[WIP] Perks Revised - Another Perk Overhaul

Post » Sat Jun 30, 2012 2:13 pm

Perks Revised is a mod with the purpose of making Skyrim's perks progression more logical and making perks more useful. The purpose of this thread is to gather opinions on how the perks are structured or how they should be structured. I plan to revise the stealth tree, combat tree, and the magic tree (in that order).

I would like to get the community's opinion on how alchemy should be restructured (I am unsure how I should proceed). Alchemy is currently broken up into 3 branches, are Healer, Hunter, and Wortcrafter:

Note: Brackets indicate a change to the required skill level from default.

Healing: Alchemist -> Benefactor -> Physician (60) -> New Perk
Hunting: Alchemist -> Poisoner -> Concentrated Poison -> Snakeblood
Wortcrafting: Alchemist -> Experimenter -> Green Thumb (60) -> New Perk

Skill requirements for perks have been mostly untouched, except as noted above, and I want 3 perks in each tree to match the Hunting branch. My questions for the community are as follows:

1) Since my goal is for more logical perk selections: Should I adjust the Skill requirements for the above skills? If so, what should I adjust them to?

2) What should the New Perk in the Healing tree be? I was thinking disease resistance to mirror Snakeblood.

3) What about the 3rd perk for the Wortcrafting tree? I want it to fit the theme of Wortcraft, but have no idea what the final perk in the tree should be.

4) Should the bonuses from the Perks "Alchemist", "Benefactor", "Poisoner" be adjusted?

5) Should the requirements for purity be changed? Ex: Would require you to complete 2 out of the 3 Alchemy branches to take the perk.

I plan to have the Stealth tree finishes and uploaded to the nexus by Sunday (At the latest).

Any suggestions or opinions are appreciated!
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Lizbeth Ruiz
 
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