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Nexus Mods Profile

  1. For a Restoration spell that emphasises positioning how about: Life Blossom: -Creates a small crystal that hovers at the target location and grows over time. -When struck by a weapon or spell the crystal shatters and heals targets near it based on how large it was. -The crystal dissipates a short while after reaching maximum size. -Targets receive instant initial healing plus a lesser regeneration effect over the next few seconds. -Low magicka cost for the potential amount healed. It could potentially be both a powerful and efficient healing source, but you'll need to be careful to keep it safe from stray fire and only trigger it when enemies are out of range.
  2. How about a group of concentration spells that inflict their effects only once you stop concentrating, with their magnitudes dependant on how long you were casting them? Some examples: -Electric charge spell that deals shock damage around yourself proportional to the time spent concentrating times the mastery level of the highest level shock spell that struck you while concentrating. -Wall-of-X spell that deals no damage while you're still casting it, but once you stop all the placed hazards activate at once, sharing the duration of the most recently placed hazard. -Healing spell that keeps track of the damage it heals, and once you stop casting deals damage to nearby enemies based on the amount healed. -Projectile barrage spell that applies a magical mark to the enemy under your crosshairs X times per second and upon release fires a projectile toward each mark in rapid succession.
  3. Expanding on Detonate Lock, would it be possible to enchant traps to deal extra magic damage on their next collision? Apart from enchanting spike walls, battering rams and the like, you could also turn pressure plates into makeshift mines. This could fit either with Alteration (non-elemental damage) or Destruction (elemental damage, maybe w/ secondary effects to differentiate from runes). EDIT: Assuming there are still free places for spells and this idea is worth expending on, of course. EDIT2: This would also provide interesting interactions with Dwemerverse and other mods that add placeable traps (even if it doesn't affect things like Laser Mines' attacks, adding extra oomph on touch could be a nice bonus)
  4. Would it be possible to alter the civil war questline so that it is unaffected by your progress through the main quest? This'd be especially helpful for Alternate Start users who play Legion/Stormcloak enlistees. I'm guessing the Stormcloak line would be the most difficult to seperate, due to Vignar and Olfina lacking voicework for Before the Storm/Bleak Falls Barrow/Dragon Rising.
  5. Would've been nice if we could toss the Thalmor Dossiers* on the table during Season Unending, call out both sides for playing right into the Thalmor's hands, and either help them work together or bow out of the civil war altogether. *Presumably after we kick out Elewen, though it'd be fun to see her reaction. :P
  6. Quiz says my current character is neutral. :P That's answering from the viewpoint of someone who wants to use the Empire to get rid of the Thalmor, but doesn't really care for the current Empire as a lasting entity.
  7. Hallo, I agree that the empire is probably on its way out, but I was focusing more on taking out the Thalmor regardless of our character's thoughts on Imperial rule. Its not just the empire's strength, but also that the rest of it could turn into an obstacle to the Stormcloaks even if the Stormcloaks win in Skyrim. Also to reiterate that its a gamble either way due to the lack of info our characters can collect in-game, and that our character's experiences prior to getting caught are up to us to imagine. EDIT: For all we know, the empire could be succesfully building up forces in secret, or it may not. For the Stormcloaks, other provinces (particularly Hammerfell) may be eager to ally with them should they prove victorious, or they may not. Our characters are unfortunately unable to venture outside Skyrim to better assess the situation, and given their blank slate backgrounds, we can easily imagine events in their past which may justify their choices one way or another (maybe a Redguard character knows if Hammerfell would be interested, maybe a Breton has heard of opposition to Stormcloak expansion from High Rock, etc.).
  8. Kinda wish you could, during Season Unending, throw the Thalmor Dossiers on the table and show how both sides are being played, and say you'll help them fight back the Thalmor once Alduin is done (which would carry quite a bit of weight if you've completed Dragonborn). For characters that just want to get rid of the Thalmor, imo the Empire is a slightly better choice since having the Dragonborn on their side may give them the kick they need to start building up again. Frail as the Empire is, I feel they have a better chance at completely wiping out the Thalmor across the continent. Stormcloaks with the Dragonborn may be better at ensuring Skyrim's safety, but fighting across all of Tamriel to Summerset Isle will still be a hell of a task, especially with Cyrodill right in the middle. Then again this is based on incomplete info regarding the state of the other provinces. Unfortunately the game doesn't allow us to gather much canon info; even what the Dragonborn him/herself has experienced beyond the borders of Skyrim is left up to our imaginations.
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