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Skyrim Rebalance


Fagros

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Hello. First of all - sry for my english.

Ok guys, I leveled to 40 lvl and have some ideas about leveling system.

What we have now - max level is about 80. So we have 80 perks for make our character. Problem is 80 is so few to make rly full upgraded character of 1 class+social/craft skills. This is ok for RPG, !BUT! for this 80 we must fully upgrade to 100 all skills - so a really good thief must be pro in all magic school and 2h sword, which we never use. I think its a few disbalancing, cause making a good mage by grinding 2h weapon, archery etc is nonsence. Also i think if we spend a lot of time by maxing all skills - we must be rewarded by enough perk points to create a hybrid character, by the way we maxed ALL skills. So my request is:

 

1) Rebalance exp required per level so max level = 60. Its ok, cause atm enemies are really weak, and at 60 cap we will have some less stats - game will not break at first week and it will balance next changes (i want to play Skyrim at least a month)

Status: PARTIALLY

http://www.skyrimnexus.com/downloads/file.php?id=175 - allow to make max lvl 67. Thank you kivespussi

Need: Max lvl = 60

 

2) Each level gives us 2 perk point, so we will have 120 perks at max. At my expierience, we need 80 perk to make a character with hardly selected perks and forget about some crafting or stealth tasty things. 100 perks is a well fit character of one class with one type of weapon. 120 perks is a nice fitted social/stealth/craft character with some weapons and magic. Who dont know, for get all perks in all trees we need about 244 perks, so 120 is not disbalance RPG leveling system.

Status: COMPLETE

http://www.skyrimnexus.com/downloads/file.php?id=1367 - allow to set how many perks we get at levelup. Thank you gibbed

 

3) Already there is mod, which makes getting skills slower, but i want a some change. I think with this changes will be good if we can get max 3 skills per level from trainers and we need to train skills by ourself. And, ofcourse, need more time for skillups. In that way will be logical that we can have some hybryd type of character which we trained by our own hand using all types off skills.

Status: PARTIALLY

http://www.skyrimnexus.com/downloads/file.php?id=49 - slower skill gain. Thank you Xodarap777

Need: max 3 skills from trainers per level.

 

4) Atm skills gains easy and no need sleep buff, too annoying. Make a sleep buff 15-20% faster skillups and time of buff 12h. Then we will sleep more because we need it for skilling and its really useful, not like now, 3 month went, 30 hours of sleep =)

Status: -

 

5) Oh yes, the hardest to the last. I totally disagree with crafting leveling system. we can make about 300 iron daggers, enchant them with a worst soulgems with 1% enchants and get 100 blacksmithing and enchant only by making daggers. AND with 100 ench and smithing we get 15 levels for free. WTF? I like a wow professions system, so for example will be good if we will get skill exp for smithing from iron items until 20 skill, steel until 30 etc, and higher enchant skill require better soulgems. The same for alchemy. So for finishing up to 100 we need to craft a lot of really cool items.

Status: -

 

So i think this changes will make a long grinding of skills be rewarded and will not make game very easy at 1st week. Now in standart game I oneshot 90% of enemies with sneak archery and no need golds cause i can craft best items in game from nothing. 100 blacksmithing from daggers and u can craft dragon armor. Boring.

Edited by Fagros
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4) Oh yes, the hardest to the last. I totally disagree with crafting leveling system. we can make about 300 iron daggers, enchant them with a worst soulgems with 1% enchants and get 100 blacksmithing and enchant only by making daggers. AND with 100 ench and smithing we get 15 levels for free. WTF? I like a wow professions system, so for example will be good if we will get skill exp for smithing from iron items until 20 skill, steel until 30 etc, and higher enchant skill require better soulgems. The same for alchemy. So for finishing up to 100 we need to craft a lot of really cool items.

