Board Thread:General Discussion/@comment-13568484-20130902214240/@comment-24.187.57.59-20190913045511

I’d really like to see smithing reworked in a way that there all armor sets have a balanced maximum - that’s to say, they may all stat differently, but each with advantages/disadvantages weighed out, and no one set totally outclassing the others. I think this could be added while still having a progressive system that encourages using different armors by having the ability to infuse all armors with premiere hard/to-acquire smithing materials of various carbon sources that affect enchantability, and that require higher smithing skill/perks to use. So instead of dragon bone being used to make dragon plate armor, you smith any heavy class armor set with dragon bone and get better durability and defense rating, but more weight, slower movement; Smith your black thieves guild leathers with master vampire ash to increase sneak at nighttime/indoors, but have lower rating in daylight; Smith your elven dagger with chaurus pincers to amplify poison delivery, but not have great durability; Smith a staff with a daedra skull to amplify fire damage but drain magicka with use; etc. Having the various carbon materials have different affects on weapon stats, and add a natural enchantment in addition to (or as an amplifier to) enchanting with a soul gem at an arcane enchanter, and it would allow for all different sets to be top class for late game play will still requiring character progression to achieve, and add a great dimension to smithing and enchanting.