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[WIP] Changing Skies - Balancing Skills Spells And Perks


Nycidian

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This is a project I am currently planning on working on when the Creation Kit is published in January.

 

My overall goal for this mod is to overhaul skills, perks, crafting and magic to create a more enjoyable game.

 

Issues to Address

 

Some skills can be leveled independently of combat and exploration but still greatly effect combat.


  •  
  • Enchanting
  • Smithing

 

I was originally going to remove alchemy from the the normal skill system along with Enchanting and Smithing but I ran into some issues.

 

Enchanting and Smithing are very easy to power level as they have simple requirements to craft and give relatively large amounts of skill up per crafting. Alchemy is not near as easy to craft or easy to power level. Also Alchemy recipes must be discovered through trial and error or by chance as long as you do not go outside the game for resources.

 

Enchanting provides armor for mages, Smithing provides armor and weapons for both rogues and warriors. Alchemy does neither of these things, but provides an alternative way to use magic. This while not requiring magic, requires preparation and collecting ingredients. Also, another major difference is that alchemy is consumed while Smithing and enchanting are not.

 

Taking all of this into account I think while alchemy is a crafting skill it needs to be treated differently than the other two crafts. Another consideration is that both mages and warriors had two forms of in-combat defensive skills, while rogues would only have light armor without alchemy.

 

 

Some skills give little in the way of combat.


  •  
  • Lockpicking
  • Pickpockets
  • Speech

 

Normal magic scales horribly.

 

Normal magic is Bland.

 

Dragon Shouts for the most part are hard to use as stealth characters.

 

Primary Goals

 

Re-envision the skill groups from a Combat/Stealth/Magic grouping to a Warrior/Rogue/Mage grouping.

 

Remove Smithing and Enchanting from the normal skill system and tie their skill progression to your character level.

  • Your skill maximum in each will be equal to twice your level

 

Remove Smithing and Enchanting skill ups from consideration in leveling up.

 

Remove Smithing and Enchanting perk trees and add quest chains to gain their respective perks. The quests for each perk will not be able to be started until you have appropriate skill level.

 

Redistribute the remaining skills so as to approach the following template.

 

Skill Category

 

Defensive Skill 1

Defensive Skill 2

Offensive Skill 1

Offensive Skill 2

Utility Skill - (Utility along with overall combat enhancers)

Category Skill - (Perks that effect and flavor the entire group)

 

 

Warrior Skills

 

Heavy Armor

Block

Two Handed

One Handed - (Remove daggers and duel wield effecting perks)

Command - (Revamp Speech adding some combat functions)

Category Skill? - (No ideas as yet)

 

Rogue Skills

 

Light Armor

Sneak -
(Revamp slightly to add some combat defense)

Archery

Close Combat - (Unarmed + Daggers)

Alchemy

Legerdemain - (Lockpicking + Pickpocket + combat)

Changed the order a bit

 

Mage Skills

 

Restoration

Alteration

Conjuration

Destruction

Illusion

Meta Magic

 

Modify skill leveling to account for the changed skills system.


  •  
  • Close Combat: Leveled by using daggers,unarmed, and slightly from any dual wielding.
  • Meta Magic: Leveled by using dual spell casting.
  • One-Handed: Remove Daggers.
  • Command(Speech): Add Dragon Shout/Whisper use.
  • Legerdemain: Both pickpocketing and lockpicking apply.

Revamp Alchemy/Enchanting to address new and changed skills.

 

Add new compound spells available when you learn dual casting from two schools of magic

  • For example, if you had the alteration and restoration dual casting perks and knew the spells Equilibrium and Healing Hands you could dual cast them to get Vampiric Drain.

Add Dragon Whisper versions of each form of Dragon Shout, allowing better stealth type play with dragon magic.

 

Add Dragon Shouts for stamina and health gain to augment pure warrior play styles.

 

Add magic enhancing Dragon Shouts for pure mage play styles.

 

Future Goals

 

Redo AI:


  •  
  • Allow use of new spells and abilities.
  • Make combat more challenging?
  • Make AI smarter about Stealth.
     

Add to Smithing / Enchanting.

 

Add or incorporate more Spell Effects

 

Add more alchemy content and possibly traps.

 

Add spell scaling.

 

Added/Modified Item

 

 

If you have any suggestions please feel free to post them.

