The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Balanced Combat
63 Comments
Grasses 5 Apr, 2016 @ 8:58pm 
won't this make the already overpowered destructionmages even more over powered? I play on master difficulty though so that might be why... The only way I have to counter them is wards and constant healing, either that or shoot arrows at them endlessly. I don't think increasing spell damage was the right choice
Half a Dog 29 Feb, 2016 @ 4:31pm 
Is there a way you could increase damage reduction from blocking to make it more effective. If you think about a game like Dark Souls, blocking is imperative considering the amount of damage dealt and taken with a single strike, so if Skyrim's damage is being cranked, wouldn't it make sense for blocking to be increased as well?
PeeTee 7 Jan, 2015 @ 5:29pm 
I unistalled this mod 'cause is very unbalanced.
but I still have ridicolous OP encantmented weapons and armors everywhere i nthe game.

Seems like this mod has totally ruinied the quality of the game and my pg with 100+ hours

Very disappointed
Spirit 9 Sep, 2014 @ 6:52pm 
I'll just play on legendary and use the 3 times damage mod.
ᚱᛅᚢᚴᛘᛅᚾ 23 Jul, 2013 @ 12:25pm 
ill just put the game on easy and set my health low
NerevarineGMSV 22 Mar, 2013 @ 10:09pm 
yeah this mod makes receiving damage too ridiculous. you deal out more but enemies do even more than you do? how is that balanced? the fact it permanently messes up your games is the worst. the point of the plugin in system is to deactivate/activate and revert to/fro' at will, without permanently fouling up someone's game. FAIL.
Oopdatme  [author] 18 Nov, 2012 @ 3:59pm 
Honestly, I haven't played skyrim in a long time, so I haven't been modding anything for it. Certain combinations are OP (just like in vanilla skyrim), but it's a little less noticable, when overkilling someone with one swing of an enchanted sword has the same effect as simply killing them in one swing with a normal blade.
Gomer 14 Nov, 2012 @ 3:53pm 
Hello, just a loyal fan of the mod wanting to check in with the author and ask how the balancing of enchantments is going, if at all? I really like this mod, Faved, Rated Up, and even shared with friends. So far my game is progressing very well with this game, magic items are already a rarity due to other mods I use, but the ones I do find especially with passive encantments are very much OP. Minor Archery band with +37% marksman for example. Anyhow, if there's anything we can do to aid the process of debugging please let us know. Much appreciated Bullet Magnet.
HyozanX 25 Jul, 2012 @ 4:25pm 
You should also address the skill gain individually for each skill.. because right now block increases extremely fast as its gain is linked to the damage of the blocked attack, while one-handed is pretty slow. I've been using one-handed throughout the game and it's on 75 and just recently started to use blocking more often and it outleveled one-handed within two hours of playing.
Still, thank you very much for this awesome mod, it's so much better than vanilla "everyone's a tank" combat.
HyozanX 25 Jul, 2012 @ 4:25pm 
Great mod! It really makes combat that much more intense. But I think that enchantments should remain at the normal level, or at least only the damage enchantments should be scaled up. At the moment I can find ridiculous skill enchantments like 75% archery boost on a headpiece. This is way overpowered and makes equipment so much more important than your decisions on how to build your character (perks).
Also I feel that arrows do a little too much damage and should not be scaled up in the same way as melee weapons do, many enemies kill me instantly (I'm wearing light armor) with an arrow which makes for long f9 battles.
brian.short 15 Jun, 2012 @ 11:21am 
I find myself forced now to find an alternative to this mod... unfortunately, this mod seems to be making mounted melee combat damn near impossible. I can barely ever hit anyone who's standing right beside my horse; they just get shifted out the the way of the weapon. I have NO idea why this mod would cause that, but it does. with this mod, mounted combat is impossible; without this mod, it works fine. I originally chalked it up to skyrim being a buggy peice of crap...
Gomer 1 Jun, 2012 @ 10:48pm 
Combined with Duel Combat, this mod is a must have!
Oopdatme  [author] 6 Apr, 2012 @ 7:54am 
Yep bound weapons should have increased damage
[ϺɌ] Zadok 4 Apr, 2012 @ 3:26am 
MEh. I'll try, did a new playthru just so I can equip the fists, But they're not that badass, but I am sure I'll use weapon mods sooner of later with my new Argonian, btw, Bound Weapons do 2.5x dammage?
Oopdatme  [author] 2 Apr, 2012 @ 11:03am 
Ohhh ok. I thought it was adding something using the unarmed mechanic. My mod currently should update the damage on any weapons any other mod adds to the game. I've tested it with a couple of other mods and it's working as intended. So I have no idea why it wouldn't work with that mod in particular if it is just adding new weapons.
[ϺɌ] Zadok 2 Apr, 2012 @ 2:33am 
@Bullet Magnet My friend, you took my wrong. I got a mod that adds a weapon called fists to every set of armor/weapons. 'Iron fists, Steel fists'. What I asked is a way so your mod will affect these weapons, a way that your mod will affect ANY weapon MOD that someone downloaded from Workshop, lets say a ahammer does 40 dammage, now it'll do a 100 dammage. Not overall unarmed dammage. It's a mod that skins your weapon as your fists and lets you be more manly :p
Oopdatme  [author] 1 Apr, 2012 @ 4:26pm 
Fists aren't classified in the game as weapons. I'm guessing that either the added items that have a +x unarmed damage enchantment or simply add armor class. In the first case, there isn't anything on my end I can do about it, in the second case, it *should* inflict additional damage even if the AR is still lower. I haven't gone in depth with testing unarmed combat... I bumped up the unarmed damage mod values in the global settings, but let me know if it didn't work for whatever reason (make sure you use vanilla stuff to test it)
[ϺɌ] Zadok 1 Apr, 2012 @ 2:33pm 
@arminkleinert How did you delete it so the numbers came back to original?
[ϺɌ] Zadok 1 Apr, 2012 @ 12:16pm 
@SlipperySloop To prevent power attacks you can bash the enemy with your weapon, that's a skillfull thing without the perks in "Block" tree, and if you're a duel wielder or a mage, try not to get hit and stagger the Bandit. Executions happen more frequently when the weapon is more stronger if you get what I mean. So : Or get a mod to disable executions completly, or some sort of mod that can change the % of an execution, or avoid getting hit by them(first word of Fus Ro Dah [tap Z once], or stagger.
[ϺɌ] Zadok 1 Apr, 2012 @ 12:11pm 
@Bullet Magnet Well. I just now read the saves thing about making the mod dissapear, at the same day(today) I deleted all my saves, and only left 3 : Magician, Fister, Assassin. Now, I am using Tekunden's unarmed weapon mod, that means I can smith fists(Dwarven, Ebony) And while a Steel Fist inflicts 15 dammage, a Steel Sword inflicts around 36 dammage(I think), so what do I need to do so the Steel Fists get your buff to their dammage, and I think that every other weapon mod should receive that buff, so what do I exactly do? do I need the mod downloader thingy at the start to check "Fists mod" first so your mod will give them the buff? Because that won't work, I guess my fisting carear is screwd. Anyway, the main question here is : How can this mod affect other weapon workshop mods?
Oopdatme  [author] 30 Mar, 2012 @ 3:17pm 
Enchantments that you made? or enchantments in the game already?

