You can hit an enemy with a melee weapon, while it's being hit by lightning (I think), so I guess lightning doesn't harm the caster of Storm call.
The Nord guards would be slightly resistant to the lightning, so I don't know if the dragon would want to use Storm call at that watch tower.
Suggestions
Started by
Xarrian
, Jun 23 2012 07:47 PM
2536 replies to this topic
#2391
Posted 06 November 2014 - 05:32 AM
#2392
Posted 06 November 2014 - 07:31 AM
All of the hold guards in Windhelm, used to wear the exact same armor, as the Stormcloaks. Therefor I think that the Stormcloaks might sometimes wear the new steel plate armor that was given to the Windhelm hold guards. It might make sense to have, at least some of the better armored troops fighting the war.
Not sure if this is a good idea: Since vampires/the soul Cairn are higher level content, shouldn't the Dawnguard member that comes to you to recruit you at level 20, instead come to you at level 30 or 35? That might reduce the number of complaints about people saying the invisible entities are too hard.
I think the idea of dragons that mainly/only use frost shouts (rather then fire), might be weird, since Nords (which Skyrim is mostly full of), are resistant to it. Since they fought against the Nords before, and lost, I'd think that maybe they would rely on fire more (or at least if the dragon is having a tough time fighting a Nord player). It might be possible for Alduin to give them the knowledge of the shout, immediately after resurrecting them. Alduin knows the fire and frost shouts. Anyway, just a possibility. Not something I'm certain about.
I'm not sure if this is true in Requiem, but I read that in vanilla Skyrim, a dragon that uses a specific element type, has a resistance to that element type and a weakness to the opposite type of element. A fire dragon has a 25 weakness to frost, and a 50 resistance to fire (that is similar to how 1 destruction perk increases the resistance to the type of destruction that you specialize in). That makes me wonder if the player would have a weakness to a magic/destruction type, if they only mastered/used 1 type of destruction (if you applied the rules that dragons use, if the player specialized in fire and frost, they would get 50 resistance to frost and fire, and 25 weakness to each = 25 resistance to each total). That also makes me wonder if dragons would want to learn other types of shouts, to avoid, weaknesses (i.e. to enchanted weapons). Something should be done to fix this mess, I think. The same rules should be applied to both the dragon and the dragonborn, which has a dragon soul, as well (and they should maybe both get the same resistance. Dragons have 50). One option would be to get rid of the elemental weaknesses and resistances of dragons, and the elemental resistances offered via destruction perks to the player. Another option would be to only get rid of the elemental weaknesses of dragons (as I said before, the specialization resistance of dragons and the player may differ, in which case that should be remedied). If you're keeping the system that the dragons use, and they know both frost and fire shouts, that would change what they're resistant to, and how much.
I also read this about vanilla Skyrim (not sure if it's the same in Requiem): the Dragonskin perk negates 50% of all damage from any attacker except the Dragonborn. That sounds weird/unrealistic.
There are different types/colors of dragons encountered at different levels (which is probably not realistic, but challenge and the level required to fight them, are both factors to consider for why it's that way). I was wondering if the different colors should be encountered at each level (without having the increased difficulty. i.e at level 10, you could encounter every color type, but they would all be the same strength, until level 20, at which time, they'd be as difficult as the level 20 dragons).
There's an old Orc that you come across as a random encounter (he wishes for a good death). Should be made stronger? I kind of doubt that because he wasn't able to defeat his chief. One potential downside if he is made stronger, is that you may see him on the road more then once (idk if he respawns), if you can't defeat him at a lower level, (he mentions that spot being the spot he's supposed to die, and he has very specific/multiple dialogue). He killed 2 sabrcats, so unless he's imaginably injured, I 'd think he should be stronger. You don't see any blood or damaged (fur) armor on him. If he's wearing light armor, at least 1 of the sabrecats probably would have knocked him over (and possibly kept him down, until he died). Maybe those sabrecat corpses should be replaced by the corpse of a wolf or 2? I also thought about whether he should have Orcish armor, but most Orc's in the strongholds, don't have Orcish armor (I think). I could see why all the Orcish hunters you encounter have it. They need it (with all the dangers, like bandits, and wildlife), so they could have possibly been given priority over other Orc members. Or they paid for it themselves, and therefor were able to go out and hunt.
Not sure if this is a good idea: Since vampires/the soul Cairn are higher level content, shouldn't the Dawnguard member that comes to you to recruit you at level 20, instead come to you at level 30 or 35? That might reduce the number of complaints about people saying the invisible entities are too hard.
