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Leveling system fix (Idea)


Chatt7

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The problem with Perks is that some are less useful than others. The solution isn't to depreciate other schools but rather enhance them so that they are worth investing in.

 

--> Health (or Magicka) Regeneration, for example, should have been made a Restoration Perk with high requirements and/or a quickie spell (for health) cast before armed combat, allowing players to explore a Paladin/Cleric type character.

 

--> Illusion magic, Command Humanoid/Animal for example, should have been included to give players the opportunity to explore a Ranger/Druid type character. As well as bonus damage Perks for using Destruction spells (right after Muffle magic.)

 

--> Lockpicking and Pickpocketing skill tress should be merged (Thievery) to give players an incentive to invest as well as benefit the Thief/Bandit types.

 

--> And (this is all completely out there but...) Speech should allow the player to bypass combat altogether. They should be able to talk down (humaniod) enemies, befriend wildlife, as well as being able to barter for goods and supplies.

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  • 3 months later...

@ OP

as stated before, secondary skills idea isnt that great, plus youre overcomplicating the point with x type perk at x level

 

Instead of negating the enemies additional difficulty for your crafting skills, add extra overall benefits to the crafting trees.

Blacksmithing already does this, allows you to improve weapons and armor, but maybe should be rebalanced if your claims are correct.

Enchanting and alchemy its kind of the same, your combat prowess should improve already by levelling them but unlike blacksmithing the perk trees for these two are ultraboring. I dont want a perk tree where the vast majority of the benefit is at the bottom of the (the dreaded 5 point perk sinkholes). Rather, maybe it should be like blacksmithing where types of potions/enchants are unlocked? Loot tables need to be revised such that theres a guarantee that the "boss" of every bandit fort/dungeon has one and only one decent magic weapon/nonrobe armor.

However some players dont like it that "luck" dictates their gameplay becuase they are afraid that they will e.g. put points in sword perks for onehanded but then encounter a powerful mace in the loot. The chance of getting a good sword staight after is pretty low.

So there need to be NPC's that sell blacksmith upgrades or enchant your item for money + reagents.

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Actually I have never had this problem at all when training my non-combat skills. The trick is to keep your main weapon skill up. I prefer one-handed dualwield style and in the beginning of the game all cash goes into training one-handed.

Reach skill 50 in that then then you dont need to worry about it anymore.

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