There was never anything wrong with the class system part de

Post » Fri Jun 08, 2012 7:07 am

Well and here is the difference - Skyrim has perks. Lockpicking is a skill, chalk full of perks. A skill that requires investment in it.

If a mage could just go into their spellbook and cast a spell, or a warrior could just bash the lock, that would be 100% unbalanced, and essentially -gimp- players who do invest their perks into Lockpicking.
Well if you bash, you could damage the contents inside, reducing the loot.
And there should be no reason why a high level mage could not use a spell to open it.
Multiple paths to the same end.
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Carys
 
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Post » Thu Jun 07, 2012 7:07 pm

I have a 'Dr. Doom' character that combines heavy armor and destruction. I've also played craftsmen who can pick locks but don't act like thieves.

I think I may have misunderstood your original post that I quoted. It seems we're on the same page tho!
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Chloe Lou
 
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Post » Thu Jun 07, 2012 8:58 pm

Well and here is the difference - Skyrim has perks. Lockpicking is a skill, chalk full of perks. A skill that requires investment in it.

If a mage could just go into their spellbook and cast a spell, or a warrior could just bash the lock, that would be 100% unbalanced, and essentially -gimp- players who do invest their perks into Lockpicking.
I persoanlly ask why Lockpicking is a skill tree in the first place. Most of its perks are borderline useless. They're fun to have, but borderline useless.

Would've been better if Lockpicking is incorporated into sneaking (or something), or if its perks are actually useful. As of now, lockpicks are extremely easy to find, and with enough patience (and lockpicks), a novice lockpicker can open a Master level lock.

Perhaps the most useful perk of all is the one that makes your lockpick invincible. But once you get that, every other perks become useless, especially the "master level stuff becomes easier" and below
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K J S
 
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Post » Fri Jun 08, 2012 5:29 am

Well if you bash, you could damage the contents inside, reducing the loot.
And there should be no reason why a high level mage could not use a spell to open it.
Multiple paths to the same end.

This kind of thing was balanced in Morrowind or Oblivion. Leveling your Alteration skill high enough to cast an appropriate lock skill was the same thing as leveling your Security skill high enough to pick the lock (Oblivion's flawed mini-game aside...)

But it is imbalanced when one method of doing something requires perk investment and the alternative way of doing it doesn't require investment.

^ My edit. It seems I added it in after you quoted me. That's my response.
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Rachie Stout
 
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Post » Fri Jun 08, 2012 5:55 am

"Merari this, Merari that."
Seems like Im doing something right.

:wears an extra hat:

The fact that you didn't even quote me and simply made a blanket statement pretty much proves my point to a T, rofl.
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Monika
 
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Post » Thu Jun 07, 2012 7:18 pm

It doesn't require any investing. You can pick a master lock from the get go. Spells have prerequisites and magicka cost. Nothing unbalanced at all. Do you even read what you type?

Actually, in order for me to roleplay my character in game currently, I HAVE to invest in lockpicking, otherwise, I can't roleplay my treasure hunter......

I don't get it. So, if you are entitled to make an assumption, can I also assume that you don't roleplay?
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sarah simon-rogaume
 
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Post » Thu Jun 07, 2012 7:04 pm

I persoanlly ask why Lockpicking is a skill tree in the first place. Most of its perks are borderline useless. They're fun to have, but borderline useless.

Would've been better if Lockpicking is incorporated into sneaking (or something), or if its perks are actually useful. As of now, lockpicks are extremely easy to find, and with enough patience (and lockpicks), a novice lockpicker can open a Master level lock.

Perhaps the most useful perk of all is the one that makes your lockpick invincible. But once you get that, every other perks become useless, especially the "master level stuff becomes easier" and below

The quality of the Lockpicking perks is a completely different subject entirely. The fact that perks exist is the reason why Open Lock spells don't. That's not a commentary that Lockpicking perks can't be upgraded.

