- 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?