If it's something you made, it's going to stay buffed. If it's something already in the game game (ie: chillrend enchantment) it might be similar to a bug I experienced before. Reloading a saved game prior to 3/22/2012 should fix it.

I'm debating just reverting back to the old way I was doing things. The compatibility with spells is nice, but seems somewhat buggy.
The Dark One 30 Mar, 2012 @ 1:05pm 
wanted to delete it. damage goes to original number but enchantmants stayed as they became with the mod... how to get the originals back?!
Slipperysloop 26 Mar, 2012 @ 11:21am 
One problem, the instant kill attacks happen too quickly. Ill have 75% health, and i get instant killed by two-handed bandit chiefs regularly. And I instant kill other enemies way too soon as well. I dont know if those can be only be allowed to trigger under a certain percentage of health or not, but it would be great if you could address this.
Oopdatme  [author] 26 Mar, 2012 @ 9:07am 
@evereska
I just tried to replicate this, but I was unable to. You might have a conflict with another mod. Make sure that DeadlyCombat is last on the load order.
TooT_PikK 26 Mar, 2012 @ 6:32am 
there is a bug: the mod stops working everytime i level up. so stats like fortify restoration 150% disappear upon levelling up, and is restored whenever i quit and restart the game.
T4dd 24 Mar, 2012 @ 2:12pm 
Brilliant, thanks!
Oopdatme  [author] 23 Mar, 2012 @ 4:18pm 
Ok, should be working now. If you enchanted the items yourself, they will probably be too powerful. But, any new enchants should be properly scaled.
Oopdatme  [author] 23 Mar, 2012 @ 3:09pm 
whoops. That's probably because the value for enchants is based on your destruction skill... which is now 2.5x better.

I'll fix that right away!
T4dd 22 Mar, 2012 @ 6:43pm 
Your recent spell update made all the values for my enchanted items incredibly large- was this your intention? I'm all for balancing the damage and effectiveness of destruction magic, but if you can find a way to not make that re-balance boost enchantments I would be jolly! This mod is fantastic, by the way!
Oopdatme  [author] 22 Mar, 2012 @ 10:14am 
It should now be compatible with any mods that adds new spells to the game. I'm looking at you Midas Magic
AR15freedom1 20 Mar, 2012 @ 8:41pm 
@Bullet Magnet. I find your name in association with your picture to be exceptionally hilarious. Though I don't think the former CIA agent / foreign exchange student would appreciate it.
M0d3u5 16 Mar, 2012 @ 3:22am 
You're definately doing something right because the game is way more fun balanced this way. No more whack-a-mole 20 hit fights. I was more concerned with it working with new weapons and armor and it sounds like thats covered so I am good to go. Thanks for the reply.
Oopdatme  [author] 15 Mar, 2012 @ 12:22pm 
For compatibility, long story short is:
- If it adds new weapons or armor, it is compatible
- If it adds new spells, it is not compatible
- If it adds new creatures, they will not deal additional damage

Make sure that DeadlyCombat is last on the load order.