I think the idea of dragons that mainly/only use frost shouts (rather then fire), might be weird, since Nords (which Skyrim is mostly full of), are resistant to it. Since they fought against the Nords before, and lost, I'd think that maybe they would rely on fire more (or at least if the dragon is having a tough time fighting a Nord player). It might be possible for Alduin to give them the knowledge of the shout, immediately after resurrecting them. Alduin knows the fire and frost shouts. Anyway, just a possibility. Not something I'm certain about.
I'm not sure if this is true in Requiem, but I read that in vanilla Skyrim, a dragon that uses a specific element type, has a resistance to that element type and a weakness to the opposite type of element. A fire dragon has a 25 weakness to frost, and a 50 resistance to fire (that is similar to how 1 destruction perk increases the resistance to the type of destruction that you specialize in). That makes me wonder if the player would have a weakness to a magic/destruction type, if they only mastered/used 1 type of destruction (if you applied the rules that dragons use, if the player specialized in fire and frost, they would get 50 resistance to frost and fire, and 25 weakness to each = 25 resistance to each total). That also makes me wonder if dragons would want to learn other types of shouts, to avoid, weaknesses (i.e. to enchanted weapons). Something should be done to fix this mess, I think. The same rules should be applied to both the dragon and the dragonborn, which has a dragon soul, as well (and they should maybe both get the same resistance. Dragons have 50). One option would be to get rid of the elemental weaknesses and resistances of dragons, and the elemental resistances offered via destruction perks to the player. Another option would be to only get rid of the elemental weaknesses of dragons (as I said before, the specialization resistance of dragons and the player may differ, in which case that should be remedied). If you're keeping the system that the dragons use, and they know both frost and fire shouts, that would change what they're resistant to, and how much.
I also read this about vanilla Skyrim (not sure if it's the same in Requiem): the Dragonskin perk negates 50% of all damage from any attacker except the Dragonborn. That sounds weird/unrealistic.
There are different types/colors of dragons encountered at different levels (which is probably not realistic, but challenge and the level required to fight them, are both factors to consider for why it's that way). I was wondering if the different colors should be encountered at each level (without having the increased difficulty. i.e at level 10, you could encounter every color type, but they would all be the same strength, until level 20, at which time, they'd be as difficult as the level 20 dragons).
There's an old Orc that you come across as a random encounter (he wishes for a good death). Should be made stronger? I kind of doubt that because he wasn't able to defeat his chief. One potential downside if he is made stronger, is that you may see him on the road more then once (idk if he respawns), if you can't defeat him at a lower level, (he mentions that spot being the spot he's supposed to die, and he has very specific/multiple dialogue). He killed 2 sabrcats, so unless he's imaginably injured, I 'd think he should be stronger. You don't see any blood or damaged (fur) armor on him. If he's wearing light armor, at least 1 of the sabrecats probably would have knocked him over (and possibly kept him down, until he died). Maybe those sabrecat corpses should be replaced by the corpse of a wolf or 2? I also thought about whether he should have Orcish armor, but most Orc's in the strongholds, don't have Orcish armor (I think). I could see why all the Orcish hunters you encounter have it. They need it (with all the dangers, like bandits, and wildlife), so they could have possibly been given priority over other Orc members. Or they paid for it themselves, and therefor were able to go out and hunt.
#2393
Posted 06 November 2014 - 09:55 AM
The hold-guard heavy armor is different from the official stormcloak one, see Ralof's armor. Anyway, I am not sure if I will distribute it further, there also other interesting options. Also I do not want to simply distribute new armors while leaving the actors in the same messed up stats state they were before.
About Dragons: I think their weaknesses/resistances are amplified in Requiem. And there is a difference between a weakness given by heritage and training, thus I don't see any harm in the point you raised about Destruction. About colors/levels/spawnlevels: This is nothing I want to worry about at the moment, there are other things to be implemented first.
About damage-reductions: Most, if not even all, damage reduction perks in Requiem are still present but malfunctional. This means the actors still have the perks (in case they had any hidden side-effects, e.g. existence checks by scripts or other effects), but the damage multiplier is simply 1.0. This includes the Dragon-resistance.
About the Orc: Or he is a very good dodger.
But I will think about giving him some bonus.
About Dragons: I think their weaknesses/resistances are amplified in Requiem. And there is a difference between a weakness given by heritage and training, thus I don't see any harm in the point you raised about Destruction. About colors/levels/spawnlevels: This is nothing I want to worry about at the moment, there are other things to be implemented first.
About damage-reductions: Most, if not even all, damage reduction perks in Requiem are still present but malfunctional. This means the actors still have the perks (in case they had any hidden side-effects, e.g. existence checks by scripts or other effects), but the damage multiplier is simply 1.0. This includes the Dragon-resistance.
