You know what really svcks about the weapon specialty perks

Post » Fri Jul 27, 2012 7:20 am

There is no flavor!

It makes most would be interesting 2 handed or 1 handed builds all the same.

Yea, you can still take the perks but that doesn't matter. You won't have a cool swordsman dealing heavy critical blows. You won't have a badass axe wielder causing his opponents to bleed to death from the deep wounds the axe caused. and you wont have a brutish mace wielder crushing his heavily armored opponents as if they weren't wearing any at all.

Criticals do a max of what? 11 damage with 3 perks in bladesman? The bleed damage is only going to do 18 damage over 3 seconds with the best axe you can wield? and with 3/3 perks in the mace perk you are talking about a difference of not even 10% pretty much.

It just svcks, and its little things like that that really bum me out about this game. I wish i was ignorant to the truth about these perks. If they worked right, it would add such uniqueness to different melee builds. It would give the characters some flavor and substance. Not make one 1handed or 2handed warrior feel so similar to another.

I don't know, its just a thought, but its things like this that just bring the game down for me. Little things that don't work, and would just make a world of difference. Like the secondary effects perks for destruction, if they were only implemented better it would make so much difference.
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Jason Wolf
 
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Post » Fri Jul 27, 2012 7:43 am

The speciality perks really are terrible, one of many balancing issues Skyrim has which detracts from gameplay quality.

Sword crit should factor in Skill, +% damage perks and Smithing bonuses.
Axe damage over time should be based on the axes damage after Skill, +% damage perks and Smithing bonuses.
The mace one seems fine, 25/50/75% armor rating bypass. The real issue with this perk is that most enemies often have low armor rating (sometimes none at all) and massive health instead.

Bandits of course have armor rating but they are generally clad in very low end gear and probably sit on around 50-100 armor rating
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Mel E
 
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Post » Thu Jul 26, 2012 9:22 pm

I thought crits do double damage, or am I wrong?

Anyway, the bleed damage thing stops being useful at level 10, because it doesn't scale with the player, like traps, at high levels, stepping on a bear trap is the equivalent to stubbing your toe.

And the mace armor thing is useless, because while you deflect a nice 75% of armor, everyone is wearing light armor to begin with, they just increase health as you level up, not armor rating, very few heavily armed warriors out there.
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Mariana
 
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Post » Fri Jul 27, 2012 12:31 am

Totally agree which is why I'm doing my mod in my signature :P

I've currently got it set up so each weapon type gets about 8-9 full, unique perks to it, and 1-2 upgradeable ones. Takes a LOT of time because each perk basically requires me to figure out how to not only get it to work, but where to even start to do what I want to do.

Some perks I've got working 100% already: counter-bashing with a greatsword causes you to focus (slow time) for a brief moment. The next hit you do deals double critical damage, and has double critical chance. No criticals at all, if you never perked into that part of the tree aka the standard Skyrim greatsword perk).

Another one: Powerattacking with a warhammer on a staggered enemy knocks down all enemies around you in the area. However, it uses up 100% of your stamina reserve, and you need at least 100 stamina to do this. Also, it's a master level - so you need to be at least level 100.

I've also got smaller-scale stuff in such as making it so you swing faster and faster the more consecutive hits you land with a greatsword. I.E. if you hit 5 times in a row without stopping, you'll slowly get up to 30-40% attack speed increase, that'll go away once you stop swinging.

It might all sound unbalanced, but it really isn't - especially since I'm making it so stupid perks that do nothing but increase your damage output by 20% if you perk into it away. Total useless filler that did nothing but steal the role the skill is supposed to take. Instead you deal slightly more damage from the outset, and the higher skill you have the faster you swing. Also, certain weapon types deal bonus damage (i.e. Daedric will add 50% to your attack damage, so it actually FEELS like daedric. At the cost of being really heavy to swing).
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Manuel rivera
 
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Post » Fri Jul 27, 2012 6:55 am

That sounds pretty cool, unfortunately, i play on console and won't be able to try that mod out :\

It is really a bummer that this is how it turned out. I mean, how hard would it be to patch this? Maybe do something like they did with werewolf form? make it so that enemies gain armor rating as you level up. Make bleeding damage a percentage of weapon damage? and i don't mean that as in its easy to patch, really, how difficult would it be to implement something like this?
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kirsty joanne hines
 
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