One Skill to Rule Them All...

Post » Wed Jun 23, 2010 9:09 pm

Ok its fairly simple.

{snip}
As for combat we know also there are ONLY 3 non magic attack skills. one handed two handed and archery.. so hand to hand as a skill is out.

{snip}


Not sure about your logic here! If you do not equip any weapons or spells, I don't see why Beth would take away your ability to use your fists. It wasn't explicitly stated that hand to hand was not an option. Interesting point you bring up...will be looking for clarificaiton from The Source (aka TH) hehe! :wink_smile:
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Victoria Vasileva
 
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Post » Wed Jun 23, 2010 1:08 pm

I was under the impression that athletics and acrobatics were removed.
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meghan lock
 
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Post » Wed Jun 23, 2010 5:33 pm

Not sure about your logic here! If you do not equip any weapons or spells, I don't see why Beth would take away your ability to use your fists. It wasn't explicitly stated that hand to hand was not an option. Interesting point you bring up...will be looking for clarificaiton from The Source (aka TH) hehe! :wink_smile:



Ya he made it very clear there were 3. So I am assuming punching is like woodcutting and mining and such. Everyone can do it.
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W E I R D
 
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Post » Thu Jun 24, 2010 1:38 am

It was already confirmed that Alchemy lies under Stealth now. This gives all three specialties a crafting skill (smithing to fighters, enchanting to mages, and alchemy to thieves).

Gawd, thawt iws gewd news. yewy! :)
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Danii Brown
 
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Post » Wed Jun 23, 2010 8:06 pm

Opinion 3 seemed to be most accurate from my view point.
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Cool Man Sam
 
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Post » Thu Jun 24, 2010 1:29 am

MAGIC
This is locked in so we know what they are already

COMBAT
I'm really hoping for locational damage and if it's in then I don't see armor skills as being viable. Also with locational damage plus timed blocking the Block skill is unneeded as well as the result will rely on your timing and quality of shield.

My prediction:
One-Handed, Two-Handed, Dual Wield, Unarmed, Athletics and Smithing

STEALTH
I doubt sneak and security will be combined because we know that the dagger perks are under stealth and obviously that would be Sneak. Also lock picking and trap detection and disarming need a skill so security is still in. Dodge replaces Acrobatics and determines how fast you can execute dodge maneuvers on top of how well you can jump rather than just the latter.

My prediction:
Speechcraft, Sneak, Security, Archery, Dodge and Alchemy


I believe duel wielding won't be a seperate skill....it will be by default or a perk...probably under one handed.
Why one handed?....because your wielding two one-handed weapons,the weapons are one handed.
I may be wrong,but i still believe that sneak and security are merged,to me it makes sense.
I'm not convinced there will be enough perks/or good perks for security alone.
Time will tell....i really have a need to know the 18 skills now. :)
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Eliza Potter
 
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Post » Thu Jun 24, 2010 12:34 am

I wonder how these skills will effect the attributes, and what attributes will we find in Skyrim, if they aren't the same as Morrowind or Oblivion.
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glot
 
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Post » Thu Jun 24, 2010 1:11 am


We know from what todd has said we DONT have acrobatics nor athletics...



Does this mean that acrobatics and athletics will be gone completely, or does it mean that they will (more likely) be combined into a new skill?
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Rhi Edwards
 
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Post » Thu Jun 24, 2010 2:50 am

Ya he made it very clear there were 3. So I am assuming punching is like woodcutting and mining and such. Everyone can do it.


I still think that there is scope for true hand to hand combat using the perks. What if we had the option for standard punches under one handed, becoming progressively more lethal, or a more martial arts style in Two-Handed, which could also involve throws. Also, defensive moves could be in Block (if this one is still in), as well as more stealthy moves under Sneak (think of the palm strike perk or whatever it was called in Fallout 3)
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Jonathan Braz
 
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Post » Wed Jun 23, 2010 8:36 pm

Well without the skills I dont see any other skill doing much of anything for runspeed or jump hieght/fall height.. so id expect they are static and or race related.

As for hand to hand perks inside one handed weapons we know that skill has sword axe and mace perklines so it doesnt sound like there is a hand to hand perkline. Still it might wind up like daggers where the perk would be somewhere in stealth skills like sneak or something.
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Luis Longoria
 
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Post » Wed Jun 23, 2010 10:42 pm

Well without the skills I dont see any other skill doing much of anything for runspeed or jump hieght/fall height.. so id expect they are static and or race related.


Maybe running and jumping (manouvering and flexibility) will now be covered under Armor perks as well as improving as your stamina increases. This would eliminate the requirement for an Athletics/Acrobatics hybrid skill altogether.
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Queen
 
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Post » Thu Jun 24, 2010 12:16 am

The way I read the article, the school of mysticism was removed, but not the magics associated with it. I interpreted the article as those functions being moved to other schools, in order to streamline the casting processes.
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Dalia
 
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Post » Thu Jun 24, 2010 12:43 am

Maybe running and jumping (manouvering and flexibility) will now be covered under Armor perks as well as improving as your stamina increases. This would eliminate the requirement for an Athletics/Acrobatics hybrid skill altogether.



Ya sept we dont even know if we have an armor skill either;/ It makes perfect sense for them to go either way armor or no armor skill so we have no way of knowing until they blab and that doesnt look likely any time soon.
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Donald Richards
 
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Post » Wed Jun 23, 2010 3:15 pm

The way I read the article, the school of mysticism was removed, but not the magics associated with it. I interpreted the article as those functions being moved to other schools, in order to streamline the casting processes.


It seems that this may well be implemented in several areas to streamlining the whole process of role-playing and levelling. If it's done properly, I think this could really work for a couple of reasons. Firstly, with less skills to manage overall, the experience will feel far more intuitive and organic. Secondly, because we now have perks to select at each level-up, the entire dynamic of the game changes for the better because we can now literally choose the way we want to play. No more generic characters at the end-game. Instead, we will have a uniquely crafted experience that has been shaped by our choices every step of the way.
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sarah taylor
 
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