SkylerModder Posted October 1, 2016 Share Posted October 1, 2016 I recently returned to working on my Skyrim mods after a 3+ year hiatus, and as a result have resumed work on a large unreleased mod that I was developing back then. The mod itself is aimed at bugfixing the entire magic system in Skyrim and then improving some of the perks and so on. In the process of developing it I opted to change the Stability perk in the Alteration skill tree since its default effect (50% duration boost for alteration spells) had become redundant as the mastery perks in that tree were modified to also confer a 20% boost each to alteration spell durations, for a cumulative 100% boost; having a perk that throws another 50% onto that is a bit lackluster to me. So, instead, I opted to change the effect of that perk to make it so that when you are casting a spell you can't be interrupted/staggered, something that still contextually fits in with the original perk name "Stability". However, looking back at this change again years later I'm starting to wonder if perhaps that's an effect that is either out of place or overpowered or something along those lines. At the time being I cannot make up my mind on the matter, so I figured I'd look for some input from others. What do you think? Is the effect fine as it is? Should it be lowered, such as to a 50% chance (instead of a 100% chance)? Should it be removed? Should it be reverted to the default? Etc. Let me know what you think; I'd appreciate it. Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted October 1, 2016 Share Posted October 1, 2016 i think it should reduce the chances of being staggered if anything, but im pretyy sure there are other ways to reduce staggering as is and being staggered isnt an issue for many builds... so i think maybe the affect isnt needed. also it doesnt seem magic related. Link to comment Share on other sites More sharing options...
golemgarage Posted October 2, 2016 Share Posted October 2, 2016 (edited) I think the idea is that the summons stability, the link to the world, is stronger. I'd go back at remove the cumulative bonuses on your summons to either:a) 5% extra time for cumulative 25%, and have stability add 75%b) 5% extra health buff cumulative on your summons(if that can be done by a buff effect), and have the perk add 50% duration in two levelsOR c) Keep your mastery 20% time bonuses and change stability to improve the summons health/armour/magicResist or somesuch.Edit: I wrote 10% instead of 20% originally. Edited October 2, 2016 by golemgarage Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted October 2, 2016 Share Posted October 2, 2016 I pesonally like A Link to comment Share on other sites More sharing options...
SkylerModder Posted October 2, 2016 Author Share Posted October 2, 2016 I think the idea is that the summons stability, the link to the world, is stronger. I'd go back at remove the cumulative bonuses on your summons to either: a) 5% extra time for cumulative 25%, and have stability add 75%b) 5% extra health buff cumulative on your summons(if that can be done by a buff effect), and have the perk add 50% duration in two levels OR c) Keep your mastery 20% time bonuses and change stability to improve the summons health/armour/magicResist or somesuch. Edit: I wrote 10% instead of 20% originally. Stability is an Alteration perk, not Conjuration. Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted October 2, 2016 Share Posted October 2, 2016 Stability is an Alteration perk, not Conjuration.fair point. i still like A honestly this whole Stability thing would be better if spells could fail... honestly though the ideas are still good for Alteration. Link to comment Share on other sites More sharing options...
SkylerModder Posted October 5, 2016 Author Share Posted October 5, 2016 Well, I think if I can't find any better ideas I may just have the perk go back to its default until a better thought comes along. The more I think about it the stagger immunity is just entirely too strong and completely removes an element of danger/difficulty from spellcasting, and after looking into it I can't actually reduce it to a 50% chance correctly due to the wonky way that the game handles passive effects with random chances. I suppose my thought now hovers more in the territory of either having the default 50% boost to alteration spell duration, or extending it to a 100% boost to alteration spell duration (though I'm not sure why, since the mastery perks already provide a cumulative 100% boost themselves), or perhaps even changing that to a 50% boost (or less, like 20-25%) to all spell durations (though I'm still looking into what potential ramifications that could have in terms of potentially breaking other spells that are not normally able to/meant to have their durations increased). Link to comment Share on other sites More sharing options...
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