Edited by Nycidian
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Example Redone Perk Trees.

 

Legerdemain

Constellation Shape: Same as Pickpocket

 

Perks

 

Light Fingers(1-5): Pickpocketing bonus of (20/40/60/80/100)%. (Novice/Apprentice/Adept/Expert/Master) locks are much easier to pick. Requires Legerdemain (0/25/50/75/100)

 

Quick Hands: Able to pick locks without being noticed. 10% increased weapon speed. Requires Legerdemain 20 and Light Fingers

 

Golden Touch: Pickpocketing gold is 50% easier, you also find more gold in chests. Requires Legerdemain 30 and Quick Hands.

 

Extra Pockets: Carrying capacity is increased by 100. Requires Legerdemain 40 and Quick Hands.

 

Misdirection: 10% chance of avoiding damage and bounties. Requires Legerdemain 50 and Quick Hands.

 

Poisoner: Silently harm enemies by placing poisons in their pockets. Applied Poisons last twice as long. Requires Legerdemain 60 and Misdirection.

 

Lucky: Lockpick starts close to the lock opening position. 10% increased Critical Weapon Damage. Requires Legerdemain 80 and Misdirection.

 

Perfect Touch: Can pickpocket equipped items. Power attacks have a 10% chance of disarming your opponent. Requires Legerdemain 100 and Lucky.

 

 

 

Close Combat

Constellation Shape: Crossed Daggers

 

Perks

 

Street Fighter(1-5) Daggers and Unarmed Combat do (20/40/60/80/100)% more damage. Requires Close Combat (0/20/40/60/80).

 

Precision Strikes: Attacks with daggers and Fists have a 10% chance of doing critical damage. Requires Close Combat 30 and Street Fighter.

 

Dual Flurry(1-2): Dual wielding attacks are (20/40)% faster. Requires Close Combat (40/60) And Precision Strikes.

 

Thieves Dance: Normal attacks demoralize your enemies and invigorate you (30 Stamina Absorb). Requires Close Combat 50 and Dual Flurry.

 

Dual Savagery: Dual wielding power attacks do 50% bonus damage. Requires Close Combat 80 and Dual Flurry.

 

Fighting Frenzy: Dual wielding power attacks have a 25% chance of disorienting your enemies (Fury 100pts for 6 seconds). Requires Close Combat 100 and Dual Savagery.

 

Speed Of Blades: While wielding daggers you avoid 10% of attacks. Requires Close Combat 80 and Dual Flurry.

 

Wall of Blades: Power attacks give a Greater Ward effect for 4 seconds. Requires Close Combat 100 and Speed Of Blades.

 

Added/Modified Item

Edited by Nycidian
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and what if i want to dual swords, waraxes or maces?

 

Note: Modified Dagger skill to Close Combat

 

Your not required to use dual wielding perks to dual wield. But most of the tree would benefit you as much as someone using a dagger. Here are two possible ways to play.

 


  1.  
  2. You could just use Daggers and Unarmed as little as possible eventually you will level up Close Combat slowly by using two weapons.
  3. You could Choose to start the game using a dagger as an offhand weapon so your skill levels quicker until you get to the dual wield perks.
     

Edited by Nycidian
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I've been thinking on what the sixth warrior skill should be, an Idea I've been kicking around is to add either a survival skill that includes traps/grenades or just a straight explosives skill.

 

I know explosives seems like it doesn't fit into Elder Scrolls but I was thinking about the book series "Malazan Book of the Fallen" and their Mornath munitions if you picture something similar in the Elder Scrolls universe considering how advanced alchemy seems to be and take into account things like Dweamer machinery it seems like alchemical munitions not only are not out of place but should exist.

 

Anyone have any thoughts on this subject?

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I agree with Lekill, dual wield shouldn't be so focused on daggers.l.

How I personally would like the skills to work:

 

Warrior

Melee

Throw

Heavy Armor

Block

Command

Versatility (Skill for making do with what you can find; e.g. change handedness of weapons, increase AR from mixed armor sets, remove/set traps, bandage wounds)

 

Rogue

Close Combat

Archery

Light Armor

Sneak

Alchemy

Legerdemain

 

Mage

Conjuration

Destruction

Alteration

Restoration

Illusion

Metamagic

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