Perk Trees You Wish Existed

Post » Fri Jun 15, 2012 11:16 am

Cooking and Lycanthropy perk trees would be awesome. Cooking is just so tedious, i love running through the forest as a werewolf thrashing bandits, but being a werebear or some other were creature would be a nice addition.
User avatar
Courtney Foren
 
Posts: 3418
Joined: Sun Mar 11, 2007 6:49 am

Post » Fri Jun 15, 2012 6:54 am

Cooking and Lycanthropy perk trees would be awesome. Cooking is just so tedious, i love running through the forest as a werewolf thrashing bandits, but being a werebear or some other were creature would be a nice addition.



Im going to say what probably all of us are secretly thinking.


DRAGON TRANSFORMATION.
User avatar
Madeleine Rose Walsh
 
Posts: 3425
Joined: Wed Oct 04, 2006 2:07 am

Post » Fri Jun 15, 2012 6:45 am

Im going to say what probably all of us are secretly thinking.


DRAGON TRANSFORMATION.

Um... sure. With regards to the things that I DON'T want in this game.
User avatar
Kayla Keizer
 
Posts: 3357
Joined: Tue Dec 12, 2006 4:31 pm

Post » Fri Jun 15, 2012 3:57 pm

Unarmed, always wanted to play monk archetype and not get punished for it because of taking full damage or much lower damage dealing.
User avatar
Flesh Tunnel
 
Posts: 3409
Joined: Mon Sep 18, 2006 7:43 pm

Post » Fri Jun 15, 2012 7:48 am

Maybe a combo of Agility+Acrobatics

It would control-
-Speed (sprint+swim)
-Stamina regen
-Dodging
-Climbing
User avatar
Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

Post » Fri Jun 15, 2012 7:52 am

Um... sure. With regards to the things that I DON'T want in this game.

Ah cymon ya don't want to be a dragon. Some dragonborn you are ha ha. ;)
User avatar
Enny Labinjo
 
Posts: 3480
Joined: Tue Aug 01, 2006 3:04 pm

Post » Fri Jun 15, 2012 9:40 am

Naturims.

I want spells that call wolves or a bear to aid the player. I want to be able to grow a horrible tree-creature (ent) to attack my enemis. I want to be able to controll the earths nature, like being able to make earthquakes, tornados or even tsunamies.

Btw, great thread. :biggrin:
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Fri Jun 15, 2012 2:54 am

Ah cymon ya don't want to be a dragon. Some dragonborn you are ha ha. :wink:

I'm probably less interested in transforming into a dragon than I am in vampires.
User avatar
Naughty not Nice
 
Posts: 3527
Joined: Sat Nov 04, 2006 6:14 am

Post » Fri Jun 15, 2012 11:26 am

fair enough man ha ha just putting it out there. I am so glad they're making vampires better bacause lets be honest they're crap in oblivion and in skyrim to play as.
User avatar
Quick draw II
 
Posts: 3301
Joined: Thu Nov 08, 2007 4:11 pm

Post » Fri Jun 15, 2012 2:33 am

fair enough man ha ha just putting it out there. I am so glad they're making vampires better bacause lets be honest they're crap in oblivion and in skyrim to play as.

Honestly, I wouldn't know. :biggrin:

I do like the possible implications of how the trees works, though. Like I said earlier, this means that they could add perk trees for all kinds of little side or secondary skills. And they wouldn't affect your level, nor would they take away from your standard perks. I really can't help but think that that is how the crafting perks should have been in the first place.
User avatar
Cheryl Rice
 
Posts: 3412
Joined: Sat Aug 11, 2007 7:44 am

Post » Fri Jun 15, 2012 11:27 am

Honestly, I wouldn't know. :biggrin:

I do like the possible implications of how the trees works, though. Like I said earlier, this means that they could add perk trees for all kinds of little side or secondary skills. And they wouldn't affect your level, nor would they take away from your standard perks. I really can't help but think that that is how the crafting perks should have been in the first place.

I like your thinking.
User avatar
josh evans
 
Posts: 3471
Joined: Mon Jun 04, 2007 1:37 am

Post » Fri Jun 15, 2012 3:58 pm

Acrobatics should have been added, I can't believe they took it out! I am so upset that I cant make my guy all fast skyrim was disapointing for me because of no Acrobatics. I just dont understand why they took this out, it was in Oblivion and was awesome!
User avatar
Smokey
 
Posts: 3378
Joined: Mon May 07, 2007 11:35 pm

Post » Fri Jun 15, 2012 5:54 am

Acrobatics all the way!!! oh and Athletics as well!

i miss not being able to jump over buildings...
User avatar
Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Fri Jun 15, 2012 10:07 am

I used to love beating the **** out of folk on oblivion bare handed.

