Already, some perks dont seem really worth it.

Post » Mon May 14, 2012 4:21 am

You won't always be fighting mud crabs. 10% of large tough creatures will be enough to justify such perks, and as others have said there are also situations when them perks will be critical.
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Strawberry
 
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Post » Mon May 14, 2012 3:35 am

Dragons themselves justify the 10% perks. Well except for the fire one because it is just annoying to have your dragon soul flew away.
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Sabrina garzotto
 
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Post » Mon May 14, 2012 10:02 am

Ok people im thoroughly convinced now :celebration: Magic finisher moves FTW!
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Tinkerbells
 
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Post » Mon May 14, 2012 8:37 am

Some of the perks are clearly weaker than others, but I am not concern, a perk rebalanced mod will be available.
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Rach B
 
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Post » Mon May 14, 2012 1:11 pm

Hence why decapitation is a perk. It's not going to add any extra damage either.

Actually it is; full perk description is "Standing power attacks do 25% bonus damage, chance to decapitate." :) All the more reason why I think the final Shock/Fire/Frost perks will add a bit of extra damage too.
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Haley Cooper
 
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Post » Mon May 14, 2012 6:52 am

Even if some of the perks are bad (not seen any that I think that of, but there might be some) they might be bad because they're on the path to one that's really good, so they're kind of an investment.
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Emma
 
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Post » Sun May 13, 2012 11:29 pm

Removed.
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louise tagg
 
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Post » Mon May 14, 2012 1:18 pm

In addition, remember "Bloody Mess" from Fallout? I believe when you chose the perk, the description didn't tell you that it actually came with a damage increase too...


It did, it said something like "oh, and you will now do 5% extra damage" or something similar at the end of the perk description. :)
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Arrogant SId
 
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Post » Mon May 14, 2012 12:53 am

I get what u mean they are kinda pointless at that stage and u are forced to pick those perks to get to the ones on the perk tree behind them.

guess it's more to make the kill animations more varied and so magic uses get some kind of finisher move ????
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Nick Jase Mason
 
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Post » Mon May 14, 2012 4:38 am

Some perks seem quite redundant to me; Some of the destruction perks,
Shock damage chance to disintegrate targets if their health is under 10%
Frost damage chance to paralyse targets if health low
Fire damage chance to make low health enemies flee

If the enemy's health is already low, why would there be a need to paralyse it , make it flee, or disintegrate it? I mean, its dying already, a few more hits and the monster would be dead (mostly)
As compared to a restoration perk: *Magicka regenerates 25% faster* which seems much more useful yea? :)
Because there are quite a few perks which are fixed in number, such as "Reanimate undead with 100 more health" as compared to "Absorb 30% magicka that hits you"; would percentage based perks be much better?

I'm confused as to how any of those are considered "redundant." It appears to me that they are simply situation based perks that would seem rather useful in tight situations.

As for the "would percentage based perks be much better?" That all depends on the personal preference and play style. We'll use the example you've given us where a player can either have a) Reanimate undead with 100 more health or B) Absorb 30% magicka that hits you. In this situation, a Warrior or Rogue archetype will not benefit from a Conjuration spell perk like a Mage would. Granted a Mage would still benefit from the 30% absorption, but if you're concentrating on Conjuring powerful undead creatures, those creatures will make just fine absorption shields.

The enemy might be almost dead, but you might as well. And when you are both close to death, those perks can really help you out. :flamethrower:

This was the first situation that came to mind when I read the op.
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butterfly
 
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Post » Mon May 14, 2012 12:03 am

They also might be in the way of the better perks. Welcome to perk/talent trees.
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M!KkI
 
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Post » Mon May 14, 2012 7:06 am

Those perks could mean the difference between life and death, what if your low on health too? The extra help could make the difference.
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djimi
 
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Post » Mon May 14, 2012 8:17 am

Knowing this, that actually makes them seem even more useful as by the time you hit these perks most of the enemies you'll be fighting will have a tone of health so their last 10% will probably still take several good shots to drain. It may not be as blantanty powerful as x15 dagger sneak damage, but then again, you do actually have to successfully sneak up on your target (which might be damn near impossible against certain enemies), and then if they're actually beef enough that it doens't kill them, they're right in your face. Magic keeps you at a distance form your target.


