There was never anything wrong with the class system part de

Post » Thu Jun 07, 2012 10:31 pm

I think it is about immediate gratification as if you reroll, you are going to have to get to around 25+ before you get a sense of your character. That is the downside to the blank slate approach.

Haven't felt that way myself, but i do have a habit of playing always the same three characters that have quite distinct approaches to combat. And other things, but there really is no "other things" in Skyrim, at least enough to make a difference :shrug: Well, i limit them to one crafting skill (Alchemy, Enchanting, Smithing) so that is another distinction.
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Wayland Neace
 
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Post » Fri Jun 08, 2012 1:08 am

It is more about titles. You just do not get the sensation in the role you have created. Passive modifiers and "effectiveness" do not give me the sense I am specialized in a role. I feel the specializition when I am granted unique abilities and totally change my tactics and am given different tools in my tool belt given the role I have created. There are not many specializations currently. I listed what those are above.

Not many specializations?

-Wizard
-Mage (summons)
-Spellsword (any combination of Magic and Combat)
-Ranger
-Assassin
-Warrior

Where is thief?

Mages can only have summons?

Instead of listing what is wrong with this, I'd just like to know why your choices have been EXTREMELY limited.

And, while you're at it, could you tell me how classes provided the freedom to specialize in a way that cannot be done in Skyrim from the very first perk?
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Hussnein Amin
 
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Post » Thu Jun 07, 2012 6:21 pm

Seems to be a question of 'instant gratification' vs 'planning and hard work'.

This game, as real life, has consequences you have to live with...and that's a hallmark of Beth's RPG's. Funnilly enough, anyone who has had experience of Beth's games in the past would know this, yet the 're-perk' complainers tend to come from experienced players of Beth's games...based on that, the re-perking complaints are possibly the more illogical on these boards.
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Romy Welsch
 
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Post » Thu Jun 07, 2012 7:59 pm

I think it is about immediate gratification as if you reroll, you are going to have to get to around 25+ before you get a sense of your character. That is the downside to the blank slate approach. Until I get my perks squared away, I feel like I am playing some gimped class and not the way I want to play. I know that if I reroll, I am going to have to go through all of that same stuff, just to get back to that point where I get a sense of my character. I love seeing a progression of my character but I think I can see where other people are coming from, I am not entirely sold on coming from a blank slate. Unfortunately, for many people, by the time you reach the point where you do get a sense of your character, difficulty takes a huge hickey and progression by means of itemization becomes stale or dissolves also. It's like, ok I finally feel like I am a Ranger - but - I am one shotting everything and I don't have any upgrades to look forward to or reason to go treasure hunting.

You summed it up alot better than me. :thumbsup:

You are right. Starting off with a blank slate is just as bad as having a character in Morrowind you don't like playing anymore.

Now that reasoning i don't understand. The majority of a characters power comes from perks, not skill level. Perks that are limited and non-refundable. You can change playstyle in the middle of the game, but due to the perks that have been commited to the previous playstyle you can never get to the same power and abilities as a character that from the beginning focuses on that playstyle.

Or am i missing something? Something obvious, perhaps? :hehe:

The problem I have with perks is that they aren't very good. The whole Lock Picking perk tree, along with the skill, is useless. The other perk trees just are very uninspiring. There is nothing that comes out and says "Wow, I really want that perk".

Perks don't belong in TES to begin with, they belong in Fallout 3. I wanted to play TES, not Fallout 3. The more I play Skyrim, the more I feel like I'm playing Fallout 3.
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Carolyne Bolt
 
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Post » Fri Jun 08, 2012 12:35 am

The class system needs to be blended with the perks system. Everyone has natural abilities, which are represented by Attributes. You choose a couple Attributes which govern how quickly you level in Skills associated with the Attributes you picked. Skills, after all, are learned abilities and everyone has the opportunity to learn what they want, but some are learned faster than others. Perks should be a unique ability that you have to learn from an NPC, like a special move (e.i. learning how to use dual-wielding more effectively, shield bashing, etc.). The more unique and rare perks would be with NPCs who are harder to find or access, which encourages the player to explore and be more involved in the game.
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Miguel
 
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Post » Fri Jun 08, 2012 5:42 am

The problem I have with perks is that they aren't very good. The whole Lock Picking perk tree, along with the skill, is useless. The other perk trees just are very uninspiring. There is nothing that comes out and says "Wow, I really want that perk".

