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Lekill

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  1. That would go a long way to solve it. A passive constant exp gain for moving on armor making it higher for light than for heavy, and without removing damage soaked exp gain for heavy, and perhaps adding increased exp gain for sprinting in light?
  2. yet another way of dealing with school enchants could be to limit it to less pieces of apparel
  3. And how about staffs that can be equipped over a spell, and empower said spell? sort of like a channeling effect. IMO this would be much more usable and useful than current "spell coupon" staffs, and would also raise your magic skill while using.
  4. that's to prevent leveling by sneaking forever behind a merchant, but you're right. it wouldn't be good even if it were faction based, as sneaking while house-breaking should still count for exp-gain. So thats out
  5. This is a list of general rebalancing of the game from out there and myself, that i believe appropriate. I'm not a modder, but i would help with playtesting for value adjustment (wich would be the most tedious part of making it) and ideas If anyone jumps on the wagon. Suggestions are very welcome. Attributes: 1. Carry weight should be governed by health instead of stamina. 2. Stamina increase should provide increase in speed. Items: 1. Item weight/damage/armor/value rebalance as seen fit. Magic Playstyle: General: 1. Change all dual casting perks except destruction to something more useful, like same effect without dual casting, at higher skill req. 2. Tune spell costs and bonuses to spell costs to make early pure mage viable. 3. Make lower level spells more expensive to buy 4. Change Novice-Master "spell school" perk effects to provide bonuses to all levels of spells, Master capping at 25% cost reduction, for a 50% total along with rank reduction. 5. For buff spells, exp gain should occur when the player loses the effect in real-game time (not while sleeping or waiting) to prevent exploit from redundant casting, while at the same time avoiding the annoying "exp gain only when near enemy". As continued effects, they should give the player a small penalty in magicka regen. Alteration: Alteration is to be considered mages "defense" school 1. Add fortify health spell version from adept to master (to prevent use from non-compromised builds.) 2. Damage reduction spells should cost more at lower levels and have greater duration. 3. Make equilibrium an alteration spell at appretice level. 4. Make polimorph spell versions aiming at increasing character speed (along with the change on stamina, it would also provide mages with a way to increase their speed without wasting in useless stamina.) Conjuration: 1. Make bound weapon spells to provide exp gain on damage done, to prevent exploit 2. Summon luggage 3. Change atromancy to something more useful or modify thrall spells to only be more powerful so it doesnt become a dead perk. 4. Make bound weapon damage to scale with skill and replace mystic binding perk with an additional effect (perhaps absorb magicka and/or stamina in small amounts) 5. Make soul stealer to cast soul trap with a chance %, instead of always. Destruction: 1. Master destruction spells are unusable when they should be what you want to use. Make them like novice "stream" spells with more range, damage, and a slightly longer firebolt-type charge up. 2. Tune Vanilla master spells to reduce charge times, along with reduced range-damage-cost to make them usable. 3. With Destruction 1, lightning storm becomes obsolete, it should be modified to do the same as the lightning rune, but on casting, as a sustained effect, and dealing less damage. 4. I just find it annoying that destruction spells damage followers. I thing removing that would not greatly affect gameplay, as long as they still damage non follower npcs. 5. Dual casting tweaked to a proper damage/additional magicka cost ratio as many have already done. Enchanting: 1. Bonus weapon damage enchantment magnitude should go down, 160% max is just too much. should be capped at around 20% per piece. 2. One handed bonus effect should apply to daggers, but not while sneak attacking, making dual-wielding daggers viable without overpowering sneak attacks. 3. Fortify magic school should cap at 10% or so, to prevent free casting, and still provide a valuable bonus along with skill in said school. A max 90% reduction is more than enough IMHO. 4. Along with price drop on continued enchanting, exp gain based on enchanted item value would be a good way to prevent exploit. 5. Allow enchanting of backstab multiplier, scaled to skill level. Maybe cap at 1.5 max Illusion: 1. Add chameleon effect spells up to adept 2. Add silence effect spells to make school have at least some use for non-stealth Restoration: Restoration should be tweaked to be non-mages defense magic school of choice 1. Add spells with fortify health regen and fortify stamina regen. Combat Playstyle: General: 1. Reduce damage bonus from base perks across all weapon types. Archery: 1. Improve base shot arrow recovery from 33% to 50%, make hunters discipline to recover ALL shot arrows. 