In fact, I think the entire Lockpicking dynamic can be improved altogether. The mini-game aspect of it removes the need for investing in the skill, however, I -do not- like the Fallout 3 style of limiting what types of locks you can even attempt. I mean - why -can't- I attempt to pick that lock? Maybe I can't open it, but I should be given the opportunity to try.

I do think that Skyrim's lockpicking is slightly improved over Oblivion's, and I think I can see a bit of a use for Lockpicking perks, but I would agree the Lockpicking skill isn't where it needs to be.

Is removing it (merging it with another skill perhaps?) the answer? I don't know.

Maybe one answer is to just make lockpicks not so common. Maybe don't make lockpicks part of common loot in dungeons?
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michael danso
 
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Post » Fri Jun 08, 2012 9:01 am

Actually, in order for me to roleplay my character in game currently, I HAVE to invest in lockpicking, otherwise, I can't roleplay my treasure hunter......

I don't get it. So, if you are entitled to make an assumption, can I also assume that you don't roleplay?
And yet it isn't required like the post I quoted said. I RP and make more builds than you.
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BethanyRhain
 
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Post » Fri Jun 08, 2012 6:50 am

^ My edit. It seems I added it in after you quoted me. That's my response.
Well look at it this way, Lockpicks are common and you can open any chest easily.
But to get the master open spell will require a significant amount of time.
And you can only cast it if you have 100 in Alteration.
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Trevi
 
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Post » Fri Jun 08, 2012 9:05 am

Actually, in order for me to roleplay my character in game currently, I HAVE to invest in lockpicking, otherwise, I can't roleplay my treasure hunter......

I don't get it. So, if you are entitled to make an assumption, can I also assume that you don't roleplay?

More insulting remarks from him, I see. That's why I've put him on ignore.
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LuBiE LoU
 
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Post » Thu Jun 07, 2012 7:54 pm

More insulting remarks from him, I see. That's why I've put him on ignore.
Your the one that doesn't know how the mechanics worked, not me.
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Stephanie Kemp
 
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Post » Fri Jun 08, 2012 1:24 am

Wow. Glad I continued this thread. I go off to dinner and visit family and the thread's grown huge.

Gah... blanket statements.

You're telling me that there are no perks in Skyrim that are good?

Also, between searching for Standing Stones that are dynamic and choosing a class that is static... I'd much rather prefer the current setup.

Choices, they are a good thing.

Bingo. This is the point of game, isn't it? Choices. Oblivion was my first TES game, and Skyrim makes it obvious that I can create any kind of character I want...without having to have the decision made right at the start of the damn game. If I start out wanting to go steal stuff and play a thief, then decide I don't have the patience to have to sneak around bears and bandits, I can pick up some armor and a weapon and play as a warrior-thief. Or, maybe I start as a warrior then at level 5 get an interest in magic and decide to pursue both abilities. Or maybe I'm a student mage and I just get sick of it and go buy a set of leather armor, a bow and some arrows, learn some alchemy and I'm a Ranger-type, living off the land and what I hunt. Or perhaps I'm a mage, dabbling in a variety of forms of magic, then at level 5 I get bitten by the necromancy bug and go find a cave to live in while I concentrate on raising undead.

It's all possible. The only one I can maybe think of might be the monk-type class, but even that isn't impossible. Get some healing ability and some alchemy to make yer health potions, and go beat the crap out of stuff. Yes, it's going to be harder without weapons - it's silly otherwise - but is it impossible? Probably not.

The class system has a long tradition going back to D&D and essentially has the purpose of balancing strengths and weaknesses and encouraging complementarity in parties. The past, however, can sometimes be tyrannical, and people come to expect all rpg's to use D&D patterns even when those games might be moving in another direction.