That is a problem, most of them do have a severe lack of creativity. Some of the perks are just what happened naturally when your skill increased before.

Is this a bad time to mention that i liked how DA2's perks worked? :hehe: There were a lot less of them than Skyrim, but all of them also made visible difference. Wheteher they were useful or not was another question, but you could see them working.
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Francesca
 
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Post » Thu Jun 07, 2012 6:56 pm

The class system needs to be blended with the perks system. Everyone has natural abilities, which are represented by Attributes. You choose a couple Attributes which govern how quickly you level in Skills associated with the Attributes you picked. Skills, after all, are learned abilities and everyone has the opportunity to learn what they want, but some are learned faster than others. Perks should be a unique ability that you have to learn from an NPC, like a special move (e.i. learning how to use dual-wielding more effectively, shield bashing, etc.). The more unique and rare perks would be with NPCs who are harder to find or access.

I don't know about mixing perks with Classes but at this point I would be more than willing to give that a try rather than just removing classes altogether.
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lauraa
 
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Post » Fri Jun 08, 2012 7:50 am

The only way I can see classes coming back into TES is if Beth stole and implemented what KOA Reckoning is doing with it's class system. It starts you out with a blank slate and then eventually you move yourself towards a class depending on how you use your points at levelup. I could see them doing that but how and in a way that fits with TES, it's not going to be easy.
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Roddy
 
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Post » Thu Jun 07, 2012 6:18 pm

The whole gameplay is casualised in TES ... in Skyrim even more than in Oblivion.
Almost nothing is absolute, you can change/reskill/etc. the whole time ... you even can adjust the difficulty EVERY TIME (even in battles).

It's all done to prevent people from whining about "oh, my build isn't great ... I wish I could redo it" (yes, you can ... start a new character FFS!). But by doing it, everything becomes even more meaningless.
No classes, no start-attributes, start-skill-advantages are meaningless, race is meaningless, ... and only 3 pseudo-attributes, where it's almost impossible to really screw up.

It's probably cool for 12 year olds, who just want to kill some time, but it's really boring for players, who want to develop/design a character. It's especially sad, because the TES leveling system does not even allow you to be and build the character YOU want ... no, you have to adjust your playstyle to the system to get the skills you want.



Oh ... the perks, yes yes, the perks, ...
You get so many perk points to spend, and there are so many useless perks, that in the end, every character can do almost everything anyways.
It's really hard to screw something up here. Some people might like that, but to me I just can't enjoy making a "good build", if I wasn't able to make a "bad one" in the first place.

I wasn't going to take part in this thread, but I had to respond to this.

I'm not 12. I'm 28. I am an Elder Scrolls vet since Morrowind. I play these games not to kill time, but to design new and unique characters, and develop them and their stories.

I can do that in Skyrim just as well, if not better, than I ever could before. That's why I love Skyrim so much, because I've been given more control and more customization options than what I had before to make a truly unique character all of my own vision.

I am not "forced"to play to a certain style. Never have been.

As far as perks go, considering that you can only get about 50 perks, out of a possible 250 or so, I'd say no, it's not possible for all characters to do mostly everything. Your max amount of perks you can get is 81, and that's if you max every skill to 100. And even by maxing every skill to 100, 81 perks is not nearly enough to master everything.

That's actually more a result of the Morrowind / Oblivion leveling system that let you become great at everything.
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Mariaa EM.
 
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Post » Thu Jun 07, 2012 7:40 pm

They should've just taken the 3 standing stones you run past after leaving Helgen and grouped the perks into the 3 main archetypes.

Then give people titles depending on the perks they choose.

The only difference between any other TES and Skyrim is a title.

The class system has gone nowhere.

Attributes? Well, thats a different story

Three remain, and the rest have been blended into perks.
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clelia vega
 
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Post » Fri Jun 08, 2012 8:52 am

I think the class system as it used to be was very, very flawed and it's far better to have a classless system now in comparison directly to that system, however a newer, more refined class system would probably be ideal.

The problem with the previous system was that it was more of a guideline, here are your major skills, here are your minor skills, you're free to ignore them and they only affect you're leveling. A mage was potentially as good as a warrior in melee combat. Not to mention you could just create your own class that was 9/10 times significantly better than presets. Now your class is simply defined as you play and choose your perks.

An ideal system (at least in my opinion, feel free to disagree) would be to reinstate classes, but not as skill guidelines, and not to where you could create your own; but where the class you selected gave you a perk unique to that class, that would benefit a specific type of playing related to that class, but it's not necessary, you could still be a beserker mage, but you'll always be best as a mage-mage.

