Conjuration perks?

Post » Sat Feb 19, 2011 3:14 am

I also hope that the AI is more balanced in fights. If I face three enemies and I have two summons. Everyone should basically be fighting one on one till someone dies.
I understand it would be strategic to focus on the caster, but maybe with a perk they are someone drawn to fight said summons?

It also would be cool if they had maybe less summons but they had unique abilities. Maybe a summon that heals you, one that stealth kills, and maybe one that just
makes you laugh by telling you he wants you to show him your genitals. Ah yes, The possibilities are endless!
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Robyn Lena
 
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Post » Sat Feb 19, 2011 12:10 pm

From the SkillsMenu screenshot we can see that Conjuration has 9 perks in 4 branches. 2 branches have only 1 perk. 1 branch has 3 perks. The last branch has 2 perks and splits itself in 2 other branches with 1 perk.

I think the two one perk branches will be something general like "All conjurations last 10% longer".

The two longer arms are probably Undead and Daedra.
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courtnay
 
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Post » Sat Feb 19, 2011 10:24 am

I like your idea for seperate categories of summoning, Lithary. I was going to suggest something like that, simply because it makes so much sense. I really hope the developers take a similar approach.

I also really like the idea of capturing souls and being able to summon them from the gem. Wouldn't work on humanoid NPCs, unless you have a black gem to hold them in.


Thanks.
Also, yeah, that soul capture wold be great.
Didn't notice it being mentioned.
That would actually make a lot of sense and could be used to balance out strong summons.
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Soku Nyorah
 
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Post » Sat Feb 19, 2011 1:33 am

From the SkillsMenu screenshot we can see that Conjuration has 9 perks in 4 branches. 2 branches have only 1 perk. 1 branch has 3 perks. The last branch has 2 perks and splits itself in 2 other branches with 1 perk.

I think the two one perk branches will be something general like "All conjurations last 10% longer".

The two longer arms are probably Undead and Daedra.


Hmm, I see. Well should be interesting either way. I noticed nobody had anything to say about the duel wielding aspect of it.
Nobody thinks it will effect Conjuration? Since we will probably just hotkey out of it once we use it. Oh well, just a thought.
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AnDres MeZa
 
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Post » Fri Feb 18, 2011 9:38 pm

Hmm, I see. Well should be interesting either way. I noticed nobody had anything to say about the duel wielding aspect of it.
Nobody thinks it will effect Conjuration? Since we will probably just hotkey out of it once we use it. Oh well, just a thought.


I can't think of dual-wielding affecting Conjuration that much, since you can presumably conjure once and then switch that hand out.

Although it would be interesting if, rather than being time-limited, you could keep a summon for as long as you were willing to keep that hand dedicated to "maintaining" it.
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Philip Lyon
 
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Post » Sat Feb 19, 2011 2:16 am

Hmm, I see. Well should be interesting either way. I noticed nobody had anything to say about the duel wielding aspect of it.
Nobody thinks it will effect Conjuration? Since we will probably just hotkey out of it once we use it. Oh well, just a thought.


I don’t think any weapon you choose to have will affect your magic. Look at battle mages, I bet Bethesda will want to make sure you could have that kind of build.
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Dean Ashcroft
 
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Post » Sat Feb 19, 2011 10:47 am

I can't think of dual-wielding affecting Conjuration that much, since you can presumably conjure once and then switch that hand out.

Although it would be interesting if, rather than being time-limited, you could keep a summon for as long as you were willing to keep that hand dedicated to "maintaining" it.


Exactly! Thats what I was thinking. Maybe the only way to have two summons was to use both hands? Thus, No fighting on your behalf but maybe the summons alot better then in the past? I hope they are either way xp
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matt
 
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Post » Sat Feb 19, 2011 10:09 am

Necromancy: Through you mastery of conjuration, you learn how to reanimate the bodies of the dead.
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Shelby Huffman
 
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Post » Sat Feb 19, 2011 12:20 pm

Necromancy: Through you mastery of conjuration, you learn how to reanimate the bodies of the dead.