It was even better in Morrowind. You could knock them out instead of just killing them. Finish them off with a blade, or a hammer, or w/e. Or just leave. More options made for better game mechanics/game experience. Still looking for a really good hand to hand mod.
User avatar
Bryanna Vacchiano
 
Posts: 3425
Joined: Wed Jan 31, 2007 9:54 pm

Post » Fri Jun 15, 2012 5:02 am


Mysticism
Acrobatics
Athleticism
Unarmed
Unarmored
A general perk tree that might be affected by attributes of we had them.
User avatar
Laura Richards
 
Posts: 3468
Joined: Mon Aug 28, 2006 4:42 am

Post » Fri Jun 15, 2012 7:41 am

I'd love an unarmed tree as well as some unarmed weapons. A shout tree would also be really cool with perks like increasing the power on the offensive shouts or reducing the cooldown.
My avatar has been taken :(. And we live in the same location. Now on topic. Perk tree I would like would be throwing weapons.
User avatar
koumba
 
Posts: 3394
Joined: Thu Mar 22, 2007 8:39 pm

Post » Fri Jun 15, 2012 2:47 am

perk tree......... every skill from morrowind.
User avatar
Laura Shipley
 
Posts: 3564
Joined: Thu Oct 26, 2006 4:47 am

Post » Fri Jun 15, 2012 8:18 am

Racial perk trees that unlock the racial powers and can contrbute to make them better. Also increase the sterotypical stats/skills of the race. e.g Nords have perks mostly relating to warriors, Altmer are naturally more magical. This does not prevent them from becoming mages, warriors or whatever the player wants in the end it does however make races have an actual difference from each other and will give pros and cons to each
User avatar
Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Fri Jun 15, 2012 6:41 am

In the interest of Balance between the arts, I'll post 3 perk trees I would have liked to see. This is totally ignoring difficulty curve, overleveling, and myriad of other design choices in Skyrim that make actual implementation of anything this crazy totally illogical, if not outright impossible. Still, it's fun.

Thief: Acrobatics. Synopsis, Jump Higher, farther and augment your attacks with agility and grace.

Notable Perks

Acrobat: Increases Jump Height by x% (5 Levels)
(Requires 1 point in Acrobat)Running Start: Can perform a Long Jump while Sprinting.
(Requires 1Point in Acrobat and Running Start) Diving Strike: Perform an Airborne Power attack that deals catastrophic damage.
(Requires 1 point in Acrobat) Sure Footing: No Longer Slide off surfaces. Enables jumping from Odd angles.
(Requires 1 point in Acrobat, 1 point in Sure Footing) Freefall Master: Individual falls no longer kill. Normally fatal falls result in a temporary "Knockdown Effect" and HP reduced to 1. You are vulnerable in this state, and can continue to fall to your death if on a high-angled slope. (Throat of the World, for example)
(Requires 1 point in Acrobat, 1 point in Sure Footing, 1 point in Freefall Master or One point in Acrobat, 1 point in Running Start) Master Perk: Double Jump. Able to Perform a Double Jump of any surface, including Enemies. Enemies that are jumped off are briefly knocked to the ground and suffer damage. Double Jump requires a certain amount of stamina to perform, and cannot be chained (Need to land on solid ground to perform another)


Mage: Mysticism. Synopsis: Command the forces of mysticism to unleash varied and eccentric magical effects.
Notable/relocated spells: Telekinesis, Detect (All), Soul Trap, Ward Spells, Reflecting Wards, Health, Stamina and Magicka transfusion spells, short-range teleportation spells, similar to Vampire Lords "Bats".

Notable Perks: Novice, Apprentice, Adept, Expert, Master perks.
(Requires 1 point in Novice Mysticism) Absorbing Ward*: Functions like and replaces the Restoration perk of the same name.
(Requires 1 point in Novice Mysticsm, 1 point in Absorbing Ward) Reflection Mastery: Reflection Wards reflect spells back to the caster at double Damage.
(Requires 1 point in Novice, Apprentice and Adept Mysticism) Telekinetic Might: Hurl telekinetically levitated objects with increased force, causing extreme damage. Damage modified by item weight, and dual-cast modifier.
(Requires 1 point in Novice, Apprentice, and Adept Mysticism) Soul Bleed: Soul Trap Spells inflict non-elemental Damage over time.
(Requires 1 point in Novice, Apprentice, Adept Mysticism, and 1 point in Soul Bleed) Soul Shackle: Weaker Soul Trapped enemies are crippled for the duration of the spell, or until they are struck by another source of damage.
(Requires 1 Point in Novice, Apprentice, Adept and Expert Mysticism) Nightblade: Enemies highlighted with Detect Life-Dead spells (Aura Whisper does not work) take extra damage.
(Requires 1 Point in Novice, Apprentice, Adept and Expert Mysticism) Teleportation Mastery: Teleport twice the standard distance.
(Requires 1 point in Novice, Apprentice, Adept and Expert Mysticism, 1 point in Teleportation Mastery) Shadow Image: Leaves a decoy shadow behind at your old spot when teleporting, fooling some, but not all enemies. (Falmer, Dragons, Boss-enemies obviously not fooled)
(Requires 1 point in Novice, Apprentice, Adept, Expert and Master Mysticism) Astral Mirror: Passive spell reflection bonus. (10%)


Kind of Phoned-in this last one, because I really couldn't think of anything to bring a level of balance to everything.
Warrior: Finesse. Synopsis: Advanced training with a variety of combat styles augments your overall combat effectiveness. Raised by scoring critical hits.