The pen-and-paper RPG Hero system, used in the RPG game Champions, technically abandons any sort of character class or even character level. You have attributes, skills and powers, and that's it. Points are awarded as experience, and these can be used to improve those attributes, skills and powers. The powers are fantastically created through the point system. For the power "energy blast" it takes X amounts of points to get 1d6 of damage, and so forth. Classes and levels are completely irrelevant; the player is free to create the character he or she wishes.

The Elder Scrolls has been abandoning true class at least since Morrowind. Class choice eseentially gives you initial stat bonuses and may influence patterns of leveling, but doesn't create real restrictions. You can use any skill, wear any armor, use any weapon. In Morrowind and Oblivion, class also gave you a character concept that you could pursue or abandon as you went along. Nothing in Skyrim prevents you from having such a concept, and stronger characters specialize in some skills more than others. But the apparatus of class just doesn't effect gameplay. It would merely be window dressing (like the attributes people reminisce about).

Yup. I agree, and I think for too many people that's the real reason they want classes back. They just don't feel like a mage if they don't officially have something in the menu system, a field that says "class" with the data reading "mage", when really their actions define what they are.

Perhaps the next thing to disappear will be Level. At present, it is arbitrarily every ten skillups. I suppose it helps with the leveled lists, but perhaps there are other ways to conceptualize progress and advancement. D&D's numerical system laid the groundwork for computer rpg's, but do we have to slavishly stick to that model and churn out more cookie cutter games that merely change setting and graphics? I like Bethesda's approach. They respect the past, but move forward and abandon elements in their game design that are merely vestigal.

I can easily see this happening. See my above comments about the Champions tabletop RPG.

That is what they did, the tried the attribute system for 4 entire games, and their conclusion was that it didn′t fit the design they wanted. They didn′t want a system where the character was supposed to ignore his pre-made choices in order to develop, a system that rewarded the player for using those skills that his character was supposed to be the least adept in. I don′t believe that it was their intention when they designed the class system from the beginning that if you want to be a good thief you should pick or customize a class as far from thief as possible, but that′s what the design encouraged you to do. And a game IS it′s mechanics, no matter what people say that you could just ignore this and stick to your main skills. If the game rewards a certain action and approach, that is what I am drawn to do. It dangles a desirable reward (progression) in front of me saying "ignore your class skills, and you will grow more powerful!". A person with proper knowledge of game design and how players function finally looked at it and decided that it was a flawed design and they replaced with a proper design that steers the player in the direction of making the proper choices the designers wanted to see in the game.

Agreed. The existence of power leveling showed that the class system was flawed.

In my opinion, that's the biggest lie ever. But if you honestly feel that way, good for you.

It is a lie, and doesn't even have anything to do with classes. There are less build types viable, or even possible in Skyrim than in previous ES games, namely Morrowind, Daggerfall, and even Oblivion.

Seriously? You can do anything in Skyrim. What character type cannot be created?

+1

It seems this problem has been eliminated. I for one, always chose a custom class. Even in good old D&D you could choose to be a Fighter/Cleric/Mage. You would just level up at a 1/3 of the rate of every one else. I feel that Skyrim has liberated us from the the preconceived notions of classic fantasy "classes".

As far a "viability" of character builds... ANY build is viable. Period. If I want to run around in my underwear, punching people with one hand, casting restoration spells, picking pockets, and blocking with a whiterun guard shield all day. I can do that. That is what the difficulty scale is for. It may not be "viable" in the power gamer sense, but I for one enjoy the beginning moments of wimpy-ness more than the "I win" button endgame craft grind dude.

Hear hear.


See, and that's the mentality I don't like from the apparent "hardcoe" RPG'ers.

As far as I'm concerned, RPing isn't about treasure hunting and collecting gear, it's about developing a character.

I get a sense of my character from level 1 - as long as I have 2 swords, a piece of heavy armor, and a necromancy spell, I am "in character" - because that's who my character is; a Heavy Armored, Dual Wielding Necromancer. As soon as I get into Riverwood, buy my Raise Zombie spell, along with my Oakflesh spell, and possibly a heal spell, I am "in character". That is the beginning of my character's story, the journey of my character as a young and inexperienced mage / warrior, and the journey of growing and becoming more powerful.

