When the perk system was announced I was neither concerned or pleasedy about it, but watching it in the video raised my eyebrows to say the least.
- Boring perks
Shield wall in the video increases amount blocked by 25% and has 5 ranks.. Really? 5 ranks into this when I can get awesome stuff like Shield Charge or Resist Elements.. 5 perks out of 50 possible to get the max block amount? How does Beth mean to manage perks that change gameplay vs perks that... well, don't? Seems that a lot of those 280+ perks are just going to be like this..
- Artificial perks
Or perks that should have been a part of the game from the start. Looking at the same Shield wall perk I have to wonder what is my shield worth without that perk? To my understanding it should me modeled that either I time my block or I don't.. Either I get bruised (small hp and stamina loss) by the force behind the attack or I don't.. Either my shield gets damaged or it doesn't.. And get perks that allow me enhance those things (less durability loss, less bruising, less stagger). This is leaning too much a mmo where you have an attack for 100 and you block 40.. If you are moving forward from attributes, classes, birthsigns then move forward from shield block value.. Same can be said for axe cut perks.. Give us bleeds by default and make perks do MORE bleed instead of the perk allowing the bleed in the first place..
- Leveling stall
I understand that perks must have requirements.. If I was designing the game I would make it like that.. But I have to warn you what could happen is that people will again have to micromanage their skill gains not to level up when they don't have access to a perk they want.. Ex. I level to 10 and realize that the next level I will not meet the requirements for a desired perk unless I "farm" that skill and only that skill for the next level.. Now I know you are going to say lots of skills, lots of perks but it can still happen..
Thoughts?
Those concerns are legitimate. Flat-bonus perks are a bit dull. But they do have their advantage as they are passive. So basically, you know they will apply 100% of the time. You don't have to activate them, you don't have to do a special move or anything to make them count. For example, the Shield Wall perk will apply EACH SINGLE time you block an attack whereas Shield Charge would have to be actively used. So, yeah, this kind of perk isn't as flashy but his use isn't totally useless. That said, I understand your concern that devs might have hold back some basic mechanics and put them into perks (to make a bigger perk list - it looks more cool to say "We have 250 perks!", it sells the game better). Well, I know that each perk could be taken separetly and each of those "sub-mechanics" could be anolysed. We'll leave that for after a few months of playing the game though. But for your Shield Wall example, know that TES games had already this mechanic in place. When you block an attack, you still take a certain amount of damage and it make sense. Hold down a shield and have someone bash at you with all his strenght for a minute and see if you're totally unbruised. But yeah, I guess it won't be anywhere near this 40% you mentioned (that was a speculation anyway). Well, above all it's a game, not a simulation. So it tries to take some concept based on reality and adapt it so it plays well. In past games, you'd take a % of damage from the attack depending on your skill level. By adopting this system, what the game tries to tell you is if you use a shield without much training, you won't be that good. But as you use it and gain training in it, you become more and more expert into wielding it and get to use it to his full potential (sometimes even making you do stuff others can't do at all with it). In Skyrim, it'll be the same as in past games but you'll need perks to do so and those perks will require that you have a certain level in the skill. It's the same, really, but with an added customability from the part of the player.
From that "customability" perspective, we could see perks has horizontal or vertical character progression. A vertical character progression is what we call "specialisation" : getting very good in a few of very focused domain. Horizontal progression would be the opposite : getting a bit better in a lot of domains. The perk system, as I mentioned, have the player able to gain control over this vertical/horizontal progression whitin each skill. Where before you would only get control over horizontal and vertical progression of you character's skills, now you also have this control over each individual skill. So, taking again your example of the Block skill, as I gain perks in that skill, I can decide if I want a character who, when blocking, doesn't recieve any damage at all. To do so, I'll be able to take up to 5 levels into the Shield Wall perk and make my character totally impervious to the "bypassing" (?) damage of the attacks he blocks. But, as you mentioned, you feel like this Shield Charge or Resist element perks looks more nice, more flashy, more usefull, whatnot. This is a personal like. But you'll be able to go that way and take only a single level in each required perks in order to obtain the one you like. You'll be less focused but you'll be able to do a bit of everything regarding blocking. Also, consider the fact that the perks at the top of the tree is better than those underneath since it as higher requirements. So this horizontal investment isn't only building your character horizontally but it also give you access to a potentially more powerfull perk in the end.
So, for those who don't want to read all my yaddy-yadda, here's in short :
- There's no such as boring perks. You only get to decide wheter you get very focused or get small bonuses from few different perks while building your way up to the top of the perk tree to get that one shiny-cool-and-powerfull-perk. I think this system works pretty well, in fact, it's more involving and it makes your character progression more customizable !
About the level stall, we'll have to see for ourselves. I do hope so you won't find yourself not wanting to level up to get your skill to a certain point to use your perk where you really want. I find it a bit wierd they've put those requirments in the first place since they big motto is "Do what you want, be who you want". I guess it's for some balance (if you could get that powerfull perk as soon as level 5, it would be game-breaking, for example). I think they needed only to put some level requirement without any skill level requirement. Well, as I understand it, you gain a perk every level so basically if you don't meet the requirements for a perk at that moment, you'd buy a perk in another skill perk you wanted and buy that specific perk you aimed for later on. It's a way to tell the player "you're not ready to get that perk yet. Get a few more levels".
Well, I'm sorry for such a long post. I guess a strong argument needs more words than those absolutely annoying and meanless single-sentenced (that is when they managed to make at least a single complete sentence!) posts (I won't name any; you know what I mean).
I hope it eased your concerned ! And if not, well wait for the game, play for some time and see how it goes for you !