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shiggidyshwa

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  1. These are really good suggestions! I'd love to hear more, because these are similar to my ideas of how to make combat more exciting. I believe there is a way to make mage combat more exciting too. You've brought up warrior parrying. Couldn't mages parry too? Maybe any magic-equipped hand could enable parrying by default, using a button modifier or directional activation. Wards would provide more effective parrying and they already have the power to block. A perfectly timed ward parry would reflect the spell back to the caster. Warp skills accessible both to players and regular NPCs would make combat more exciting as well, with a heavy magicka cost to offset their effectiveness. Does anyone have proposals for improving bow and stealth combat in this game?
  2. Thinking of starting a modding project when the CK finally rolls around. Until then, an open discussion on how to improve the game will allow some good ideas to surface. To start, let's take a look at making combat more dynamic and challenging, because if we're being honest with ourselves, it's far from perfect in that regard. When first starting the game, the combat is generally exciting. You're learning the controls, weapons, spells, and enemy behaviour. As you level up, not only do you unlock powerful and potentially game-breaking equipment and skills, but you realize most enemies have a repertoire of 3 basic moves. Combat gets stale, and every fight feels like the same routine. Considering that combat is at the core of this game, logic dictates it be the first to undergo scrutiny and improvement. What am I talking about? It might be easiest to use a bandit sword/board warrior as an example. Warriors in general have 3 basic moves: - Regular attack - Power attack (incl. variations such as sprint attack) - Block This makes for an incredibly predictable experience that tends to wear on your patience the longer you play the game. Spellcasters are no different. The typical necromancer adept boasts the following skill set: - Summon undead spell - Elemental attack (sometimes 2 - ice/lightning) - Heal / mage armour That question, then: How can we improve this? I'd like to hear from others before posting anything myself. I'm sure I'm not the first to think this, and odds are that there are a few here who are on the same wavelength.
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