This

Combined with the earlier talk of Soul summoning through the soul gems, I would certainly have tons of hours of fun on that one skill alone.
I know it won't happen but summon undead dragon from the corpse of one you have defeated? Screw his shout, I want him to blow his death breath on my foes!
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Karl harris
 
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Post » Sat Feb 19, 2011 4:21 am

Create permanent summons till they die.

Summon more summons.

Some basics.

Like the soul gem idea, I'd refine that a bit though.


YES... PLEASE!!!

i would absolutely love to have permanent summons as a perk... seriously, if you're a master conjurer, you should be able to keep your minions in the world for as long as you want!

multiple summons would also be a nice perk, but permanent ones would be my most wanted perk.
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Victoria Vasileva
 
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Post » Fri Feb 18, 2011 10:09 pm

YES... PLEASE!!!

i would absolutely love to have permanent summons as a perk... seriously, if you're a master conjurer, you should be able to keep your minions in the world for as long as you want!

multiple summons would also be a nice perk, but permanent ones would be my most wanted perk.


How about something unique like for instance, When they die, if you have the magicka, They revive instantly or turn into what just killed them! Soul Copy! Or maybe something like Fable 1, If it kills something and its stronger, it turns into it!
Even the strongest summon dies eventually, so I don't see that being game breaking either.
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Amy Smith
 
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Post » Fri Feb 18, 2011 9:23 pm

dual-wielding:

conjure multiples
makes minion extra strong by healing and boosting attributes (more so than using other schools in the offhand)
allows for summoning stronger minions
conjure and animated suit of armor and weapon to fight for you, or let you fight with a conjured set of gear indefinitely while both hands are wielding conjuration magic! (twist on bound gear!)
redirects damage taken by the minion to yourself
makes the minion permanent (vanishes when it dies or you switch skills with 1 hand)

EDIT: when conjuring an atronarch destruction spells in he same element are boosted or the power of the minion's spells
combined with restoration the pet can heal you/itself or possibly regenerates you and your minion's health over time
with alteration the pet gains immunity to whatever resistance spell you have active
with illusion the pet becomes undetectable or you do
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Kelsey Anna Farley
 
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Post » Fri Feb 18, 2011 9:21 pm

dual-wielding:

conjure multiples
makes minion extra strong by healing and boosting attributes (more so than using other schools in the offhand)
allows for summoning stronger minions
conjure and animated suit of armor and weapon to fight for you, or let you fight with a conjured set of gear indefinitely while both hands are wielding conjuration magic! (twist on bound gear!)
redirects damage taken by the minion to yourself
makes the minion permanent (vanishes when it dies or you switch skills with 1 hand)

EDIT: when conjuring an atronarch destruction spells in he same element are boosted as well as the power of the minion's spells
combined with restoration the pet can heal you
with alteration the pet gains a boost to whatever resistance spell you have active
with illusion the pet becomes undetectable or you do


I like the bound gear idea. And I the idea of fusing the summon with other schools of magic. Maybe skeletons with Elemental weapons?
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Scared humanity
 
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Post » Sat Feb 19, 2011 1:44 am

I like the bound gear idea. And I the idea of fusing the summon with other schools of magic. Maybe skeletons with Elemental weapons?



A fire breathing mudcrab! I keep editing the list, lol
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kristy dunn
 
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Post » Sat Feb 19, 2011 5:49 am

A fire breathing mudcrab! I keep editing the list, lol


Let us put all these suggestions together! We first kill a dragon and Mudcrab, then we fuse them. THEN, we add the element of Lighting. We create the fire breathing, Lighting wielding, Undead Dragoncrab!

....You beat the game instantly and get a special cutscene where your character turns into Todd Howard who then tells you that you have unlocked Horse Armor.
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Yonah
 
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Post » Sat Feb 19, 2011 1:15 pm

Now Skooma....now thats a different story. But you must make haste! I hear the guards coming! Quickly to my abandon house that looks exactly like the house next to it! I can't wait till I move to Skyrim....
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Gemma Flanagan
 
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Post » Sat Feb 19, 2011 2:41 am

I don't touch the stuff! Now Skooma....now thats a different story. But you must make haste! I hear the guards coming! Quickly to my abandon house that looks exactly like the house next to it! I can't wait till I move to Skyrim....


