Improving Dual-Wielding

Post » Wed Jun 06, 2012 9:02 am

I was expecting the dual-wielding aspect of Skyrim to function differently. Not that I'm displeased with the way it was implemented, I enjoy the options much more in Skyrim than my last Elder Scrolls game, but I think it can definitely be improved upon... even through the CK.

Firstly, I expected holding a spell in one hand and a weapon in the other to fuction as a weak enchantment... providing you had the magic and stamina to do a power attack. The same with a shield and spell, power attack creating a flamecloak... or resistance to fire.

With that in mind, here's a few things I think could add that extra layer of polish and depth to the mechanic.

1. Minor enchants that scale with spell rank, via weapon or shield... providing its a power attack and there is magic and stamina there to do it.

2. A dual wielding perk tree, not just a series of perks in a few trees.

Berserk is a confusing thing for me in Skyrim, I hate that you spend so much time waiting around the once a day mechanic. I think it should be a top end perk, or a combination of spells. Which leads me to the final aspect.

3. Spell-making could easily make a return, though through the combined effects of dual-wielding spells and such.

4. Give mobiles the same ability, in essence giving them more combat tools and making battles have that much more of a strategy to them.

At any rate, the CK could make alot of these happen and I look forward to future possibilities. Either through TES VI, or through TES's gifted community of Modifiers.
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Bethany Short
 
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