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Perk/Skill Rebalancing.


Malchus

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All,

I've lurked these forums for a few years now, and I'm a big consumer of all things Bethesda.

I've worked on personal mods for awhile, and I thought I'd like to do something nice for the community for Skyrim, so, this is it.

 

 

Some things to make very clear:

 

This is a thread about a mod I am developing and releasing. This is separate from other perk/skill re balances etc.

 

I want to hear ideas, BUT I reserve the right to dismiss your ideas/claims simply because I do not like them, I probably will be nicer though.

 

This is a base thread for some reworking of PERKS and a few SKILLS. Don't suggest it should be anything else. I will throw things at you.

 

The thread is for information/input and so that I can ask things when I screw up. Mostly in scripting.

 

This is not a realism mod, this is a mod to improve the "feel" of the game. Some realism should be included, but is not the core of the mod.

 

Objectives:

 

1: Remove the "Jumpiness" of leveling/perks in Skyrim.

Right now, the progression of skills seems to be very "blocky" or "jumpy." Namely, certain skills seem to be only quasi-useful until a certain number of perks are spent on that skill. Notable examples are the flat +20% damage perks at the bottom of One Handed, Two Handed and Archery skill trees. These creates a sort of jump per level in each skill's abilities not really consistent with a graceful/natural learning curve.

 

2: Rework Perks that seem to be "fluff" or extraneous.

Several perks, such as the "Cushioned" perk for Heavy Armor, seem to just be added for the sake of adding a perk and don't add a whole lot of options to the player or the game overall.

 

3: Reconsider crafting and how it effects player level. - OPTIONAL

Quickly leveling Smithing, Alchemy, or Enchanting has an initial appeal on a bid to grab better gear. However, because it increases player level while other skills stagnate, this can create a discrepancy in player capabilities vs NPCs.

 

Base Solution:

 

1: Keep ability progress smooth through the whole leveling experience.

From what I've looked into, the "smoothest" solution is to make most perks into a variable that works off of player skill. This introduces a few options, the first being that the skill level requirements for all perks could be lowered considerably without making the player overpowered. For example, at the moment I'm considering all perks require skill level 20. However, if the weight reduction of heavy armor is based off of your level 20 skill, you won't see much reduction, but there will still be a difference.

Next, some perks lower on the tree could have better end game applications. This particularly comes into play with magic based skills. I'll elaborate more once I have better plans for each perk.

 

Current Issues:

 

Scripting

I can't look at the way perks actually apply magic effects right now, but I will want many perks to have a variable based off of player skill. This would require using the "getav" function in a constant effect script. I have no idea how well this will integrate into what Bethesda has available nor how to implement it.

 

Progress:

 

Create a text file of each perk with current effects and proposed changes.
- In Progress

 

Create an ESP file to test changing required levels for perks and descriptions. *UPDATE* I got all player selectable perks into one ESP and set to only require skill level 20. I'm now working on the file of proposed changes themselves.
- In Progress

 

Needs:

Someone to help with scripting. Must not suck. Won't be necessary until a Kit is available
- Unfulfilled

 

Some folks to help playtest, must be willing to play "Specialized" as well as diverse classes, and be able to provide feedback in a constructive manner.
- Unfulfilled

 

 

That's all for now, I'll update more as I work on it. Post if you have questions.

 

Malchus

Edited by Malchus
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There's already other threads discussing perk/skill re balancing, I suggest you join in those discussions instead of starting a new one.

 

Good point, however, this is a thread for my take on the whole perk/rebalance issue. I have it open here because I appreciate input.

I have already read the other threads and I keep them watched.

 

Edited "Things to make clear" to clarify.

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