This actually bothers me. In tes, most of the houses do look different from each other. Why people think that all the houses should look different baffles me. Look at real life cities. There are hundreds and even thousands of houses that look exactly the same in cities. Why is it so terrible to have two houses that are right beside each other look the same?
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gary lee
 
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Post » Sat Feb 19, 2011 11:06 am

This actually bothers me. In tes, most of the houses do look different from each other. Why people think that all the houses should look different baffles me. Look at real life cities. There are hundreds and even thousands of houses that look exactly the same in cities. Why is it so terrible to have two houses that are right beside each other look the same?


My particular complaint was that my house in this little rp I was doing is abandoned. So its kinda weird that a house that nobody really lives in like the Dark Brotherhood house, are just the same as the rest. I agree with you truly, but this is a specific case I'm speaking of.

Now that I think about it, I think that house did have ivy growing and planks on the windows...Nevermind then haha. But still, Instead of just putting things on the house. They could take away, broken window, caved in roof. Its been awhile since I played and forgot lol.
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Stat Wrecker
 
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Post » Sat Feb 19, 2011 12:28 am

Maybe perks could be that your summons have better equipment like higher levels or enchantments. They could also have some of the magic perks whatever they are. Also, summoned equipment could have enchantments on them.

Another idea I had was if a summoned creature dies before its time is up then you get a portion of the magicka back. Also, things like getting a portion of the damage dealt by your summon as health or every kill they make extends their lifetime.

I just don't want them to be generic perks like +damage, +health, +time. Those should be inherent in the increase of your skill.
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Leonie Connor
 
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Post » Sat Feb 19, 2011 7:47 am

Maybe perks could be that your summons have better equipment like higher levels or enchantments. They could also have some of the magic perks whatever they are. Also, summoned equipment could have enchantments on them.

Another idea I had was if a summoned creature dies before its time is up then you get a portion of the magicka back. Also, things like getting a portion of the damage dealt by your summon as health or every kill they make extends their lifetime.

I just don't want them to be generic perks like +damage, +health, +time. Those should be inherent in the increase of your skill.


I agree, I think raising the skill alone should do more then simply allow you to do higher level summons. Since they took out spellmaking, How does one figure it he has the necessary skill to summon said creature?
I don't want to see *You need 75 Conjuration to summon this* Thats just...I'm not a fan.
So it should just be that every creature strength is based on your conjuration, and you can summon any that you can get your hands on. And like you said, Allowing perks to be for more unique effects on the summons.
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Megan Stabler
 
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Post » Sat Feb 19, 2011 11:40 am

I expect 2 handed summoning will result in either a larger army of summons or a much bigger summons.

I dont expect time based limits but instead hps based limits.

I expect holding the cast button down will result either in a summons with more hps/dps or a larger army.. depending on the summons..

As far as perks go.. id expect perks around making undead more durable or making dardra more powerful or around generaly making it so you can summon a few more of either at one time.
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Mari martnez Martinez
 
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Post » Fri Feb 18, 2011 11:07 pm

perks:

--- chance when struck for your minion to go ape[censored] and rage on the enemy
--- when the player gets below a threshold of health the pet goes ape[censored] and rages on the enemy (I think New Vegas had one like this)
--- dualwielding conjuration allows you to summon bound gear onto your minion
--- minions become rabid and have a chance of inflicting a debilitating disease that makes the enemy go berserk, attacking everything near it at random
--- corpse minions develop a rancid odor that debilitates nearby opponents and has a chance of them being knockeddown every so often
--- spirits draw life from the enemy, so that every time they are struck the enemy becomes weaker while the minion becomes stronger (stacking with a short time duration like if no contact is made after 5 seconds it wears off)
--- having a conjured minion out while sleeping grants a well rested bonus as well as fewer random encounters that would disrupt your sleep (sleep soundly knowing your mudcrab will keep you safe)
--- your conjured armor becomes especially horrid to gaze upon and has a chance of scaring opponents away for 10 seconds


I could probably think of more later... head going numb

EDIT: you can summon an extra minion, but can not regenerate magicka through any form while the extra minion is active (useful for those focusing on 1 minion)
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Rhi Edwards
 
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