Either way, I think classes were definitely flawed before, and as they were I'm glad to see them gone.

Ideally, I think the perfect system would be you would create your Custom Class at character creation (or choose one) then as you play the game and progress, you are granted new abilities, perks, and spells that are completely unique to what you have chosen. There is no such thing as a truly custom class, you are essentially picking and choosing what you want and do not want. Regardless if you think City of Heroes is a good or a bad game, their CONCEPT is pretty solid. You pick an archetype, then primary power, then secondary power. When you level, you can choose which skills to enhance and which to take. When you hit certain benchmarks you get ADDITIONAL pool powers. Some pool powers are General and shared amongst all classes. I don't see why that could not work in TES. For example:

-Archetype (Thief, Mage, Warrior)
-Primary (One Hand, Two Hand, Archery)
-Secondary (Block, Magic)
-Minor Powers (Sneak, blah blah blah)

You can get the gist of it.
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hannaH
 
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Post » Fri Jun 08, 2012 5:11 am

I don't know about mixing perks with Classes but at this point I would be more than willing to give that a try rather than just removing classes altogether.

Think about it. You start out the game and you want to play as a warrior class, so you might pick these Attributes: Strength and Endurance. Strength and Endurance are an umbrella for the Skills you're interested in, like One-Handed, Two-Handed, Smithing, etc., and because Strength and Endurance are your innate Attributes, you learn those skills quicker than Archery or Conjuration. Then, if you want to further enhance your ability in One-Handed, you visit an NPC trainer who will teach you a Perk that will lead to greater critical hits, if you're prepared enough (or adept enough in One-Handed).
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Kelly James
 
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Post » Thu Jun 07, 2012 10:39 pm

I am a console player, so let me take a crack at answering that question. While I tend to agree that more choice is generally better than less choice, which would support a Borderlands sytle reperking option and is why I don't have a stong preference against being able to reperk, just having the option would change my mindset when playing the game. A similar argumehnt could be made about fast travel. Having a feature in the game that you know is available affects your mindset even if you make a conscious decision not to use it. I never use fast travel but I am always aware it is there and that makes me feel differently when playing Skyrim or Oblivion, which have fast travel than Morrowind where there is no fast travel available. In Morrowing, if you are out in the middle of nowhere without a recall or Almsive Intervention at your disposal, you really feel isolated. Not so much in Skyrim or Oblivion.

Another example. Before taking the 100 sneak perk, my Khajiit used to be quite nervous and apprehensive whenever sneaking up on a boss in a room full of hostiles because one false move and he would be discovered and it would be over for him. With the 100 sneak perk, he can still get the 15x dagger damage bonus even if discovered and now can drop everyone in the room without breaking a sweat. Sure, I can choose not to play that way, but knowing that I can has really changed the way the game feels for me. No longer does my Khajiit feel nervous or apprehensive because with the 100 sneak perk he can one shot kill anything in the game whenever he wants to -- he as tough with a dagger in a stand up fight as any warrior.

I am all for more choice, rather than less, but having a choice like being able to reperk is going to affect the way people feel when they are picking perks. I put a lot of thought into my perk choices and still I am not always happy with the decisions. I wish for instance that I had never taken the 100 sneak perk because it is way overpowered. but if I could reperk, then I would not fret too much about perk choices, which would definately change my mindset when playing the game.

I'm not necessarily arguing against anything you're saying here, because I understand what you're saying and to an extent, I agree.

However, I will say, in playing Skyrim, I avoided fast travel so adamantly that I literally did forget it was there. There were so many times where I felt the dread of having to run from one end of the map to another, or getting lost, and trying to figure out how to get back to where I was going.

I'm not even exaggerating. I literally -forgot- that non-carriage fast travel was in the game because I avoided it so much that it left my frame of mind.

Skyrim really gave me a sense of that "Morrowind"feel again. Probably because Oblivion is pretty much just a wide open area, so even if you get lost, just pick a direction and run, and eventually you will end up back in town. That is not the case with Skyrim, which is full of cliffs, canyons, valleys, mountains, etc... so it's not a straight shot to anywhere.
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.X chantelle .x Smith
 
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Post » Fri Jun 08, 2012 12:30 am

Think about it. You start out the game and you want to play as a warrior class, so you might pick these Attributes: Strength and Endurance. Strength and Endurance are an umbrella for the Skills you're interested in, like One-Handed, Two-Handed, Smithing, etc., and because Strength and Endurance are your innate Attributes, you learn those skills quicker than Archery or Conjuration. Then, if you want to further enhance your ability in One-Handed, you visit an NPC trainer who will teach you a Perk that will lead to greater critical hits, if you're prepared enough (or adept enough in One-Handed).