And that's why to me RPG's aren't about numbers, RPG's aren't about treasure. Those things are a -part- of it (and even though Attributes aren't in the game as we know them, numbers still exist in the game in a necessary fashion), but that's not what an RPG is about.

It's about developing a -character-. And a character is more than just skills. A character is morals, values, goals and ambitions, social interactions and relationships, as well as skills and equipment.

Skyrim gives me the freedom to create a -character-, and have full control over all of those elements. Yes, Morrowind and Oblivion did as well, but I feel that Skyrim improves upon that and gives a superior character development system by giving me more choice, more options, more possibilities to make -MY- character different from someone else - even someone who may select the same style archetype as mine.

Like people said, as you leveled in past games, you became more and more like everyone else - you became more and more of a "Jack of All Trades - Master of All", even if that isn't your character vision. In Oblivion, just through natural playing (barely over 100 hours, main quest completed, getting into the meat of the Mage's Guild, and various side quests completed), I watched as my character entered "God mode" because the Attributes that were the focus of my character were all maxed out, and now I had to put Attribute points into -other- Attributes that I -didn't- want.

In Skyrim, as I level my character, he becomes more and more unique. And it doesn't take until level 25 to get a sense of who my character is. I have a sense of who my character is from the very beginning, when I have a vision for him, and I play to that vision.

Precisely. I think some people need to go back and spend a year playing a pen-and-paper RPG with a group of people so they can understand what role-playing is. We have too many people that think role-playing means getting out a spreadsheet to crunch a galaxy of attributes and other stats, while on the far end of the spectrum we have people whose immersion is broken if the game doesn't require them to sleep eight hours a night, eat three square meals a day, wash behind their ears and remember to wipe front to back (well, for the girls anyway) as well as remember to call their mothers.

Telling you man, its all about the title.

Maybe they should name thier saves after the archetype they are trying to make.

Because classes have gone absolutely nowhere.

We are discussing a problem that does not exist.

I agree completely.
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Cheryl Rice
 
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Post » Thu Jun 07, 2012 6:20 pm

I will keep this short, unlike most posts, I'll get strait to the point.

The permise about being able to change as you go is cool and all, but it ultimately breaks the game. You should be able to be a jack of all trades-master of jack sh*t but not master of everything! I also think it lowers the replayability because instead of starting again with a new character/race etc you can just change and instantly become a mage, assassin whatever.

Thats just my two cents, but from the lmited amount of posts I've read it seems people agree.

Ah, but you can't immediately. If you start as a warrior and want to become a mage when you're level 20, you're behind the curve and you'll have to start learning magic from the ground up...while your opponents are still those of a level 20 character and you'll have to continue to rely on your warrior skills even as you are learning magic.


Well, it was the Morrowind and Oblivion class system that allowed you to master everything, not Skyrim's system.

Exactly. My first character in Oblivion was a knock-people-all-the-way-to-hell warrior and a mage casting master level summons and destruction spells by level 40...all without me ever having heard of power leveling. I had completed the Mages' Guild and Fighters' Guild quest lines and countless side quests, and then about three months ago decided I actually needed to go and finish the Main Quest, after starting the character way back in 2007.

Skyrim forces me to make choices, understanding that I will not be able to get good at everything.
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Aliish Sheldonn
 
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Post » Thu Jun 07, 2012 7:35 pm

The fact that you didn't even quote me and simply made a blanket statement pretty much proves my point to a T, rofl.

