should smithing even be a skill?

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be honest, when (or if) the devs fix smithing exploits will any of us care about leveling smithing? what is even the point of smithing?
if it's to let the player make a customized weapon or roleplaying then why is it locked behind level 100+ smithing? I don't want to waste my time or skill points spent on smithing to make a nice two-handed sword; I'd rather spent them on leveling up my two-handed skill.
if it's to make money, well, that seems to be fine for now since smithing is very easy to exploit. but as I said before if it is fixed, then what? it would be better to make money by actually having fun by fighting and doing quest than to be simple staying in a settlement praying to the RNG gods to level up smithing.
it would be better to be able to go to a smithy, design a weapon, and then pay for it there and then. saves me skill point, time, and now I can roleplay as a near-naked lunatic swinging a giant two-handed sword. now of course the obvious question would be whet to replace smithing with, and since it's under Endurance, I believe they can add something called either "Hardiness" or "Fitness." This skill could slowly increase total heath of a player, something that the player could do in every other M&B game.
 
be honest, when (or if) the devs fix smithing exploits will any of us care about leveling smithing? what is even the point of smithing?
if it's to let the player make a customized weapon or roleplaying then why is it locked behind level 100+ smithing? I don't want to waste my time or skill points spent on smithing to make a nice two-handed sword; I'd rather spent them on leveling up my two-handed skill.
if it's to make money, well, that seems to be fine for now since smithing is very easy to exploit. but as I said before if it is fixed, then what? it would be better to make money by actually having fun by fighting and doing quest than to be simple staying in a settlement praying to the RNG gods to level up smithing.
it would be better to be able to go to a smithy, design a weapon, and then pay for it there and then. saves me skill point, time, and now I can roleplay as a near-naked lunatic swinging a giant two-handed sword. now of course the obvious question would be whet to replace smithing with, and since it's under Endurance, I believe they can add something called either "Hardiness" or "Fitness." This skill could slowly increase total heath of a player, something that the player could do in every other M&B game.
What if players want to roleplay as a blacksmith?
 
be honest, when (or if) the devs fix smithing exploits will any of us care about leveling smithing? what is even the point of smithing?
if it's to let the player make a customized weapon or roleplaying then why is it locked behind level 100+ smithing? I don't want to waste my time or skill points spent on smithing to make a nice two-handed sword; I'd rather spent them on leveling up my two-handed skill.
if it's to make money, well, that seems to be fine for now since smithing is very easy to exploit. but as I said before if it is fixed, then what? it would be better to make money by actually having fun by fighting and doing quest than to be simple staying in a settlement praying to the RNG gods to level up smithing.
it would be better to be able to go to a smithy, design a weapon, and then pay for it there and then. saves me skill point, time, and now I can roleplay as a near-naked lunatic swinging a giant two-handed sword. now of course the obvious question would be whet to replace smithing with, and since it's under Endurance, I believe they can add something called either "Hardiness" or "Fitness." This skill could slowly increase total heath of a player, something that the player could do in every other M&B game.
No it should not be a skill.

All other skills imply that you are supposed to be some sort of leader or at least non stop fighter. Blacksmithing was skill that required lot of time and specific physique to master no way feudal lord, trader or professional fighter have time and energy to hammer iron for half a day, What you suggest makes much more sense lore wise.
 
I wouldn't throw the whole skill tree into the garbage, but adding weaponcrafter npcs would really help, especially if they could give you some quests that gave you unique weapons as a reward
 
It's there to give players option to craft their own weapons. Nothing more and nothing less. It's completely optional and you can ignore it if you want. Which is fine by me.

The only complain I have about it is totally random way to obtain design elements. You should be obtaining details of the weapon you are scrapping. You should not be able to learn new blade design from a wooden mallet.
 
my smith has 350 levels in smithing, which means he's got a 55% chance of producing legendary at +10. but i can't even make a +2 weapon with a higher than 10% chance. never seen a +5 let alone +10. i've been spamming craft that the item list has grown huge.
 
It's there to give players option to craft their own weapons. Nothing more and nothing less. It's completely optional and you can ignore it if you want. Which is fine by me.

The only complain I have about it is totally random way to obtain design elements. You should be obtaining details of the weapon you are scrapping. You should not be able to learn new blade design from a wooden mallet.
but players would have to spend both time and skill points to craft their desired weapons rather than on skills that let them use the weapon effectively. that's why there should simply be an NPC that can make it for you. M&B with Fire and Sword had this; you could order custom armor, swords, shields, bows, guns, and even horses (the priced were pretty high though).
 
