Ideas
#241
Posted 25 November 2014 - 08:41 AM
#242
Posted 25 November 2014 - 11:44 AM
You must be right...getting a free spell by selecting a perk must suck for gameplay....IF you want to roleplay as a mage that does not use that spell.
Sorry I was wrong and you were right.
Also anal retentive or obsessive compulsiveness is not an insult...it is a disposition quirk.
Edited by mtrredux, 25 November 2014 - 01:13 PM.
#243
Posted 25 November 2014 - 02:33 PM
Also, I would suggest something which would act like the spellbreaker's enchantment for any kind of block,
but no idea how to make it ballanced :/
For now I see only one proper option:
Performing block creates medium grade Ward spell for 1-2 seconds (to make it like time block), protecting up to X damage. Drains Y Magicka per use.
#244
Posted 25 November 2014 - 04:22 PM
I play purely as a mage and perma seems to nerf mages massively especially conjuration/destruction mages.
At low levels you get by but the skill trees seem incredibly unrewarding to me.
Conjuration:
necromancer seems fine, didnt notice too much difference with the old skyre apocalypse combo and love the new 7 souls focus.
Conjuring atronachs is just more my thing and their summon limit is decreased with 1 from the skyre 3 to just 2.
At higher levels this matters a lot, mainly in fights with 5+ enemies where 2 hits will kill you, improved blocking mechanic for wards, allowing non chestpiece armorpieces to be worn does help but still leaves you open for attack, unless you just run like a little child...
Also Conjuration distance is changed and limited to 150%, summoning atronachs at hundreds of meters away was just pure fun in skyre and actually very usefull to tackle large forts and massive underground falmer infested cities. However it might be scaling with skill level now, not sure. But I dont think it should be left out to conjure at greater distances.
The total culmination of conjuring deadra ends in a moviestyle ending with barely any skill or actual usefulness too. The 10 random creatures is nice but they actually attack your own followers and conjurations and you cannot cast it anywhere where people can watch or your commiting a crime... and that costs, and no the gold doesnt matter jack, the teleportation across the hold is the real killer here, especially if one does not use fast travel, just outraging.
The return seems so incredibly low, 10 odd creatures. I had hoped for a skyre breton like ability,often play as breton, and that ability is one of the few reasons one can tackle deadly dragons insane mode on legendary difficulty. Instead you get this outright useless perk.
Dont get me wrong the visuals are amazing, but just make the gate give the player the breton ability which included a brilliant risk reward with loosing health when you conjured more and more entities.
Is spawning up to 50 flame atronachs for 5 mins overpowered (OP) well not if even that isnt enough to take down elder dragons. And skyrim is a game of self balancing since the vanilla is stupidly easy.
Destruction:
The alternative to in my opinion OP illusion school, Rage and making enemies allies is just too damn easy, because it negates the difficulty setting and does normal style damage, just like your followers. My biggest problem with Destruction is how random high level spells seem to be. There are 2 foci, the siege mage, which is obviously the heavy armor clad battle mage who is in the middle of the action.
And the elementalist, the quicker armored with mage armor player. Its foci however is rather strange, mainly its added spell seems to anti lighty armored damage from afar. It basicly does damage in a circle around the player.
So either you are surrounded to get maximum effect of you keep your enemies on one side making 75% of the spell useless, not to mention that the projectiles spawn and hit at random. So why would a ranged mage be surrounded seems just utterly stupid to me and a deathwish on higher difficulty.
Moreover the hardest enemies ie, dragons and dragonpriest often remain as last with massive hp left while the rest just gets dwon with merely using area of attack (aoa) spells making one of the most epensive spells even more useless. This spell seems only worth is when the circle style attack is changed to a cone, a cone that can be targeted in some direction or better at something. Why not make 2 spells, the circular one better for battle mage and cone one better suited for the true ranged mage.
