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Citruszinus

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Everything posted by Citruszinus

  1. I play master difficulty exclusively without companions so I don't see it making things too "easy" with those specifications. The only easy dungeon I ever enter is bleak falls barrow, and even then I still have to climb on top of rocks, abuse potions and run away just to survive. While you are correct that it would lower the max level the player can achieve, that shouldn't, in turn, limit the scaling of mobs in any way. The whole point was to increase build diversity. So now that you don't have to spend perks on the same 3 crafting skills that you almost have to have on every character you can throw in some destruction or illusion on your heavy armor sword and board knight. Mobs will still level with you, while you will have the advantages of crafting skills, those advantages will be limited in way that helps balance the game rather than break it, while also allowing you to invest in other skills making each play through more unique. Again I could be completely wrong, and I love debates so bring on any criticism.
  2. I read over Economics of Skyrim, while it does sound nice I have a large problem with being able to travel to Riften, buy a full set of ebony, have it improved and then take it to be enchanted for a couple of coins. I'm sure the prices are hefty but I don't see there being a way to find the line between too little and too high a cost for such things. Also I don't think it attempts to cover alchemy at all. Scaling stopper also seems nice but it takes away constant challenge with a side of growing strong (which my idea would hopefully provide) and replaces it with a ridiculously difficult early game and an equally ridiculously easy end game.
  3. Skyrim seems to have one persistent problem, and that my friends is alchemy, smiting, and enchanting. No matter what type of character I make, having these skills seems essential. The problem is that it reduces build diversity, for example, anyone in heavy or light armor would be a fool not to use smiting since it adds so much armor and damage to items. Leveling these skills can also cause a rift in player strength and NPC strength, for example, leveling alchemy and applying perks to it can grant some powerful potions early on, but it will not give you the survivability of leveling/"perking out" heavy armor. My suggestion is to: 1. Remove level experience gains from the crafting skills. This way NPC's will not become stronger just because you learned how to brew a few potions. 2. Make it so that skill perks will automatically activate after a certain character and skill level has been reached. For example, you decide to level smithing, and want the ebony armor perk, you must first be level 36 since this is the level that ebony armor and weapons appear naturally in the game, you must also have a smithing skill of 80, since this is required to craft ebony armor in the un-altered game. Now you might be thinking "thats stupid, why would I even want to be able to make ebony armor if its already dropping?!". Remember though that having this perk unlocked also means you can improve ebony armor and weapons twice as much, making it worthwile to spend some time working on it. This may seem overpowered at first since you are essentially getting free perks in 3 trees, but having them unlock at a certain level means that you can only gain so much advantage from these trees at every stage in the game. Where as in the un-altered skyrim you could power level blacksmithing to obtain 80% damage resistance early in the game, which is over powered. I may be wrong, please give me some feedback on this, thanks for reading. TL;DR: Remove level experience gains from the crafting skills/ Make it so that skill perks will automatically activate after a certain character and skill level has been reached.
  4. I tried changing mark of death around so that it would proc damage when a melee weapon hit the NPC but I don't know that it is possible, I may have to just have it hit for initial damage then give the enemy a de-buff increasing damage they take from melee or something. Sigh, I want to be good at this but it is all terribly confusing and I can't seem to find any videos that show how a custom spell is made from scratch. Moral is low T.T
  5. Did he do anything outside the creation kit that let him add in those spells? I have tried Apocalypse and liked it a lot but I felt some of the spells were terribly over powered, I would like my spells to be balanced.
  6. I spent all last night trying to learn how to mod Skyrim and specifically focused on making spells. I realized that another game, League of Legends, could provide an awesome array of new spells if I could figure out how to mod them in. However, my attempts were fruitless, the spell I tried to make was from an LoL champion named Akali called Mark of the Assasin. I attempted to adapt this to skyrim by making a fire and forget aimed spell that would hit an enemy dealing Y initial damage and then leave a "Mark" on them, meaning the next time they are hit by a melee weapon in X seconds the mark will trigger dealing said magic damage again. If I can become good enough I would love to do a spell and mage skill tree overhaul to make classes like a spell sword or a stealth mage more viable, as well as general magic more interesting and diverse.
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