If you did not get the less than subtle hint the last time I had to print one of these I will now repeat for dummies.
You will quit the personal attacks.
You will quit replying to my every post with a snide remark, you will quit whatever it is that gets your jollies right this instant.
If you think I wont turn on my sprinklers to chase you off my lawn you are mistaken.
My word, I am here to discuss the mechanics of the game, I have zero interest in.. in.. high-school.
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Vicky Keeler
 
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Post » Fri Jun 08, 2012 2:51 am


Seriously? You can do anything in Skyrim. What character type cannot be created?
An acrobat for one.
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Alexander Horton
 
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Post » Thu Jun 07, 2012 7:09 pm

It doesn't require any investing. You can pick a master lock from the get go. Spells have prerequisites and magicka cost. Nothing unbalanced at all. Do you even read what you type?

Not only that, it seems to me you're bashing my roleplay concept. I want to get that magical key for lockpicking........I'm also a house thief.....so, I want the perks for all that.....
All of it.

And all of it is "required" in my roleplaying style....... (even though lockpick needs a little fixing).
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stevie critchley
 
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Post » Fri Jun 08, 2012 6:33 am

Eh. I guess they found it a bit silly that people were jumping ridiculous heights and such. I'll agree that one's likely a bit difficult - but I expect they took some of that out in order to keep people from simply breaking every quest and also to keep them from jumping out of cities and screwing things up regarding cells. You could jump over city walls in Oblivion, and things were really, really weird.
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Ray
 
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Post » Thu Jun 07, 2012 6:40 pm

Not only that, it seems to me you're bashing my roleplay concept. I want to get that magical key for lockpicking........I'm also a house thief.....so, I want the perks for all that.....
All of it.

And all of it is "required" in my roleplaying style....... (even though lockpick needs a little fixing).
?Yet its not required, like Nell said. REQUIRED. As in you have to perk out lockpick just to even unlock locks. If you pick [censored], ah salute, but it has nothing to do with my quote.
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Danny Blight
 
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Post » Fri Jun 08, 2012 4:19 am

The quality of the Lockpicking perks is a completely different subject entirely. The fact that perks exist is the reason why Open Lock spells don't. That's not a commentary that Lockpicking perks can't be upgraded.

In fact, I think the entire Lockpicking dynamic can be improved altogether. The mini-game aspect of it removes the need for investing in the skill, however, I -do not- like the Fallout 3 style of limiting what types of locks you can even attempt. I mean - why -can't- I attempt to pick that lock? Maybe I can't open it, but I should be given the opportunity to try.

I do think that Skyrim's lockpicking is slightly improved over Oblivion's, and I think I can see a bit of a use for Lockpicking perks, but I would agree the Lockpicking skill isn't where it needs to be.

Is removing it (merging it with another skill perhaps?) the answer? I don't know.

Maybe one answer is to just make lockpicks not so common. Maybe don't make lockpicks part of common loot in dungeons?
I honestly see that it's best to keep Lockpicking as a skill tree (how else do you define a lock as "Master" level?), but only if you don't take active part in the lockpicking process. Otherwise, it becomes a mess like Skyrim's system now. You're torn between the character's skill and the player's skill

It would've been better if Open spells are graded just like in Oblivion: higher level spells can open higher level locks, but require greater proficiency in Alteration (or some such), so in order to achieve the same end, you always need to invest in a skill tree (although honestly, if the system is active as like now, the skill tree is kinda redundant)

But for Skyrim's system, I think that the best way to "alleviate the problem" is to improve the perks to be more lucrative. As of now, it's a mess, with one perk outmaneuvering every other ones (I'm talking to you, Locksmith)
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Siobhan Thompson
 
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Post » Fri Jun 08, 2012 4:51 am

And yet it isn't required like the post I quoted said. I RP and make more builds than you.

How the hell do you have a fact that you make more builds than me? Cuz your post count is high? Are you giving away your age now as well?

Wonderful.
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Sunnii Bebiieh
 
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Post » Fri Jun 08, 2012 6:02 am

This kind of thing was balanced in Morrowind or Oblivion. Leveling your Alteration skill high enough to cast an appropriate lock skill was the same thing as leveling your Security skill high enough to pick the lock (Oblivion's flawed mini-game aside...)

