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Interest Check: Perk Freedom / Perk Rebalance


LoneVandal

Perk Freedom / Perk Rebalance  

71 members have voted

  1. 1. Would You Use This Mod? How Would You Use It?

    • Yes, I want uncapped perks, but I don't want to change the perks themselves
    • Yes, I want some of the less useful perks improved, but the low perk limit makes me feel like I'm making interesting character choices
    • Yes, I want the freedom to become good at any skill I invest my time in training, and I would like to see the worst perks improved
    • No, the vanilla perk system is better than you're giving it credit, the buffs from non-combat perks make up for any loss in combat focus
    • No, I have other reasons I wouldn't use this mod and have written a post explaining them


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I would agree with that guy's idea, make 'em more interesting and all...

as well as adding 2 perks per level, still feels a little bit too overpowering though...

 

To be honest, I would prefer uncapping the skills, slowing down leveling (not by a lot though), and replacing the magicka, stamina, and health system with the old attributes, but make them a little bit more effective.

I can't help it... I long for a nostalgic feeling...

I mean in Skyrim, I have no clue how actual strength is determent, by how much damage someone makes? Not really... I can enchant my warrior's equipment with + % in two-handed skill and that'll make him just do more damage, it won't really represent how strong he is.

Edited by deama
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I think it needs a rework. The fact there are some junk skills in even the best skills and that you have to take some perks to enable selection of the following one.

 

I would love to see a lot more perks/perk trees with either more perks granted or you gaining the perks automatically with skill or have the perks linked to quests (I know this involves a lot more work).

 

How about having the normal perk per level, but gaining an extra perk choice in a set skill tree when you gain say 10 or 20 levels of skill. I don't know if you could limit the perk to be selected to the skill involved. Another option would be to gain two perks per level one for trade skills one for combat/magic again this depends on being able to limit perk selection.

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I do think that the 1 perk per level is a bit limiting especially when you throw in the tradeskills like Blacksmithing and enchanting etc. However I think that 2 per level would be a little too much. How about getting 1.5 points per level, so at level 50 you would be able to obtain 75 perks. That would mean that every other level you would actually be able to pick 2 perks. This would be great because it will add even more excitement when your about to level to the bonuse perk. Additionally this would really allow you to get tradeskill perks earlier so that you can actually create things for your character that would actually be usefull instead of being underpowered by the time you are able to make them.

 

I think that would still make picking perks exciting, while still retaining the importance of thinking hard on which perks to get and when to get them. Getting 1.5 perk points per level would still give you a bit more flexibility so that you could branch out a bit more than is currently allowed. I dont think that a character should be able to master 4 or 5 skill sets but mastering or becoming very proficient in 2 or 3 should be obtainable.

 

The other alternative which has been mentioned is that maybe there should be a seperate pool for tradeskills.

Edited by Talonvore
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I would absolutely love to see a return of Oblivion's skill based perk gain system. I personally like to build a master of all, and without having base stats anymore, leveling up kind of loses a lot of it's luster. Sure it's nice not having to micro-manage your leveling process, but in pursuit of simplicity, they got rid of a huge RPG element.
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The Novice, Adept, Expert, and Mastery tiers in each rank of Lockpicking have one problem: they are useless. Because the player has an unlimited amount of lockpicks you have an unlimited number of tries to unlock said lock. You can apply a mindsets to mend this: the realism route -- limiting the amount of lockpicks the player can carry, allow the player to smith their own lockpicks w/out forge (New Item: Lockpick Kit.)

 

Quick Hands -- Because players can easily wait until a guard or citizen's not looking this skill is useless, unless the player has to pick said lock in real time. Lockpicking in real time means a heightened chance of being caught and Quick Hands could mitigate this.

 

Wax Key -- From what I understand, this gives you a key of a picked lock which can be used to unlock other locks that require the same key. This is, at best, a minor convenience. What's stopping me from backstabbing the man/monster carrying said key and unlocking that way? There's really no dungeon designed to have multiple locks released by the same key, or at least in my experience hasn't. In my experience, no player in their right mind would choose this over the saucier Perks.

 

How about this; from a Thief's point-of-view they've picked many locks. At some point they gain the ability to recognize the configuration of said locks and are able to bypass the lock picking mini-game altogether. Hence, I suggest a Wax Key give players the ability automatically unlock a percentage of the time (low enough for balance, high enough to warrant investment.)

 

Golden Touch -- More gold in treasure chests. :confused:

Perhaps combined with an Imperial's natural gold finding ability this may yield an untold percentage of gold. As of now, I'm fairly certain looting dungeons and farming enchanted Daggers gives you much, much more. So, we can either up the rate in which gold drops or make it so every humanoid drops (I understand that it's more of a pickpocketing so...) or we can up the percentage of gold to scale as the player levels.

 

Treasure Hunter -- 50% chance of enchanted items from chests.

I'm kinda neutral about this considering I've never actively pursued this perk. Assuming this scales with loot as the player levels I think it's rather balanced, it just needs to be closer to the bottom tree.

 

Unbreakable -- Lockpicks never break.

If available initially this would be OP. To balance immediate availability I would double the strength of my lockpicks giving them 50% less chance of breaking (or a durability low enough for balance, and high enough to warrant investment.)

 

What do you think?

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Just flat out giving you more perks will break the game even worse than how broken it is right now. As if we are not powerful enough. And when you come up with any reasonable build, you generally have more than enough perks to get all the good stuff. The only reason you need more perks is because you want absolutely everything, aka beat the whole point of this game being an RPG, where, you know, you actually have a ROLE.

 

Sorry, but I think more than 1 perk per level is a simply bad idea. Especially when you keep the game broken.

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Just flat out giving you more perks will break the game even worse than how broken it is right now. As if we are not powerful enough. And when you come up with any reasonable build, you generally have more than enough perks to get all the good stuff. The only reason you need more perks is because you want absolutely everything, aka beat the whole point of this game being an RPG, where, you know, you actually have a ROLE.

 

Sorry, but I think more than 1 perk per level is a simply bad idea. Especially when you keep the game broken.

 

How is the game currently broken gameplay wise? Please explain.

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