Unless I'm doing something wrong, I can't make a plugin for a plugin, so making something like midas magic work isn't as easy as it used to be in oblivion. I'm trying to come up with a workaround solution.
M0d3u5 14 Mar, 2012 @ 7:02pm 
One of my favorite mods. I don't suppose this supports the Weapon Variants mod or Jaysus Swords by any chance? It looks from their stats like Jaysus swords are closer to vanilla. Also, does this work with Midas Spells?
T4dd 13 Mar, 2012 @ 1:27pm 
This mod makes everything so much more deliciously lethal! You really have to be smart about encounters, pick numbers off from a distance before you close range, deal with heavier hitters first, etc. More risk requires more tactics! I love it!
Lamarq 12 Mar, 2012 @ 12:02pm 
Please make this compatible with "real wildlife skyrim" as it adds alot more units, but i dont seem to do more dmg against them, but they do against me.
zkratt 27 Feb, 2012 @ 7:50pm 
Fantastic mod!

I never really understood the vanilla setting and why people would survive 25 axe-chops in a row. This mod changes all of that.
If you are an FPS enthusiast then you'll love the effect of this mod.

A sneak-attack arrow to the forehead nolonger makes the NPC say "Who's there?!" .... "Hmm.. maby it's just my immagination.."
It makes them go "Ugh.." and just.. die... ^^

This is probably the best mod I've ever installed. Will never play without it again.
CLONEghost 21 Feb, 2012 @ 6:18pm 
Im not sure if its just me, especially becaus i have all of my armor enchanted to resist all types of magic, but i get one hit killed by mages all the time, its rather annoying, though this mod is still outstanding, vanilla damage was terrible
Jimmy_Aus 21 Feb, 2012 @ 1:37am 
"enemy damage and player damage multipliers with sliders or something" really good idea!
huklberryfin 18 Feb, 2012 @ 7:52pm 
i think this is to easy. the enemies arent as smart as the player so they should have more health. i want a mod where you can adjust the enemy damage and player damage multipliers with sliders or something
Aleksei Aiden 17 Feb, 2012 @ 1:37pm 
This mod is brutal combined with Wars of Skyrim (arrow damage increase added, etc.). Combat is just straight up brutal.
Oopdatme  [author] 16 Feb, 2012 @ 7:47am 
@Goden.ca

It will most likely work with any mods that add magic scaling unless they directly edited the spells themselves.

Magic scaling becomes largely redundant if you use this mod, as mages are quite capable of laying waste to their enemies without any additional scaling thanks to the 2.5x damage.
Thalestr 15 Feb, 2012 @ 10:40pm 
How will this mod work with mods that add magic scaling?
Unknown Hero 13 Feb, 2012 @ 7:18pm 
I think that bonus should be increases to something like 75 - 80 %
Unknown Hero 13 Feb, 2012 @ 7:17pm 
NoamChomsky be sure to get the block bonus for 50% elemental protection on all elements
Oopdatme  [author] 13 Feb, 2012 @ 11:12am 
@NoamChomsky

You should try stacking elemental resists or magic resists on items, and also drink some resistance potions when fighting mages as well. Those things were kind of useless in vanilla because you could "wall of stats" your way through mages, but it won't be as simple this time around. You also might try changing tactics whenever possible, vs mages to try to get them in melee range (use corners, throw voice shout etc). Try those out, and let me know how it goes.
Toshiro 13 Feb, 2012 @ 12:31am 
While this mod makes combat against archers and melee enemies infinitely more satisfying and engaging than vanilla combat I can't seem to find a way to not get utterly raped whenever I encounter mages. I prefer to use a sword and shield without having to ever resort to a bow, and this severley gimps me in encounters against spellcasters. Any possibility of a fix for this?
Frank 12 Feb, 2012 @ 11:08pm 
A realistic combat mod, YES THANK YOU

Very big fan of games like stalker and dark souls, where damage is lethal and survival is based on planning and execution rather then having bigger stats. A good way to balance this though would be to add armor damage threshold, I think one of the new fallout games did that as well.
Oopdatme  [author] 12 Feb, 2012 @ 3:19pm 
Changed rates to 2.5x / 1.5x

Linked to older version if you prefer things a little more damaging, although after play testing it a bit today, I honestly don't think running 3x is needed at all.
Doom721 12 Feb, 2012 @ 8:46am 
The only problem as usual is out of combat skill gains/leveling, I tried playing on adept on a level 10 archer based character and it felt a little overpowering on terms of damage. Trying it on expert now ( I want the game hard, but not like vanilla master where its a hack n slash fest to kill one guy )

Still cool idea, I always hated the slow pace of combat of higher difficulties - fast and lethal is fun :)