What you are describing is exactly what happens when you choose an Archetype standing stone and start spending your perks.
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JD bernal
 
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Post » Thu Jun 07, 2012 8:11 pm

Think about it. You start out the game and you want to play as a warrior class, so you might pick these Attributes: Strength and Endurance. Strength and Endurance are an umbrella for the Skills you're interested in, like One-Handed, Two-Handed, Smithing, etc., and because Strength and Endurance are your innate Attributes, you learn those skills quicker than Archery or Conjuration. Then, if you want to further enhance your ability in One-Handed, you visit an NPC trainer who will teach you a Perk that will lead to greater critical hits, if you're prepared enough (or adept enough in One-Handed).

My question would be to Todd Howard and the dev team "Why didn't you try this and see how it works?". Instead of removing the classes they should have tried to make them better if they felt they were broken, which I still don't see them as broken. If someone wanted to power game and abuse the system, that is there problem. Just like with Skyrim, I'm sure there are ways to abuse the classless system and break that as well.
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kevin ball
 
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Post » Thu Jun 07, 2012 9:10 pm

Not many specializations?

-Wizard
-Mage (summons)
-Spellsword (any combination of Magic and Combat)
-Ranger
-Assassin
-Warrior

Where is thief?

Mages can only have summons?

Instead of listing what is wrong with this, I'd just like to know why your choices have been EXTREMELY limited.

And, while you're at it, could you tell me how classes provided the freedom to specialize in a way that cannot be done in Skyrim from the very first perk?

Thief is not a true class. Any class can pickpocket or lockpick. There is no combat path I can build specifcally for it or reason outside of roleplaying to take these perks.
Mage - when I say Mage, I mean Magician. The distinction between Mages and Wizards (at least in EQ) was that Wizards were pure casters and Magicians relied on pets or Summons.

The reason for my very brief list is because no matter how you boil it down, your character is going to fall into one of those categories. There is not enough variety or distinction. Really, look at the Perks and how combat works. When people talk about classes and missing them, this is generally due to the fact when developers BUILD classes, they become unique. There is not enough variety to make truly unique classes.

A Necro would fall under Magician. You use summons. The only difference between say a Necro or a Conjurer would be the Necro may "choose" to use Undead creatures versus Atronachs. For all intents and purposes, they play exactly the same they just use one or two different spells. You further would have to make that an RP restriction, as you can make a character that can do both without really spending any extra points anywhere. "Classes" in Skyrim are imaginary. I would like to see that manifested more in gameplay as well to help immersion and just make a more engaging game.
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.X chantelle .x Smith
 
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Post » Fri Jun 08, 2012 12:34 am

What you are describing is exactly what happens when you choose an Archetype standing stone and start spending your perks.

Not necessarily. In a class system, the Skills you choose at character creation will boost your character's Skills by so much, 5 or 10 points. Instead, Skyrim's system is fixed and Skills are based on race, which doesn't make any sense at all because Skills are learned, not natural abilities. Same reason why there are mage Khajiits and thieving Nords. The Perk system I described gives the player a greater choice in obtaining perks he/she wants, not because they were prerequisites in getting the ones they wanted.
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sunny lovett
 
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Post » Thu Jun 07, 2012 7:24 pm

What you are describing is exactly what happens when you choose an Archetype standing stone and start spending your perks.

Except that the perks in Skyrim are not very good and why should I have to search and find standing stones to increase my abilities.
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Misty lt
 
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Post » Thu Jun 07, 2012 6:49 pm

Thief is not a true class. Any class can pickpocket or lockpick. There is no combat path I can build specifcally for it or reason outside of roleplaying to take these perks.
Mage - when I say Mage, I mean Magician. The distinction between Mages and Wizards (at least in EQ) was that Wizards were pure casters and Magicians relied on pets or Summons.

The reason for my very brief list is because no matter how you boil it down, your character is going to fall into one of those categories. There is not enough variety or distinction. Really, look at the Perks and how combat works. When people talk about classes and missing them, this is generally due to the fact when developers BUILD classes, they become unique. There is not enough variety to make truly unique classes.