2. Provide autoaiming bonus to eagle eye, so it can be used on moving targets and not just for sniping. Block: 1. Reduce damage bonus from deadly bash, after all, its a shield, not a second weapon. Heavy armor: 1. Put fists of steel on a separate branch so you don't have to waste a perk point. 2. Make conditioning to only make heavy armor weigh nothing, to further differentiate it from light armor. One-Handed: 1. Make dual flurry to provide 10% bonus armor as an additional effect to offset lack of blocking when dual-wielding. Smithing: 1. Make exp gain based on item value, and item value reduction for continued crafting of same items, to prevent exploit. 2. New curve for smithing enhancement magnitude, to make it slightly more useful at low skill levels and less op at high skill levels. Stealth Playstyle: General: 1. Increase value of miscellaneous items like plates and goblets, to make being a real thief worth your while. Alchemy: 1. Increased exp gain from crafting potions 2. Balance ingredient availability: - npc-dropped ingredients like giants toe, saber cat eye & tooth etc should be double. - wheat from farms should be x3 or x5 per harvestable. 3. Reduce ingredient weight 4. Reduce crafted POTION weight to 0.1 or 0.2. POISON weight is fine imo. Light Armor: 1. Exp gain should be tweaked to account for most light armor builds focusing on avoiding damage altogether (through sneaking and range) instead of soaking it, but i havent figured how yet. Lockpicking: 1. Novice to master locks are unattractive perks. They should be modified to provide a bonus to gold found on chests. Golden touch could be modified to provide the ability to craft lockpicks from iron ingots. 2. Increase lockpicking difficulty and lockpick skill bonus per rank. Provide alternate ways to deal with locks for warrior (container bashing) and mage (open locks), and make them non-silent and so that they do not benefit form perks that enhance loot. This would make lockpicking a more specialized and worth skill. Pickpocket: 1. Increase pickpocketing chance cap to 99% as some mods have already done. 2. I don't see why cutpurse and Keymaster shouldn't provide 100% effectiveness. Sneak: 1. No exp gain from sneaking to non-hostile npcs to prevent exploit not worth it. Increased exp gain form sneaking to hostile FACTION npcs. Reduced exp gain from sneak attacks. 2. Reduce sneaking effectiveness at higher levels, and when in field of view. Speech: 1. More persuasion and intimidation dialogues. 2. Master trader should give merchants less adittional gold, perhaps half, perhaps a percentage bonus. 3. Selling items to a fence should provide more exp gain than selling to non-fence.
  6. Bumpity? also: - would like to see enchantment magnitude go down. +40% damage for weapons is a little excesive when you can put it on several pieces of apparel, and being able to cast for free also ruins the gameplay as a mage, maybe make it so magicka regen from robe enchantments scales with skill, so it doesnt become a dead effect - cap blacksmith potions magnitude at something like 70% or so, 130% boost is too close to russia. - New curve for smithing enhancements, making it more useful at the beginning and less overpowered at the end. - Daggers should have less of a bonus than other weapons because of x30 backstab (im doing 1200 backstab damage, more than enough to one-shot anything, with an ebony and not even maxing smithing or using pots) and also should be affected by fortify one handed to make dual wielding viable. Perhaps enchantment bonus shouldnt stack with sneak multiplier.
  7. +1 to this just devote some time to finding the best voice actors possible, that ruined many oblivion questline mods. Maybe you could get the real actors to do a few lines for free on the phone lol.
  8. I read in some wikis (and later did it myself) that when you enchant with the same enchantment over and over the price drops. Alchemy exp gain is measured by the value of the crafted potion/poison. Doing the same for enchanting and smithing would be a nice way to prevent exploit, but maybe the values of enchanted and smithed items should be tweaked to balance exp gain. Also a multiplier on item value could do this instead. It would allow you to level said skills by crafting more powerful gear instead of just making 1k absorb health iron daggers
  9. I would like giants to drop two giant's toes instead of just one, and that pretty much sums it up. Would also like the same for: -Wheat on farms (maybe 3 or 5 per harvestable) -Bear Claws -Saber Tooth fang & eye -Mammoth Tusks -Horker Stuff -Antlers on deers and antelopes or whatever they are -Hagravens -etc. and also would be cool with hawks and sum arrow smithing mod
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