Eh, maybe on master HP pad difficulty level. Fireball does more than 50 points of damage, they would need to have a thousand+ hit points in order for them to take several shots before dying. I guess if you are really low on mana and want to go with the crap damage flames and hope the fear effect procs it might come in handy.
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Kayleigh Mcneil
 
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Post » Mon May 14, 2012 12:26 am

If it's like other games with the same or similar set ups. There will inevitably be worthless/underpowered perks and "must have" perks. Though some of the set up with Skyrim alleviates some problems.
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Daniel Lozano
 
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Post » Mon May 14, 2012 12:38 am

If it's like other games with the same or similar set ups. There will inevitably be worthless/underpowered perks and "must have" perks. Though some of the set up with Skyrim alleviates some problems.

Or exaggerates it depending on where the perks are placed.
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Amanda Leis
 
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Post » Mon May 14, 2012 4:16 am

Or exaggerates it depending on where the perks are placed.

Given the skill to perk relationship. The only area I would see this happening is a One True Build? forming in relation to a particular skill due to a must have perk being behind a bunch of prereq perks. But I don't know if they even staggered perks enough like that for it to be applicable.
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James Shaw
 
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Post » Mon May 14, 2012 7:08 am

The alteration and resto perks you quoted are the end of tree perks, meaning you had to invest a bunch of perks in that tree to unlock that awesome perk.
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Steve Bates
 
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Post » Mon May 14, 2012 1:09 am

Sounds like a means to add a little flare to magic kills. Not sure why anyone would have a problem with this, unless you're arguing for less content... Hrm.
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Izzy Coleman
 
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Post » Mon May 14, 2012 1:55 pm

Well it is a valid concern, a perk that really only does something to an enemy that's already dead anyways for all practical purposes simply isn't that amazing. I'd take a raw 10% damage increase any day over that, especially considering that from all the videos I've seen things in Skyrim die very fast.
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Bee Baby
 
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Post » Mon May 14, 2012 12:29 am

Some perks seem quite redundant to me; Some of the destruction perks,
Shock damage chance to disintegrate targets if their health is under 10%
Frost damage chance to paralyse targets if health low
Fire damage chance to make low health enemies flee

If the enemy's health is already low, why would there be a need to paralyse it , make it flee, or disintegrate it? I mean, its dying already, a few more hits and the monster would be dead (mostly)
As compared to a restoration perk: *Magicka regenerates 25% faster* which seems much more useful yea? :)
Because there are quite a few perks which are fixed in number, such as "Reanimate undead with 100 more health" as compared to "Absorb 30% magicka that hits you"; would percentage based perks be much better?

I agree with you, if its 10% hp than i will not take it, but if its less than 30% than its worth it.
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Pete Schmitzer
 
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Post » Mon May 14, 2012 2:34 am

You need bad perks so you can have good perks :thumbsup:
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mollypop
 
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Post » Mon May 14, 2012 7:44 am

You need bad perks so you can have good perks :thumbsup:

LOL thats one way to see it :D
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YO MAma
 
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Post » Mon May 14, 2012 9:10 am

You need bad perks so you can have good perks :thumbsup:

Not really. Video games aren't a good medium to have a smooth transition of entry level abilities to end game abilities were it's structured so that entry level stuff is still useful and not simply a speed bump late game. But entry level perks and bad parks are two vastly different things.

Example being stuff like...the Special raising perk in FO3 you could get from the get go. It was ok for early levels but nothing special, but it also wasn't a sub optimized or horrendous early choice.

Conversely stuff like Here and Now and the Perk that increased xp gains were just plain bad.
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Calum Campbell
 
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Post » Mon May 14, 2012 6:03 am

They also might be in the way of the better perks. Welcome to perk/talent trees.
Its already been said in this thread that these perks are at the END of the destruction perk trees, so it's the other way round.

Well it is a valid concern, a perk that really only does something to an enemy that's already dead anyways for all practical purposes simply isn't that amazing. I'd take a raw 10% damage increase any day over that, especially considering that from all the videos I've seen things in Skyrim die very fast.
Having watched the official demo several times and comparing it to the many 3-hr previews, a few things occured to me. Namely, the character in the demo is at a pretty high level. Look at the skill levels, a lot of the magic skills are right up in to 70s - 80, I think destruction is at 94 or something. Also he has a TON of health! Dragons' fire and bites barely seem to scratch him. It's only his melee skills which are low. Also, that video cuts out time and again, so you only see the start and finish of every fight.
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Skrapp Stephens
 
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Post » Mon May 14, 2012 12:57 pm

Do we even have a list of perks yet to decide?

I thought we just had the incomplete list.
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Kat Stewart
 
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