Well, agree to disagree then.

I seem to make plenty of specialized characters, but when boiled down... yes there is a reason Mage/Thief/Warrior's are called an archetype.

They are the RGB of fantasy, and all other colors stem from them.
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Campbell
 
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Post » Fri Jun 08, 2012 3:59 am

Not necessarily. In a class system, the Skills you choose at character creation will boost your character's Skills by so much, 5 or 10 points. Instead, Skyrim's system is fixed and Skills are based on race, which doesn't make any sense at all because Skills are learned, not natural abilities. Same reason why there are mage Khajiits and thieving Nords. The Perk system I described gives the player a greater choice in obtaining perks he/she wants, not because they were prerequisites in getting the ones they wanted.

For instance, let's say I want Perks in Archery. The player is allowed 6 Perks for each Skill, but there are 12 possible Perks for that Skill throughout the game. I'm allowed to choose the ones I want because I have to go through an NPC to get it, not because it's on a skill tree. It lets me create the character I want by not receiving Perks I don't want. I think that's a much better system of character specialization than the one implemented in Skyrim.
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Vahpie
 
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Post » Fri Jun 08, 2012 7:08 am

Well, agree to disagree then.

I seem to make plenty of specialized characters, but when boiled down... yes there is a reason Mage/Thief/Warrior's are called an archetype.

They are the RGB of fantasy, and all other colors stem from them.

We will agree to disagree. I understand the reason for Archetypes. Skyrim's colors are incredibly desaturated. Everything feels muted. I would like you to please elaborate on your concept of specialized characters and let me state mine. For example, I don't think deciding to use the EXTREMELY limited amount of Restoration spells and a 1H and Shield & Heavy Armor makes a Paladin feel any different than a Warrior that uses 1H and a Shield. I can just swap my weapon and heal some versus use a potion. Compare that to a game that has class structure, and you have whole skills and abilities that Paladins have that Warriors do not and vice versa.
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Stefanny Cardona
 
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Post » Thu Jun 07, 2012 7:03 pm

Except that the perks in Skyrim are not very good and why should I have to search and find standing stones to increase my abilities.

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.
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FABIAN RUIZ
 
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Post » Thu Jun 07, 2012 7:22 pm

Yeah, definitely want classes and custom classes back.
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Cesar Gomez
 
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Post » Fri Jun 08, 2012 9:05 am

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.
  • http://elderscrolls.wikia.com/wiki/The_Warrior_Stone - Combat skills increase 20% faster.
  • http://elderscrolls.wikia.com/wiki/The_Thief_Stone - Stealth skills increase 20% faster.
  • http://elderscrolls.wikia.com/wiki/The_Mage_Stone - Magic skills improve 20% faster.
  • http://elderscrolls.wikia.com/wiki/The_Lover_Stone - All skills improve 15% faster.
  • http://elderscrolls.wikia.com/wiki/The_Apprentice_Stone - Recover Magicka twice as fast; twice as vulnerable to magic.
  • http://elderscrolls.wikia.com/wiki/The_Atronach_Stone - 50 extra Points of Magicka, 50% Absorb spells, -50% Magicka regen.
  • http://elderscrolls.wikia.com/wiki/The_Lady_Stone - Regenerate Health and Stamina 25% Faster.
  • http://elderscrolls.wikia.com/wiki/The_Lord_Stone - 50 points of armor, 25% magic resistance.
  • http://elderscrolls.wikia.com/wiki/The_Ritual_Stone - Raises all the dead around you to fight for you once per day.
  • http://elderscrolls.wikia.com/wiki/The_Serpent_Stone - Paralyze the target for 5 seconds, and do 25 points of damage once per day.
  • http://elderscrolls.wikia.com/wiki/The_Shadow_Stone - Invisibility for 60 seconds once per day.
  • http://elderscrolls.wikia.com/wiki/The_Steed_Stone - Carry weight +100, no movement penalty from armor you wear.
  • http://elderscrolls.wikia.com/wiki/The_Tower_Stone - Unlock any expert level lock (or lower) once per day.
Those are the Guardian Stones. How does me choosing to take any of those really add specialization to my class? It is a utility feature for leveling really...
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john palmer
 
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Post » Fri Jun 08, 2012 3:41 am

Those are the Guardian Stones. How does me choosing to take any of those really add specialization to my class? It is a utility feature for leveling really...

Exactly, or they're redundant with Perks.
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Kieren Thomson
 
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