 

So i think this changes will make a long grinding of skills be rewarded and will not make game very easy at 1st week. Now in standart game I oneshot 90% of enemies with sneak archery and no need golds cause i can craft best items in game from nothing. 100 blacksmithing from daggers and u can craft dragon armor. Boring.

 

While the rest of the ideas are good, I wish that if someone "refined" the leveling system for smithing, it could be opted out or be a different mod alltogether. I don't think forcing player to use perks to get smithing level 100 is such a great idea.

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Oh, nice adwise. At start i was thinking about make (4) optional, but i didnt though that we need spend perks to craft better thing, just forgot about that =) Will be good for me cause with 120 perk points u can spend perks on smithing without fear =)

Bat atm realizing first 3 changes will be good for me and then i will start new game without any doubts. =)

P.S. Added change (5) with my thinking about sleeping. =)

Edited by Fagros
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I like the idea of increasing number of perk points per level as one per level is not enough to try all what you want in one game. My thought was to split those into two different types: e.g. one point you can use only for battle skills and second only for non-battle. I also believe that the weight boost should be increased per level from 5 to 50 (some mods already exists for this) and also the movement speed should be increased e.g. 1% per level give you around 80% faster movement speed at the end. I'm playing with similar cheats (I know this is bad (:) on Master level and it seams pretty balanced.

 

May be the good solution will be to reduce the number of levels twice, so each fist level will not give anything but each second will give you a choice of boost life, stamina or magica for 20 plus two types of perks as above (2 battle and one non-battle) and weight boost for 50 plus speed increase 2%. On the level 80 you will have 80 + 20 perks and around 2500 carry weight plus speed boost 80%. May be this should be a bit different depending on the game level.

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I already though about separate levels, but i think its too hard for make this mod. As i see it (similar to Fable TLC):

We have separated levels of magic, weapons, stealth and non combat. Also we have 4 types of perks (Blue - magic, red - weapon, green - stealth, yellow - non combat), so skillups in magic will add points to magic level,gives blue perk, which we can spend only on magic and it will increase magika without choice, the same for weapons ant stealth, but hp and stamina without choice. And only non-combat levelups allow you to choose what stat to increase and give 15 or 20 to that stat.

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One thing I agree with you partly is that in order to reach lvl 80 you must raise every skill to the maximum. This is silly because you roleplay and you want to make an archer or a fighter or a mage for example. With this system you will have to play every aspect thus making you forget any roleplay. So the system should allow you to reach the max level with just what you want. Max level should not be lowered in my opinion.
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just a suggestion for rebalancing.

 

1) remove alchemy, enchant loops. maybe remove the fortify alchemy potion and fortify alchemy enchantment.

even without using it the items are pretty strong already. or possibly cap all the total modifiers.

 

2) im not sure how to balance daggers, its only powerful early game, by the time you have fortify weapon enchantment it becomes the weakest sneak attack weapon in the game

 

3) perk(s) that possibly to mix and match armor types, not sure. sometimes you get unique items but its not your prefered armor type.

however this can be fixed with a more unique items mod or with a mod that changes armor type like a... improves the smithing tree perhaps? one side is about modifications and armor type changing and material changing and the other side where crafting and upgrades of both light and heavy armors, so no more kicking yourself in the butt for picking the light armor path but finds out that the strongest weapon is on the heavy armor path.

ex: light armor dudes really like to have that ebony mail but its heavy armor. using the new smithing perk he can change to armor to light by picking which material he wants like elven armor. by the time you got dragon smithing. then you can change the material to scale.

same goes for heavy armor dudes that wants the steath armors like the one with double backstab.

 

4) while in combat or hostiles are around, you cant change armors. but im not sure with this. this could make things harder when you make a prison break or roleplayers could be caught with their pants down.

 

5) able to cast spells with a 2 hander but you cant swing it while casting. well it sounds overpowered but 2 handed has a lot of disadvantages already like crap at sneak attacks and very slow and the redrawing your weapon is a pain.

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