About the Orc: Or he is a very good dodger.
#2394
Posted 06 November 2014 - 11:42 AM
Actually what I meant was that the dragon would shout and it would actually speed up time (for the PC) instead of slow it down. So that way, you would have less time to react to the dragon attacking you simulating the dragon having faster movements and attacks. But, now that I think about it, that would probably be a terrible idea when there's multiple enemies.
But, now that I think about it, I think you're right. Having slowtime not affect some dragons seems like the way to go if it's possible. At the very least, it shouldn't work when a dragon that knows the shout is present.
Maybe there could be some way to allow dragons to use slow time shout by making their attacks and movements faster and more accurate for a duration of time, since that's essentially what slow time does for the PC?
But, now that I think about it, I think you're right. Having slowtime not affect some dragons seems like the way to go if it's possible. At the very least, it shouldn't work when a dragon that knows the shout is present.
Maybe there could be some way to allow dragons to use slow time shout by making their attacks and movements faster and more accurate for a duration of time, since that's essentially what slow time does for the PC?
#2395
Posted 06 November 2014 - 11:44 AM
Thanks man! I didn't know the uncapper could do that. (I thought it just let your skills go higher than 100)
#2396
Posted 06 November 2014 - 10:11 PM
The player's dragon soul would have a heritage, I think. Unless it's the creation of a totally new soul, rather then a reincarnation, like the main character in Morrowind.
The Stormcloak symbol (the bear) is the same symbol shown on the new Windhelm hold armor (but I guess their is a slight difference, with the chevron thing underneath it). I still think that realistically speaking (not something you have to do), that Ulfric would have some troops wearing steel plate armor, just like some of the Windhelm guards wear (but with the other totally/plain blue cloth around it maybe), on the front lines, because if he loses the war, the city guards will no longer be his. Heavier armor would be more useful on the front lines anyway. Maybe some of the Stormcloaks could wear that steel plate armor (as well as other types you may add).
I was thinking that it might not make sense for dragons to have a weakness to magic, since high level destruction kills them so fast.
As I said, you'd realistically see all the colors at each level (I know it's not a priority). Iirc, I seen a loading screen of 1 of the low level dragons and thought the color was cool. It might suck that, for example, at level 20+, you no longer get to see certain colors.
When you mentioned the point I raised about destruction, did you mean giving the player weaknesses/resistances for each type they master and/or the point about giving the player and the dragon the same resistance (whether it be 50, or whatever the player gets)?
If dragons were born with a weakness, they also might have more of a strength/resistance then the player can get via the perk (i.e. high elves have a weakness to magic and more magicka, so heritage may have additional effects).
By "Dragon-resistance" do you mean the Dragonskin perk (which negates 50% of all damage from any attacker except the Dragonborn), or the dragon resistance to magic elemental types? I find it maybe weird that any type of attack the dragonborn uses against a dragon (melee, bow, destruction), does more damage. Is a divine making your strength increase (for a few seconds) when you swing, or pull an arrow, or add magic power to your spell in your hand, when you're about to hit a dragon? If that is the case, would they also increase the power of you're allies, such as when you're allied dragon is about to hit an enemy dragon, with a magical shouting attack?
Edit: It probably wouldn't make sense for a dragon to be born with a weakness to 1 element type, but no strength/resistance to the opposite type.
Edit 2: If the Orc was good enough with his evasion skill, to take on 2 sabrecats, he might have been able to take on his chief (especially if the chief uses heavy armor). I'm guessing he doesn't have a high evasion skill or the perks, to decrease damage from the player. The Orc doesn't seem to be a good dodger versus the player. Anyway, if the Orc is made stronger, it might be best to raise the player level required before you encounter him.
The Stormcloak symbol (the bear) is the same symbol shown on the new Windhelm hold armor (but I guess their is a slight difference, with the chevron thing underneath it). I still think that realistically speaking (not something you have to do), that Ulfric would have some troops wearing steel plate armor, just like some of the Windhelm guards wear (but with the other totally/plain blue cloth around it maybe), on the front lines, because if he loses the war, the city guards will no longer be his. Heavier armor would be more useful on the front lines anyway. Maybe some of the Stormcloaks could wear that steel plate armor (as well as other types you may add).
I was thinking that it might not make sense for dragons to have a weakness to magic, since high level destruction kills them so fast.
As I said, you'd realistically see all the colors at each level (I know it's not a priority). Iirc, I seen a loading screen of 1 of the low level dragons and thought the color was cool. It might suck that, for example, at level 20+, you no longer get to see certain colors.
