» Thu Jun 07, 2012 3:12 am
I'm with the OP on this one. I like the idea of perks, but I don't like the implementation very much. It's just kind of clunky and hacked-together and just floats around in a void. Perks are essentially 'tricks' that one can learn when the player has achieved a certain level of mastery in a skill, they shouldn't replace basic stats (+20% damage etc.). I'm okay with a perk that allows you to shield bash, or disarm an enemy, or dual-wield because those are 'extras', they're tricks that warriors learn that are not based on simple stats.
Personally, I think they should have tied perk trees to faction quests so that you have to join guilds and learn perks from a trainer. That way you could do things like have different schools of magic that teach their wizards different spells and different fighters guilds that teach different fighting styles (shield, dual-wielding, archery, hand-to-hand, etc.). Example: a school that teaches stealth-oriented spells (Open, Muffle, Chameleon, etc.) In order to get the Open spells, you have to spend a perk (just one) to unlock that specific group of spells (Open Novice, Open Apprentice, etc.). That way, not every spell-caster would have access to the same spells. A mage should be able to devote their entire career to magic, of course, and learn every spell type, but only at the expense of learning other skills. Another example would be crafting: the player would actually have to learn how to craft Orcish, for example, at the feet of a master. They wouldn't necessarily need to learn how to work other metals first, they just need a high enough skill level. I think perks only work for skills if they unlock new abilities. They don't really work very well as buffs because they make the skill itself somewhat redundant.
I'd also like to have the option of taking 'character perks' when I create my character like the ones in FO.