And please only works outdoor? The elementalist foci adds besides that only a minor buff that adds a large amount of changing spells and using hotkeys something mages always have to few of and adding more hotkeys doesnt work very well with skyrim making a workaround impo. This foci actually works against the contracts forcing one to make use of not often used and therefore weaker spells adding to the grind and in doing so outright colliding with the contract perks which on their own already have a reward punishment of itself.
The defiant concentration perks are a nice idea but just not usefull, if one has 300 magica this perks kicks in at 60 magica reducing a spell that does with normal magica 10 dam to a mere 3 dam and its cost of lets say normally 10/s to 2/s, so without this perk one does 60 dam in 10 sec and with it 90 dam in 30 sec, which is just terrible and only adds to the grind high level fight already tend to become, even the upgraded version isnt any better, it does more dam but over an even longer period making it just painful. This perk should boost dam and spell cost since one becomes close to running out of magica which for a mage might as well count for life. Making it do 150% more dam and cost 130% and the close to death or zero magica the larger the bonuses much like the skyre nord increased fierceness closer to death or zero hp.
One other point the first specific pyromancer perk, the sigil of flame reduces the targets armor for the spell magnitude so in most cases its damage. At what point is this even remotely usefull, spells ignore armor anyway, unless Perma changes this and Im not aware of it. Furthermore with the armor change even normal hold guards have near 300 armor so one needs to cast an expert level spell do take more then 10% of their armor down, not to mention it only lasts for 5 sec. This is in bleak contradition with shock which does 10% of the ememies armor as pure unnegated damage, so almost 30 for a simple hold guard. Nerfing fire a bit makes sense but this perk is just outright useless.
But it HAS to be said this perk overhaul is fantastic, one would forget to see the masterpiece when looking at mere brushstrokes. This adds entirely new ways to play skyrim and has no doubt costed hours of dedication. Perks such as deep analysis are just awesome being able to see how many thousands of hp you damaged a dragon is just great, no brilliant outright brilliant. The auras are also a great addition with the best trade off for a mage, not only more useless stamina but often in short supply of hp since most goes to magica increasing. The reworked The addition of creatable staves is just so welcome considering mages are often in need of magica with soulregaining added, I mean that just makes the broken vanilla staves mechanic work. This is a work of art and while it could use some polishing or someone(me) should just stop whining this is an achievement one should be extremely proud of.
To sum up the ideas, make the deadra side of the conjuration tree lead to something worthwhile and not a movieset semi useless bonus, the fact they are unbound entirely defeats the purpose. Make it like the breton skyre ability without sleep cooldown. Possibly had the greatest risk reward in skyre with truly death if overused.
Possibly OP but skyrim is a self balancing act anyway.
The destruction tree needs more usefull ways to destroy, the reduce cost a lot and reduce dam a lot but less is just adding to the grind of fights. The Elementalist circular increase of element weaknesses is nice but only adds to the grind of changing spells in a game where hotkeys are very limited and mods adding those working rather slowly. The spell it adds should be given to both destruction foci and made into a cone for the elementalist for usefulness purposes. The sigil of flame should not reduce armor for a mere magnitude of spell but rather increase weakness to fire the higher its armor to mimic being boiled alive in armor that gets increasingly hotter.
Lastly many perks and spells have a certain period in which they work 5 sec or 20 secs or fixed amount making their use very limited. Things like elementalist perk of increasing weakness for 5 sec, should be longer in order to allow for recharge if high level spells are used. The increase of resistance when summoning atronach should stack in order to decrease the mere need of changing spell and using another hotkey just to get both the cold and fire buffs, adding a risk reward questio. Furthermore they should last untill the end of combat and not a stupidly short amount of 20 sec. Same goes for the reclaim perk, should actually contain a reward for example a much greater bonus over time to magica and health. The values now are just stupidly low as you would sacrifice 1 of only 2 entities you can actually summon. For barely 50 magica and health that can be faster regained with a potion.
Finally I have to give my gratitude to you T3ndo your mod alone has given me hundreds of hour of extra skyrim joy, my hat of to you sir.
