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xesyto

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Posts posted by xesyto

  1. Today's 3.0 spells:

     

    Blur (Illusion, 25)

    Illusion is a nice school but a bit hard to get off the ground. This reduces damage taken by a flat amount equal to 30% of your illusion skill level, giving the fledgeling illusionist some defensive power.

     

    Yes, finally something that will let me level illusion without spamming spells i don't care about or are literally useless ( befuddle noncasters ).

  2. Learning shouts has been changed: you only need to know the three words that go into each shout, not the entirety of both component shouts, and you also don't need to spend dragon souls into the component shouts; but you do need to spend dragon souls into the new shout.

     

    Shoutcrafting (experimental, may or may not work)

     

    You can pick up a Tome of Shoutcrafting, which teaches you a "blank" shout with three words but no effects and a 30/40/50 second cooldown. After reading the Tome, you can cast 3 spells to apply their effects to the three words of the shout. This is a repeatable process. Also works with scrolls for the less wizardly inclined.

     

    The point is to apply spells that are expensive, hard to cast or simply to delegate s number of utility spells to the shout button.

     

    Finally I can casts all ( well, 3 ) of my buffs without having to spend a lot of time on them!

  3. Perks, I love perks. In fact, I want more of them MORE I say.

     

    However there is a fine line between wanting a few more and just ignoring any character advancement system, at which point you may as well add 200 extra through the console.

     

    So I had the following idea. Bonus perks, bound to a skill. That is, you can only spend them on that particular skill. Awarded at 25,50,75 and 100.

     

    This affords you 2 or 3 bonus points in skills you use regularly but not as part of what you are really focussing on and 4 for those you do focus on. Should you max out a character( 100 in every skill ) this awards you with 3 * 6 * 4 = 72 perks. About double what you could normally get but in a normal play scenario where you don't go for everything at once it should provide less then half of that.

     

    I have no idea how to go about implementing that ofcourse, or if the menu / skill perk system is even flexible enough to accomplish with without extensive script extensions but lets say its achievable for now.

     

    Ideas ? Suggestions ? Too much, not enough ?

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