When you mentioned the point I raised about destruction, did you mean giving the player weaknesses/resistances for each type they master and/or the point about giving the player and the dragon the same resistance (whether it be 50, or whatever the player gets)?
If dragons were born with a weakness, they also might have more of a strength/resistance then the player can get via the perk (i.e. high elves have a weakness to magic and more magicka, so heritage may have additional effects).
By "Dragon-resistance" do you mean the Dragonskin perk (which negates 50% of all damage from any attacker except the Dragonborn), or the dragon resistance to magic elemental types? I find it maybe weird that any type of attack the dragonborn uses against a dragon (melee, bow, destruction), does more damage. Is a divine making your strength increase (for a few seconds) when you swing, or pull an arrow, or add magic power to your spell in your hand, when you're about to hit a dragon? If that is the case, would they also increase the power of you're allies, such as when you're allied dragon is about to hit an enemy dragon, with a magical shouting attack?
Edit: It probably wouldn't make sense for a dragon to be born with a weakness to 1 element type, but no strength/resistance to the opposite type.
Edit 2: If the Orc was good enough with his evasion skill, to take on 2 sabrecats, he might have been able to take on his chief (especially if the chief uses heavy armor). I'm guessing he doesn't have a high evasion skill or the perks, to decrease damage from the player. The Orc doesn't seem to be a good dodger versus the player. Anyway, if the Orc is made stronger, it might be best to raise the player level required before you encounter him.
Edited by 45akaColt, 07 November 2014 - 12:18 AM.
#2397
Posted 07 November 2014 - 04:56 AM
The perk in the alchemy tree that allows poison to stay on a weapon longer, seems weird to me. The description for it mentions something like: "you've learned how to concentrate your poisons." "Concentration" and the way/context it's used, seems to mean that you're making the poison stronger, but you're poison isn't any stronger.
Not sure if this is a good suggestion, and I haven't played in a while, so keep that in mind: I think that my Orc character only looted 1 resist magic ring in his whole life/playthrough (and it was only +5%, if I remember correctly, which was sad). Should resist magic jewelry be be sold by more court wizards (don't think I've ever seen Farengar sell any)? In the world of Skyrim, resist magic is useful for avoiding extra pain and it could mean the difference between life and death (i.e. against rogue mages/magic wielding thieves/ a bandit with a staff). It might be harder in 1.8, to play a low level melee character (especially if he/she doesn't use a bow), without racial magic resistance, because some bandits can be found with staffs and scrolls.
This is something I'm not really sure about, but incase it makes sense and/or is of interest: I seen a Khajiit bandit with the fur armor version that didn't cover the chest/torso, which seemed odd to me, since they are not a Nord, and so would be more effected by the cold. Maybe that armor version should/could only be applied to Nords. I'm not sure what the maximum Frostfall adaptation resistance is (keep in mind that not everyone that plays Requiem has Frostfall) so I wonder if the maximum amount of Frostfall adaptation resistance would allow a Khajiit to wear that version of fur armor (for enough time to survive in the snowy areas).
A small realism improvement might be to remove the wounded male soldier and the sick female farmer that are always in the Temple of Kynarreth, in the same spots, after a certain amount of time. This would possibly be more beneficial for characters that visit the temple more often for the stamina blessing, gained via the shrine (or that go there for worship instead). Danica Pure-Spring is a master restoration trainer. Why wouldn't she quickly heal the wounded soldier and sick farmer? Maybe to give the other guy practice since he may only use a low level over time spell. I just read that Danica does heal those 2 npc's in the temple, at times, which seems odd, that she wouldn't quickly heal them. Therefor the patients probably shouldn't be there is the first place. She probably would have healed them right away (i.e. rather then sitting on the bench outside). Requiem adds a cure disease spell, if I'm not mistaken, which a healer like her would probably want to learn. There are lots of healing potions inside, so there would probably be a cure disease potion in 1 of the priest's inventories.
Not sure if this is a good suggestion, and I haven't played in a while, so keep that in mind: I think that my Orc character only looted 1 resist magic ring in his whole life/playthrough (and it was only +5%, if I remember correctly, which was sad). Should resist magic jewelry be be sold by more court wizards (don't think I've ever seen Farengar sell any)? In the world of Skyrim, resist magic is useful for avoiding extra pain and it could mean the difference between life and death (i.e. against rogue mages/magic wielding thieves/ a bandit with a staff). It might be harder in 1.8, to play a low level melee character (especially if he/she doesn't use a bow), without racial magic resistance, because some bandits can be found with staffs and scrolls.
