone armor to reduce shout damage, or dodge them. dodge the seeker's projectiles or heal through them. with 2h weapons i tend to deal ~1k dmg per normal attack in the end game, those seekers that can't knock me down and have extremely telegraphed projectiles seem to be on the weaker side of things...
i do agree with the general idea that this patch could have some more flavor in fight designs though.
Okay. This is incorrect. I'm sorry. Has ANYONE fought the F***ING invisible dremora Requiem added? How about VIGILANT TYRANNUS? This patch ABSOLUTELY fits Requiem's design philosophy, given the ABSOLUTE BS you can find in Requiem, including their Dragon Priests. Trolls are known to regenerate, UNDEAD ARE NOT. Werewolves have more stories of regenerating wounds. MAYBE vampires.
I'm sorry. Anyone that's trying to even remotely suggest Requiem isn't full of BS to complain about this patch is clearly suffering from their abusive relationship with the main mod.
Just FYI: Necromancers or mages in general will annihilate Invisible Dremoras and/or Vigilant Tyrannus. I did that before, and i'm not really a superior player with so much damn skills in general. Both of those combined are nowhere near as powerful as a single Lurker.
I am playing through Dragonborn with this patch and have been collecting the Black Books. There are two zones in Apocrypha (The Sallow Regent and Filament and Filigree) which give constant health damage if you're in the darkness. In Vanilla, using Candlelight/Magelight or a torch will stop the damage, however that doesn't seem to be working here. Is this an intentional design choice to add to the difficulty, or is something bugged on my end?
I managed to get through the zones by sprinting and healing and dodging enemies, but I'm just wondering if there's something I need to fix.
i noticed something very interesting while poking around in xedit. this patch adds to the bloodskal blade enchant had another effect on top of the sword beam. that effect is the exact same used by the ghostblade, and it's magnitude is 50.
so, i can only conclude that the bloodskal blade also deal 50 irresistible damage on every hit. am i wrong?
i noticed that ahzidal's set don't give a material bonus. which is expected since it doesn't have any armor set keyword. would be cool to give it the quicksilver set keyword given the spellcasting theme of that armor.
An issue from vanilla that seems to have carried over to this mod is that General Falx does not count as undead when using appropriate weapons against him (also doesn't count to the 'Undead Killed' stats when you kill him). The guy is definitely undead.
arguably, things that are animated or reanimated by a heartstone are different from typical necromancy, thus they are not be affected by what affects normal undeads who are animated by necromancy magic...
107 comments
Requiem does clever things, like having you use fire on trolls and silver on undead.
This patch does nothing of the sort.
Everything here is crap. Grasshoppers that hit like sabercats, dragon priests with potions of full healing, Miraak with 5k health doing over 700 damage on a shout, your average seeker has as much health as a mammoth and does 300 pure damage, a single lurker wiped out all of Raven Rock because they can't outdamage its healing... I hit one of Miraak's summons with a daedric axe, a 300 damage weapon with at least 50% armor penetration, and it dealt 3 damage. How the f*#@ do random summons get 99% damage reduction when the game caps it at 80%?
Everything is so OP that once you unlock Frea as a follower nothing is a threat anymore. That girl shreds dragon and dragon priest alike, kills centurions in 5 seconds flat, all while shrugging off blows that would one-shot an armor-capped level 40 player.
Even the little fire wyrms from your flame breath shout have 1k hp and do about 300 on a hit. I killed Alduin's summons with fire breath, and the wyrms killed Alduin so fast i didn't even get to see his health bar moving.
How hard would it be to just give Requiem perks to the creatures so they're on par with continental ones, without shitting all over the DLC by having a design philosophy that is the exact opposite of the Requiem you claim to patch it for? Its like going through extra effort only to make things horribly worse.
TL;DR: Insane power creep. Solstheim is now something you should only bother with once your playthrough is over. In other words, installing this is the same as uninstalling a DLC you already paid for.
i just don't get what people mean when they use alduin as a metric for strength or call him op in requiem... are they fighting him at lvl15? from my pov, being able to oneshot alduin is what i did the first time i ever played requiem on oldrim. my heavy armor orc wielding a 2h axe, used dragon rend to get the flying lizard down, used berserker rage, drank the white phial and boom, the sprinting power attack dunked alduin for good, i was actually surprised because i was in the lvl30-40 range.
it's perfectly expected for some sort of eldritch horror that is a seeker or lurker to not be stopped by a mere town. you're the hero, you are the one who gotta stop the threat. at the point when i did the db dlc, sabrecats were much more threatening to me than the normal ennemies on solstheim just because of the knockdown.
those fights are so hard because that's how they force you to use a plan. i never noticed dragon priests using full health potions... because dragon priests are the bottom of the barrel of end game threats, hell they can be dealt with in with a mid game build. with end game skills, if you gear up to fight a dragon priests you will cut through it. if miraak's shout are too dangerous, get a dragonbone armor to reduce shout damage, or dodge them. dodge the seeker's projectiles or heal through them. with 2h weapons i tend to deal ~1k dmg per normal attack in the end game, those seekers that can't knock me down and have extremely telegraphed projectiles seem to be on the weaker side of things...
i do agree with the general idea that this patch could have some more flavor in fight designs though.
I'm sorry. Anyone that's trying to even remotely suggest Requiem isn't full of BS to complain about this patch is clearly suffering from their abusive relationship with the main mod.
I am playing through Dragonborn with this patch and have been collecting the Black Books. There are two zones in Apocrypha (The Sallow Regent and Filament and Filigree) which give constant health damage if you're in the darkness. In Vanilla, using Candlelight/Magelight or a torch will stop the damage, however that doesn't seem to be working here. Is this an intentional design choice to add to the difficulty, or is something bugged on my end?
I managed to get through the zones by sprinting and healing and dodging enemies, but I'm just wondering if there's something I need to fix.
Thanks!
it's entirely possible though that the constant damage is intended and it's my game that has an issue.
so, i can only conclude that the bloodskal blade also deal 50 irresistible damage on every hit. am i wrong?
yeah that's not a very strong argument...