Skill tree realignment, anyone?

Post » Thu Jul 05, 2012 11:59 am

First of all, I'd like to say I love the new skill tree system and the perks you can choose. One thing has been bugging me though, some perks need to be realigned.

I understand that to craft Orcish Armor, you would need to have the Dwarven Armor perk first because Orcish is heavy armor and probably just more difficult to craft than Dwarven, so it wouldn't make sense being able to smith something high-quality and not being able to smith something similar of a lower quality.

My problem is when perks that are not related to one another whatsoever are dependent. For example, in the Sneak Tree, you need to unlock Backstab before being able to choose Deadly Aim, that's ridiculous considering being able to sneak up on someone with a ranged weapon has nothing to do with a one-handed weapon. Furthermore, I'm using a character specialized in Two-Handed and Archery, now I basically need to waste a perk simply because the Sneak Tree wasn't properly aligned. I know it's been address before and I know it won't be fixed, but what are some perks that you would like to see realigned, merged or scrapped altogether?
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Evaa
 
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Post » Thu Jul 05, 2012 3:20 pm

Speaking of realignment, the best pickpocketing perks should have went into a seperate branch into Lockpicking, IMO. Both require nimble and delicate hands, plus it would make room for a more valuable skill, since pickpocket was affected by sneak in Oblivion. I know how powerful Pickpocket it, but it does not warrant it's own tree.
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Racheal Robertson
 
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Post » Thu Jul 05, 2012 10:46 am

Lockpicking should have merged in Pickpocket skill tree, so we can get use this skill tree to better skill like unarmed.
And Novice, Apprentice, etc. in magic schools tree should have replaced by damage scaling or whatsoever.
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Baylea Isaacs
 
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Post » Thu Jul 05, 2012 6:32 am

Nope, doesn't need to be realigned also lockpicking and pickpocketing SHOULDN'T be the same tree, it makes literally no sense.
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casey macmillan
 
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Post » Thu Jul 05, 2012 8:21 am

Lockpicking should have merged in Pickpocket skill tree, so we can get use this skill tree to better skill like unarmed.
And Novice, Apprentice, etc. in magic schools tree should have replaced by damage scaling or whatsoever.

I think it should be replaced with damage AND magicka scaling. Take the Destruction school for instance. In Oblivion, the formula for the cost of spells is
Cost = BaseCost * (1.4 - 0.012 * Skill)
So if a Master Spell costed 1000 magicka, at a skill of 100 it would only cost 200 magicka. This is FAR better than wasting FIVE entire perks just to get a 50% reduction, which would make it cost 500 magicka.
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Soraya Davy
 
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Post » Thu Jul 05, 2012 5:51 am

Nope, doesn't need to be realigned also lockpicking and pickpocketing SHOULDN'T be the same tree, it makes literally no sense.
Does it make more sense to be forced to just something designed for a one-handed weapon when you want to use something designed for a bow?
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m Gardner
 
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Post » Thu Jul 05, 2012 8:20 am

Does it make more sense to be forced to just something designed for a one-handed weapon when you want to use something designed for a bow?

Uh...what?
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Lady Shocka
 
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Post » Thu Jul 05, 2012 2:13 pm

Nope, doesn't need to be realigned also lockpicking and pickpocketing SHOULDN'T be the same tree, it makes literally no sense.

You refute the basic premise for this thread and then fail to give any reason as to why. THAT literally makes no sense.


I would say that of all the skill trees, Blacksmithing is the absolute worst. Every single perk you spend in that tree, with the exception of the arcane blacksmith, ceases to be of any use once you get a perk higher in the tree. They really should have treated Blacksmithing like they did the other 2 crafting trees and made it so the intial perk was a five part percentage increase in how much you could improve armor and weapons. I think then the challenge becomes filling the tree with perks. Obviously, Arcane Blacksmith could stay, then I would move Fists of Steel into Smithing, so everyone could receive the benefit of increased unarmed damage regardless of armor choice. Some interesting perk choices could then be added into this tree, or even some utility options, such as making a perk that allows you to sharpen or reinforce a piece of armor in the wild, adding a small temporary damage or protection boost, or maybe add a perk like Toughness or Muscles of a Smith, that increases armor or damage by a small percentage, to reflect how working a forge gives you increased physical power. Dragon armor should remain the top tier perk, because it is very fitting for the dragonborn to be able to craft armor from the creatures he slays.

I think doing this would change the tree from feeling like a waste of points into something more worthwhile. All the other armor besides Dragon should just be unlocked as your skill progresses (Elven/Dwarven at 30, Orcish/Steel Plate at 50 etc.) The way they changed point accumulation in smithing, this is actually an incredibly viable alternative to the current model, because leveling smithing is no longer a joke and requires a lot more of a material and time investment instead of spamming iron daggers. I would appreciate anyone's thoughts on this model.
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Unstoppable Judge
 
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Post » Thu Jul 05, 2012 10:51 am

You refute the basic premise for this thread and then fail to give any reason as to why. THAT literally makes no sense.


I would say that of all the skill trees, Blacksmithing is the absolute worst. Every single perk you spend in that tree, with the exception of the arcane blacksmith, ceases to be of any use once you get a perk higher in the tree. They really should have treated Blacksmithing like they did the other 2 crafting trees and made it so the intial perk was a five part percentage increase in how much you could improve armor and weapons. I think then the challenge becomes filling the tree with perks. Obviously, Arcane Blacksmith could stay, then I would move Fists of Steel into Smithing, so everyone could receive the benefit of increased unarmed damage regardless of armor choice. Some interesting perk choices could then be added into this tree, or even some utility options, such as making a perk that allows you to sharpen or reinforce a piece of armor in the wild, adding a small temporary damage or protection boost, or maybe add a perk like Toughness or Muscles of a Smith, that increases armor or damage by a small percentage, to reflect how working a forge gives you increased physical power. Dragon armor should remain the top tier perk, because it is very fitting for the dragonborn to be able to craft armor from the creatures he slays.

I think doing this would change the tree from feeling like a waste of points into something more worthwhile. All the other armor besides Dragon should just be unlocked as your skill progresses (Elven/Dwarven at 30, Orcish/Steel Plate at 50 etc.) The way they changed point accumulation in smithing, this is actually an incredibly viable alternative to the current model, because leveling smithing is no longer a joke and requires a lot more of a material and time investment instead of spamming iron daggers. I would appreciate anyone's thoughts on this model.

Theres a difference between knowing how to pick a lock and how to pick a pocket, just because "picking" is in the name doesn't mean they are the same bloody thing. -.-

as for fists of steel, I disagree it belongs in the heavy armor perk tree and the point of the smithing perks is that they also double a weapon's improvement, because some people do like to keep a dwarven bow but wear high tier armor or something like that. ._.
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Manuela Ribeiro Pereira
 
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