But it is imbalanced when one method of doing something requires perk investment and the alternative way of doing it doesn't require investment.

There is a fairly easy way to balance this out, too: make it so the baseline perks for Lockpicking and Alteration (and all other magic skills, too) require actually taking that perk to be able to cast the spell (Oblivion required sufficient skill to cast higher level spells) or pick that lock (a-la Fallout 3) with a second rank providing the function they currently provide.

Now both ways require investment, and the balance is back.

Ideally, though I would tweak this around so that those particular perks are just given to you when you reach the needed skill, since perk points are already rather slim pickings. That way it would just be an investment of time.
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Stat Wrecker
 
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Post » Fri Jun 08, 2012 5:28 am

http://elderscrolls.wikia.com/wiki/Shadowscale click that......... Shadowscales are rumored to be all done....they are gone, with one surviving member left.....
Exactly, there's one. Which is enough precedent. LOL at people trying to say that in 200 years there is no more stars. They are all over the [censored] sky. Any argument lore related, you will lose. there are no more birth signs because they were too hard for newbs and dabblers. Going by Todd's own PR.

Nevermind that, but am I the only one that thinks it's a big no-no for a writer to introduce a new concept or idea then IMMEDIATELY kill it off?

"Btw the Argonians dedicate those born under the Shadow to being assassins. It's part of their culture-WOOPS NVM nah they don't do that no more."
"Btw the Redguard hate magic casters- WOOPS DID I SAY REDGUARD nah the Redguard love magic and are actually incredibly proficient with it. It's the Nords that despise magic."
"Btw Sheogorath may or may not return, cause now it's Jyggalag.....I'm sorry, Jygga-who? Never heard of him."
"Btw the Falmer are rumored to be extinct. Hint hint, the keyword is RUMORED so they might be this super cool civili-OOPS LOL NVM they're Goblins because the Dwemer enslaved them and fed them poison mushrooms. Because that's how you produce good slave labor: by feeding them poison mushrooms."


I just don't see the point in even bothering with learning all the Elder Scrolls lore anymore if they're going to rapidly change everything on a whim. I mean what was the purpose of rewriting the Redguard to not mind magic and the Nords to hate it? So we could have stereotypical ignorant barbarians as a race? Yeah let's just dumb it all down so that the game contains nothing but stereotypes and cultures people recognize from other games, great!
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Ernesto Salinas
 
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Post » Thu Jun 07, 2012 9:07 pm

The I'm better than you posts usually mean = age degradation in the brain or body
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Gracie Dugdale
 
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Post » Fri Jun 08, 2012 12:32 am

How the hell do you have a fact that you make more builds than me? Cuz your post count is high? Are you giving away your age now as well?

Wonderful.
No, because I guarantee you didn't have 170+ serious RPs in just Oblivion alone and way more in Morrowind. Did you? Did you put almost 10,000 hours (actually, probably around 8,000) into arguably the worst ES alone, and almost double that in Morrowind? I guess your just mad because I schooled you in birth signs? Ive met two people on here that have as many RPs. "Penumbras" wasn't one of them.
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leigh stewart
 
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Post » Thu Jun 07, 2012 10:23 pm

There is a fairly easy way to balance this out, too: make it so the baseline perks for Lockpicking and Alteration (and all other magic skills, too) require actually taking that perk to be able to cast the spell (Oblivion required sufficient skill to cast higher level spells) or pick that lock (a-la Fallout 3) with a second rank providing the function they currently provide.

Now both ways require investment, and the balance is back.

Ideally, though I would tweak this around so that those particular perks are just given to you when you reach the needed skill, since perk points are already rather slim pickings. That way it would just be an investment of time.

Intelligence at its finest. Agree.
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Heather Dawson
 
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