Skyrim Tips and Tricks » Discussions


Debate: Fixing Smithing

Tags: #Tips and Tricks Debates 
  • Member
    April 24, 2015

    Hello everyone, Albino here with another T&T Debate! Before I begin, I’d like to thank Noodles for creating the new debate banner, with credit for the M’aiq drawing going to chicinlicin. Now then, time to debate. Whenever I see a discussion regarding everyone’s favorite crafting skill is, the answers usually tend to be Enchanting or Alchemy, with Smithing being the least favorite. The reason? The answer I usually see is that Smithing is seen as being the most boring crafting skill because unlike Enchanting and Alchemy, which give your character a variety of effects, all Smithing does is make your weapons and armor better. So, the question of the day is this: How would you make Smithing more interesting? Alternatively, you might think that Smithing is fine the way it is, which is a perfectly fine position to argue too. Either way, let’s see your opinions in the comments below.

  • Member
    April 24, 2015

    I’ll start things off with how I would make Smithing more interesting. In the beginning of the game, all your character would be able to do via Smithing is increase the damage of weapons, the armor rating of armor, and decrease the weight of both. Increases in the Smithing skill or Fortify Smithing effects increase the quality of your improvements and the gold value of the smithed item would go up in accordance with the quality of the smithing job (same as vanilla, in other words).

    The first perk in the smithing tree, Blacksmith, would enable you to improve items 20% better with each rank taken, five ranks being the max. The perk directly above it, Arcane Blacksmith, would allow you to work with enchanted items, same as always. Perks on one side of the tree would unlock certain properties you can smith into your weapons (such as a chance to deal critical damage like Valdr’s Lucky Dagger) while perks on the other side would do the same for armor (such as a chance to deal bleed damage when bashing like the Targe of the Blooded). Both paths would be joined at the top with a perk called Extra Property, which would be Smithing’s version of Extra Effect.

    In the beginning, you could create equipment from basic materials such as Iron or Leather. In order to create equipment from better materials, you would first need to have the requisite amount of smithing skill (better equipment requires more smithing skill), then find a blacksmith who, for a price, will teach you how to smith it. In the case of special materials (such as Stalhrim), there may be only certain blacksmiths (or even only one) who can teach you. You might also need to do a quest first before you can learn how to work with said special material (again, like Stalhrim). Also, if a blacksmith has a good disposition towards you, they’ll teach you how to work with new materials for free.

  • April 24, 2015

    That's really cool (and I know SkyRe/PerMa do it to a lesser extent) but what I'd really like to see and I haven't seen done well in a mod is that ability to fletch arrows seperate from the Smithing tree. Fletching could make for a side path on the Archery skill, negating your character having to stand over a forge to fletch arrows or restring their bow for more power and damage.

    I know there was a mod called Lorecraft (it's severely out of date now) and it placed recipes around the world in strategic locations or loot tables. ie. You couldn't craft or temper a material until you found its recipe or were taught to make the faction armor by joining the faction. It was another neat idea that wasn't really implemented very well.

  • Member
    April 24, 2015

    I absolutely agree about fletching being in Archery. Though, that would make Smithing even less useful, which is counterintuitive to the nature of this thread. 

    I think the biggest reason Smithing feels unimpressive in Skyrim is that this is the first BGS game in ages (if ever?) that doesn't include some sort of degradation/repair mechanic. Now, I understand the reasoning for them getting rid of it -- not saying I agree with it -- but I think some sort of compromise would have been better than just totally axing the system. Maybe make the minimum threshold something like 50%, rather than 0%. Reduce the rate of degradation, and/or implement alternative mechanics for people who don't want to perk Smithing to keep their weapons "healthy".

    Recall in previous games, you could pay blacksmiths to repair your gear for you. (IIRC, that also may have applied to some other crafting mechanics?) That would've been a perfect way to make the mechanic accessible for all build types.

  • Member
    April 24, 2015

    I honestly never liked the degradation/repair system. Having to repeatedly mash the repair button after every skirmish was even more immersion-breaking to me than indestructible weapons and armor. A compromise, in my opinion, would only lessen the issue rather than eliminate it the way Skyrim does.

  • Member
    April 24, 2015

    The banner's fixed now; pretend that the old one never existed. 

  • Member
    April 24, 2015

    I'd add unique weapons and armor that are only possible to craft via Smithing. Part of the reason why it's underwhelming is that almost all you can make with it is available in random loot. More armor like Shellbug Helmet should be added. Also, using materials for crafting unique weapons. Infusing weapons with inherent enchantments, similar to damage boost on silver weapons. 

  • Member
    April 24, 2015

    To be fair, Dragonplate/scale armor is so rare that it may as well be only possible to obtain via Smithing, but good idea nonetheless.

  • Member
    April 24, 2015

    It still appears in random loot which diminishes the value of crafting a set. And some weapons even have fixed locations (Boneyard Keepers) 

  • Member
    April 24, 2015

    It does, but the chances of obtaining the pieces you want through random chance are much too low to make it viable, in my opinion. I also forgot about the Keepers having Dragonbone weapons.