No it be shouldn't a skill, they should just have NPCs that can make you custom items in exchange for money and parts, which could be rare rewards or loot.
Maybe if they give it an overhaul I'll like it, but for now it's pretty silly.
 
If the game was going to be considerably expanded, I'd like to have this skill changed to "Crafting" or something, encompassing more options. I think a skill solely for smithing a weapon a bit of waste.
I say keep the weapon smithing(and balance it of course), but also offer other crafting options, like armor smithing, inscribing scrolls(that is, if they will ever include the books), jewelry/artwork...whatever is relevant to Bannerlord that is useful to craft...and then make the 1 or 2 perks allowing to produce/give bonuses to those categories.Like, the first 3 smithing perks choices are horrible, just smelting stuff is very underwhelming.
I wanna believe this is just a placeholder, but I'm not sure at this stage.
 
but players would have to spend both time and skill points to craft their desired weapons rather than on skills that let them use the weapon effectively.

And that's wrong how? If you want to be better in anything in the game, you need to spend time and skill points. It's not like there are so few skill points that you can't level crafting and few combat skills at the same time.

that's why there should simply be an NPC that can make it for you.

There are NPCs that can make it for you, they are called companions. If you don't want to level skill yourself, you can use companion.
 
They added the Smithing skill as desparate move to have some roleplayin element other then crashing skulls and slashing... but it's not like in TES V or Witcher 3. :grin:

At least they try... but it needs more depth, game mechanics, ideas etc. like EVERY other RP aspect in this game if they want to be RPG not a strange battle simulator.

For me it's ok to have this skill but make it viable, achievable, enjoyble. It's not funny to be the best blacksmith in Calradia after grinding 20 hours and can't make a +5 sword like Adrianne Avenicci.

If you want to be a blacksmit:
  1. Buy ingots, materials, resources, recipes, tools and trade them;
  2. Buy your own blacksmiths like the workshops, upgrade them if you like, hire workers and students and expand across Calradia.
  3. Quests - Learn the forgotten ways of old Imperial smithing; Learn the ancient techniques of Aserai damascus smithing; Compete in blacksmith competitions; Supply the ongoing wars (contarcts); Rival smiths (sabotage); Make gift orders like weapons or armors to lords and ladies; Forge a prize weapon or armor for the forthcomming tournament held by the king, Forge tools for the peasantry.
If you don't want to be a blacksmith just pay for a shiny new armor or weapon or upgrade them. Or do a quests for the smith like escorting his production or materials.

I wrote this post for 5 min and these ideas in one breath, suppose the dev teams can do much more.
 
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If you are seriously roleplaying, a blacksmith shouldn't travel unless driven off town. Ya just can't be a good blacksmith constantly moving from place to place.
 
I personally don't care about this mechanic, tried it once in the beginning, but not in any further PT.
But I hope the system get fixed for people who do like it.
I would hope to see the following mechanics:
- you can pay a master craftsman to make special gear.
- you can pay to get special/better modifiers on your weapons
- you can pay to remove negative modifiers from looted gear. (please no weapon degeneration)

The above should also be doable bij players/companions with the appropriate skill levels.
 
Wow, I didn’t expect so many people to dislike this mechanic :shock:

I really like it, partly because I play using the Custom Troops mod and can thus design my army’s weapons. Plus, being a blacksmith is nice... for the first playthrough.

In the end, players should be able to buy services from other blacksmiths. There should also be quests revolving around the skill: I remember taking the gang leader needs weapons quest at the start of EA and being terribly disappointed when ai couldn’t give them crafted handaxes... I find this example telling.

Smithing could be a very fun and rewarding part of the game!

It could be... ?
 
No it shouldn't. It adds nothing to the game except another grind to get a weapon maybe 5% better than something you can pick up off of a lord. The idea of buying something custom from a town blacksmith makes much more sense.
 
Only issues with smithing is that is it the only reliable source of income with very little investment. Making a handful of javelins with 80+ guarantees nearly 150k profits. I'm fine with the nature of smithing as you can genuinely get some interesting weapons out of it, but the profits need to be slashed as the economy progress in later development.
 
they've already nerfed enough money-making stuff in the game. if they're gonna keep the mechanic they might as well leave its real use in.
 
I like being able to craft weapons exactly how I want them and would get bowcrafting and armorers also. The best thing about this, if you dont like smithing you dont need to even touch it, so why remove something that never effects you if you don't want it to.
 
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