Notable Perks:
Dexterity: Increases Critical Hit Rate for all weapons (5 ranks).
(Requires 1 point in Dexterity) Fluid Motion (2ranks) Melee Weapons attack 5,10% faster.
(Requires 1 point in Dexterity, requires 1 point in Fluid Motion) Snapshot: Bows occasionally have high (but not max) damage and range at minimum Draw.
(Requires 1 point in Dexterity) Critical Mastery(2 ranks): Base Critical Damage increased.
(Requires 1 point in Dexterity, 1 point in Critical Mastery) Riposte: Attacks on an enemy staggered with a bash are always critical.
(Requires 1 point in Dexterity, 1 point in Critical Mastery, and 1 point in Riposte. Master Perk) Coup De Grace: Critical attacks have a chance to instantly kill the target, regardless of Health or Armor. (5% on Critical hits)
User avatar
Marguerite Dabrin
 
Posts: 3546
Joined: Tue Mar 20, 2007 11:33 am

Post » Fri Jun 15, 2012 6:08 am

perk tree......... every skill from morrowind.
Why not it would be great for options and varieties sake.
User avatar
REVLUTIN
 
Posts: 3498
Joined: Tue Dec 26, 2006 8:44 pm

Post » Fri Jun 15, 2012 5:15 pm

Unarmoured and Unarmed.
User avatar
Trevor Bostwick
 
Posts: 3393
Joined: Tue Sep 25, 2007 10:51 am

Post » Fri Jun 15, 2012 10:53 am

Acrobatics skill tree with a "sprinting jump" ability
User avatar
P PoLlo
 
Posts: 3408
Joined: Wed Oct 31, 2007 10:05 am

Post » Fri Jun 15, 2012 9:34 am

Racial perks would be epic. though tedious.
Wood Elf race tree example two branches, on specialization(achery) and power.
Archery half
-increased bow damage (1-5 perks) 10% up to 50%
-increased draw speed (1-3) 10%,15%, 20%
-increased chance to stagger-25%
-chance to frenzy while undetected 10% (that arrow had to come from somewhere)
Comman Animal half
-command animal lasts 50% longer
-command animal grants health bonus to affected animal(s) +50-100 health
-command animal grants damage bonus to affected animal(s) (1-5) 10%-50%
-additional use(s) per day (1-2) or reduces cooldown by 8 hours. so first perk makes it available for use after 16 in game hours, second after 8.

*edit*
decided i could come up with some high elf racial perks too, (illusion) and power.
Illusion half
-Damage bonus vs foes hexed with Illusion spells (1-3) 10%,15%,20% (all damage: spells, archery, and melee)(also increases damage done to you when invisible)
-Illusion spells last longer (1-2) 25%,50%
-Invisibility grants health regeneration bonus (1-2) 15%,30%
Highborn half
-spell effectiveness boost while under effect of Highborn (1-2) 15%,30% (illusion, conjuration, and alteration: only duration is affected, destruction recieves damage boost, restoration recieves duration or health gain boost dependant on spell)
-Highborn lasts longer(1-2) 25%,50%
-addtional uses per day(1-2) same as Command Animal above with these perks.

actually i found it difficult to think up racial perks that could still be considered balanced enough. i dont think any of these would be game breaking.
User avatar
I’m my own
 
Posts: 3344
Joined: Tue Oct 10, 2006 2:55 am

Post » Fri Jun 15, 2012 5:28 pm

Unarmed
User avatar
Chrissie Pillinger
 
Posts: 3464
Joined: Fri Jun 16, 2006 3:26 am

Post » Fri Jun 15, 2012 4:28 am

Everyone keeps saying Unarmed and I'm gonna have to agree with that, the only thing that made unarmed effective in Skyrim was that perk with heavy armor, and being a Khajiit (Loads of fun in the beginning ;D) I also second cooking, i seriously thought it was stupid not to be able to advance that in some manner.

Ive gotta say one of my favorites though would be some kind of animal control perk tree. Thatd be true bad-assery. Imagine maxing it out and being able to control a pack of 3-5 wolves with an archer based character, and if you're character was a werewolf already it would fit into the theme. Or even controlling a bear of some sort (probably not more than one cause that'd get a little OP.

And everyone who keeps saying traps and/or hunting. Hell yeah. :3
User avatar
Fam Mughal
 
Posts: 3468
Joined: Sat May 26, 2007 3:18 am

Previous

Return to V - Skyrim