Edited by Tobiaz1991, 25 November 2014 - 06:00 PM.
#245
Posted 25 November 2014 - 04:31 PM
Well, it's either spellbreaker's ward effect or passive damage reduction while blocking, both of them would be pretty OP.
Blocking spells with light shield looks OP anyways, you deflect like 60% of damage and any damage you take is also reflected back to target so its pretty damn good. Im just thinking about reflecting deflected damage instead of reflecting damage taken. Imagine, fireball would hit you for 100 health, but you're blocking with light shield. You will take 40 damage and 60 will be reflected back at enemy.
Also, with "Sword and Board" active, you transfer ALL incoming damage to stamina, including spell damage, so it sort of negates need for spellbreaker's ward.
If there has to be "spellbreaker's ward" while blocking, it should be at high level in restoration/alteration in my opinion
Also notice how every perk supports even 2h users. I just hate Block being "tank only". I think melee fighting should be more diverse, not just power attack when you've got stamina. Well, except shove. That perk seems ridiculous without a shield.
Edited by arqueen, 25 November 2014 - 04:54 PM.
#246
Posted 25 November 2014 - 04:47 PM
I have an idea that might make alchemy a bit more realistic.
What if you make it so that creating a potion, especially powerfull ones, takes several of the same ingredients. So if a vanilla restore health potion would take 1 imp stool and 1 wheat, in perma it would take say 3 imp stools and 5 wheat (just throwing numbers here). This to prevent leveling alchemy too fast, and it would also go a long way in forcing the player to actually buy some ingredients instead of always going to shops just to sell everything.
Another idea I have that I think would make leveling alchemy a bit more realistic is "gimping" the way the player learns new recipes. Where in vanilla you just gather a bunch of ingredients and combine them until you find a new recipe, you could perhaps make it so that you actually have to have some points invested in the alchemy tree before you can even see the secondary (or third or fourth) effects on any particular ingredient.
I dont know if all this is even possible but if someone can do it its prob the team behind perma
#247
Posted 25 November 2014 - 05:58 PM
Previous overly long post combined in a few lines. Too many movielike foci in the mage departement.
Elementalist spell is too random should be a cone for ranged mage play a circle for a mage that has no armor and plays a more ranged style and ofcourse added as a circle for a true siege mage who is surrounded by enemies. Also make it usuable indoors. limiting awesome spells and effects to outdoors is just not fun.
The deadra conjuration foci should be the breton skyre perk, making conjuring unlimited but at risk of a quick death, perfect risk reward. It means the gate would not spawn anything. But if left untouched the unbound aspect HAS to go, just outright infuriating. Also the crime should go, guard teleporting you across a hold is just annoying and stupid. Imagine you summoned that gate to fight a dragon that threaned a city, nope f*** you to prison or better the capital hold with you...
The reduced cost reduced dam at lower magica levels should be increased cost and increased dam to reduce grinds in fights (it severely prolongs them) to mimic a mage that panics, no magica for a mage may aswell be zero health.
Many perks and spells that have too short duration, 20 sec increase resistants is too short and should be untill fights ends and stack in order to avoid needing to conjure two different atronachs which only ads to running out of damn hotkeys. Or have a too small magnitude, the reclaim option should not merely give flat bonuses but give regeneration of magica and health untill the fights ends which also avoids using it pre fight since it wont have any effect.
Also great thanks to the creator of the greatest mod of all time skyre and a fenomenal followup perma!
#248
Posted 25 November 2014 - 07:23 PM
Edited by dreamer2008, 25 November 2014 - 09:01 PM.
#249
Posted 25 November 2014 - 07:26 PM
Edited by dreamer2008, 25 November 2014 - 10:12 PM.
#250
Posted 26 November 2014 - 08:02 AM
Yes you are wrong, wrong and sarcastic because you've no other way to feel right than being sarcastic. And yes saying I have mental issues IS an insult. It's basically saying that my opinion don't carry any weight because it's due to an issue in my mind and not a real thought process.



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