This is something I'm not really sure about, but incase it makes sense and/or is of interest: I seen a Khajiit bandit with the fur armor version that didn't cover the chest/torso, which seemed odd to me, since they are not a Nord, and so would be more effected by the cold. Maybe that armor version should/could only be applied to Nords. I'm not sure what the maximum Frostfall adaptation resistance is (keep in mind that not everyone that plays Requiem has Frostfall) so I wonder if the maximum amount of Frostfall adaptation resistance would allow a Khajiit to wear that version of fur armor (for enough time to survive in the snowy areas).
A small realism improvement might be to remove the wounded male soldier and the sick female farmer that are always in the Temple of Kynarreth, in the same spots, after a certain amount of time. This would possibly be more beneficial for characters that visit the temple more often for the stamina blessing, gained via the shrine (or that go there for worship instead). Danica Pure-Spring is a master restoration trainer. Why wouldn't she quickly heal the wounded soldier and sick farmer? Maybe to give the other guy practice since he may only use a low level over time spell. I just read that Danica does heal those 2 npc's in the temple, at times, which seems odd, that she wouldn't quickly heal them. Therefor the patients probably shouldn't be there is the first place. She probably would have healed them right away (i.e. rather then sitting on the bench outside). Requiem adds a cure disease spell, if I'm not mistaken, which a healer like her would probably want to learn. There are lots of healing potions inside, so there would probably be a cure disease potion in 1 of the priest's inventories.
#2398
Posted 07 November 2014 - 08:51 AM
Items enchanted with resist magic are rather rare, but I still see them at General Stores or as random loot sometimes. The Radiant Raiment in Solitude and the dark elf selling meat at the market in Windhelm are two places that often have very good stuff. There are also some quest rewards, like the Shield of Solitude or the ring/amulet you get when helping Brelyna Maryon at the College of Winterhold, that have the enchantment and can be disenchanted.
A very good build, almost immune to magic, is starting a Breton in light armor. Take the Lord's Stone, go for Savior's Hide, do the quest to get Mara's Agent and take the first magic resist perk in Alteration. Before you know it, you have 20 (Breton) + 25 (Savior) + 5 (Mara's) + 10 (perk) + 15 (Lord) = 75% magic resistance. With just another perk/item and some more base magicka, you reach the cap. A very good witch hunter build
.
A Khajiit already has fur armor without wearing it and you know that skooma does terrible things to the mind
.
A very good build, almost immune to magic, is starting a Breton in light armor. Take the Lord's Stone, go for Savior's Hide, do the quest to get Mara's Agent and take the first magic resist perk in Alteration. Before you know it, you have 20 (Breton) + 25 (Savior) + 5 (Mara's) + 10 (perk) + 15 (Lord) = 75% magic resistance. With just another perk/item and some more base magicka, you reach the cap. A very good witch hunter build
A Khajiit already has fur armor without wearing it and you know that skooma does terrible things to the mind
#2399
Posted 07 November 2014 - 09:48 AM
With my point about Stormcloaks I meant that there are other interesting mods that also qualify for inclusion to diversify the armors and not only have N different steel plates.
In Requiem, Dragons have 90% resistance against their element and 75% weakness against the opposite element. Thus their heritage resistance is much larger than what the PC can acquire from a perk.
I referred to those hidden combat perks, e.g. only the PC does full damage to dragons or the Helgen troopers deal 50% to the player and the civil war soldiers deal double damage to the PC... All of those artificial rescales have been set to 100%, i.e. are effectively useless.
In Requiem, Dragons have 90% resistance against their element and 75% weakness against the opposite element. Thus their heritage resistance is much larger than what the PC can acquire from a perk.
I referred to those hidden combat perks, e.g. only the PC does full damage to dragons or the Helgen troopers deal 50% to the player and the civil war soldiers deal double damage to the PC... All of those artificial rescales have been set to 100%, i.e. are effectively useless.
#2400
Posted 07 November 2014 - 09:56 AM
Armors are distributed according to bandit level and the two minimal fur variants are iirc only for the lowest two ranks available. Thus your Khajiit simply has to raid harder.
(In other words: adding a racial-specific armor distribution on top seems too much effort for very little gain) Also note that the fur armors have different armor ratings.
Also a mighty priestess has limits to her power (does she not complain about all the wounded in the starting dialogue?) and using such powerful healing magic instead of cheaper, but not as fast traditional healing methods might cost the afflicted dearly. One could argue that the Jarl pays for the city guard, but who would pay for a farmer?
Also a mighty priestess has limits to her power (does she not complain about all the wounded in the starting dialogue?) and using such powerful healing magic instead of cheaper, but not as fast traditional healing methods might cost the afflicted dearly. One could argue that the Jarl pays for the city guard, but who would pay for a farmer?



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