[REQ] magic+fortify edits

Post » Thu Aug 30, 2012 5:36 am

Myself and probably alot of the more hardcoe gamers around here could use a few edits to the magic system, heres a few suggestions on a more hardcoe experience



base it all off vanilla playthrough with NO alchemy/smithing/enchanting buff potions/enchants

enchants are as a vanilla config without any exploits

magicka regeneration as vanilla 3%out and 1%in, base it on maxed out magicka regen+max mana from default enchants

level 81 max level with level scaleing friendly





add a 12min disable timer to buff potions to stop potion spam

change restores health/magicka/stamina on custom potions to a few points of each per sec

smithing/enchanting (+other) buff potions effects changed to fully restores health/magicka/stamina

seperate 3min disable timer on health/magicka/stamina potions

12min duration on max magicka and magicka regen potion buffs and similer effects

smithing perks give 10points fortify smithing, all 10 = 100points (minus arcane smithing) and no potion/enchants exploit

increase the area+duration+increase cost of "fire/frost/shock wall" supplement with dual cast staggers

nerf paralyze duration, 15-20 secs with maxed out perks (dual cast)

nerf fear and fury durations by a lot 15-20secs with a totaly maxed out illusion tree + increased spell cost (non spammable) (dual cast)

reduce anything related to illusion AOE to 5feet (scales to like 15 at most) and up its cost ALOT, duration+aoe width when dual cast

nerf summoning durations, + conjuration summons have a more randomised level and duration

increase restoration costs

cap reduce magicka cost per school to around 66%, give it diminishing returns when stacking.

cap reduce fortify weapon damage to around 66%, give it diminishing returns when stacking.

lower cap on magic resist to like 50%, diminishing returns when stacking (nerf breton racial to 10)

rune procs a 5-7secs single target crowd control, fire(engulf,drop to knee)/cold(freeze)/lightning(stun) (30sec cooldown on the crowd control addition

staves have fewer charges and are more useful, and skills no longer effect enchanted goods

reduced selling price for alch/smith/ench produce (barely covers herb costs + 30% on lowish speech)

increased herb quantities for potions/poisons (*7) or a fail rate for potions/poisons (1 in 7) (maybe make expensive herbs *2 or *3 quantity instead of 7)

change intense flames/deep freeze/disintergrate to 1/10 chance of engulf(drop to knee)/freeze/stun for 3secs

summoned dremora have 1/15 chance of dropping a opponent to their knee for 2secs

summoned atronacks have a 1/10 chance of fire(engulf,drop to knee)/cold(freeze)/lightning(stun) 2 secs

summoned undead gain both of the 2 above perks (1in15 melee/1in10 caster, 2sec

nerf and fix standing stones, nerf atronach, buff apprentice ect
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Solène We
 
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