Ideas for Perks..

Post » Fri Feb 04, 2011 8:12 am

Isn't that flaming? Following you around? I responded to the same idea you presented in 2 threads. It doesn't make me a [censored] because I don't like your ideas.I don't have a problem with the perk tree, just some of the perks you've suggested.

EDIT: Hm... funny how it blocks the singular form of that but not the plural.

funny because the first thread i commented on is about the skill list that discount Flunky came up with..pretty sure this is about ideas of perks for all the skills since they are already going to be in there im sorry you dont like my ideas but if you arent going to say something constructive then leave because you are starting to get annoying.. you made Discount flunky's thread about yourself and now you are ruining this which is suppose to be fun.. thanks your awesome
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Andrew Perry
 
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Post » Fri Feb 04, 2011 1:14 am

snip


I do like the "Captain America" perk, that would be awesome! :D However, the glowing armour thing would be really stupid, since there's no way to define who is an enemy and who isn't. Also it would be quite annoying, especially if you're trying to sneak up on your target and suddenly your armour starts glowing.

* Sneaking around a big barbarian, while silently puling your dagger out. Then suddenly your armour starts to glow, completely exposing yourself. *
"AAAAAAAAARRRRRGGGHHH!!!! SMASH!!! KILL!!!"
"Oh, [censored]!"
* Barbarian buries a giant battle axe in your head *

Also, I didn't bother to read all of your magic perks, but all of those I read were simply different kinds of spells. Wouldn't it be better with perks that enhance the spells you already have, etc?
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Shannon Marie Jones
 
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Post » Thu Feb 03, 2011 11:57 pm

I do like the "Captain America" perk, that would be awesome! :D However, the glowing armour thing would be really stupid, since there's no way to define who is an enemy and who isn't. Also it would be quite annoying, especially if you're trying to sneak up on your target and suddenly your armour starts glowing.

* Sneaking around a big barbarian, while silently puling your dagger out. Then suddenly your armour starts to glow, completely exposing yourself. *
"AAAAAAAAARRRRRGGGHHH!!!! SMASH!!! KILL!!!"
"Oh, [censored]!"
* Barbarian buries a giant battle axe in your head *

Also, I didn't bother to read all of your magic perks, but all of those I read were simply different kinds of spells. Wouldn't it be better with perks that enhance the spells you already have, etc?

hahahahahahahah i didnt think about the it exposing yourself that wouldnt be good.. my favorite two are throwing your shield and being able to shoot two arros
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phil walsh
 
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Post » Fri Feb 04, 2011 3:52 am

Unquenchable Thirst: Increases the damaging effects of your absorb spells while the stat bonus remains the same.

Catastrophic force: Hitting a target with destruction spells will slightly reduce their respective resistance level.
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Steve Fallon
 
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Post » Fri Feb 04, 2011 4:05 am

I haven't read the posts, so hopefully none of these ideas are reposts. Just ignore any that are.



One handed and Two handed: These are pretty clear cut, different types should have different cool effects.

Block
Your blocking skills are impeccable. Blocking at the right time will disarm and knock back your attacker. (Say the window of opportunity for blocking is 2 seconds, this window might be only half a second)

Armor
You can unequip your pants to unleash the passion of a true mountain man. Wearing no pants boosts all of your attributes by 15. (please add this)
Wearing no light or heavy armor increases the effectiveness of your spellcasting. You can fire spells faster and all magicka costs are reduced by 50%.

Hand to Hand
If you sneak attack with your fists the target is paralyzed (lasts 1 second/10 skill levels).
You gain stamina and magicka whenever you block an attack with your fists.

Smithing
You are quite a well-known craftsman. Anything you enchant sells for more gold than its normal value the first time it is sold (you can make some profit but not an absurd amount right away).
Weapons you craft deal more damage and armor you craft has a higher armor value than their counterparts.
You're more efficient, it costs fewer materials to smith.

Sneak
Standing still while undetected makes you far harder to detect (it would be fun to sneak past a patrol by hiding 4 feet away from his path).
You can jump your normal height and move at your regular speed while sneeking.
You can climb walls if you hold sprint while sneaking. If you don't reach a ledge by the time you run out of stamina or stop sprinting, you fall.

Lock pick
If your skill level is higher than a lock's level, you automatically pick it.
You break a pick in a door or chest to lock previously unlocked doors and chests!

Alchemy
You are quite a well-known craftsman. Anything you enchant sells for more gold than its normal value the first time it is sold (you can make some profit but not an absurd amount right away).
You can pickpocket a potion or poison into any NPC's inventory. They will be curious and drink it immediately. This is only a crime if someone witnesses you placing it and it kills or harms the drinker. If the drinker sees you placing it and it harms them, they won't drink another for a certain amount of time. (A good way to heal frindly NPCs and summons)
All food without any chemical properties gains the restore health potionmaking property. (not as efficient as restoration, but an alternative and a good supplement)

Ranged
You can scavenge twice as many arrows as usual from corpses.
Strong armed: you can pull bows even beyond their normal draw distance for extra damage. It takes you the same time to attain the new maximum draw as it did for the old one.
Enemies will not be alerted when you kill an ally of theirs in one shot.

Speech
Dressed to kill: you get a disposition bonus based on how expensive your clothes are (with a limit).
Sweet lips: you have a disposition bonus with the opposite six.
Fast talker: you can ask anyone you have a high disposition with to follow you (doesn't work if they're very busy or unkillable).

Acrobatics
You're going to have to look for higher cliffs. You take half damage from falling.
You're nimble like a monkey. You can turn as fast while sprinting as while walking.

Conjuration
You're getting good at this, your summons now last twice as long as usual.
Bound armor lasts until something else is equipped.
Each piece of bound armor conveys a bonus to your summon, chest increases its health, shield its armor, helm its level (!), gloves and weapons its damage, pants its luck (teeheehee), and shoes its speed.

Destruction
Increases the secondary effects (burning, slowing) of all elemental destruction spells by a significant percent.
"Trap" spells gives anything that they damage a weakness to that type of damage (fire, frost, shock).
Any elemental spells reset any weaknesses the target has to their element to its full duration. (cast weakness to shock, then if you shock it before the weakness expires the weakness is back to full duration)

Enchanting
Souls are twice as effective at recharging weapons.
You feel really awesome when all of your armor is enchanted, you have a percentage bonus to maximum magicka while only wearing magic armor.
You are quite a well-known craftsman. Anything you enchant sells for more gold than its normal value the first time it is sold (you can make some profit but not an absurd amount right away).
Creation is satisfying and satisfaction breeds confidence. Weapons that you enchant restore stamina every time you hit (based on weapon speed).

Illusion
You are slowly shimmering out of corporeality. Your level of detectability due to light is reduced by (skill level/2)%.
Your invisibility spells produce an uncomfortable aura that often makes things nearby feel compelled to turn away from you.
You can interact with items, containers, traps, and doors while remaining invisible.
You can pull your bowstring or ready an attack while invisible, only appearing when the arrow is fired or the weapon lands.

Restoration
30% of any immediate healing spell is added as healing over time and 30% of a healing over time spell is added as immediate healing (maybe less than 30...).
Drains and absorbs buff you with 20% of the amount of stats or health drained or absorbed (only one attribute and one skill can be increased by this method at any time).
Drains and absorbs damage the target's constitution, slowing their movement for a fixed duration.

Alteration
I think it would be cool to have feather be a passive buff given by a perk determined by the combined strength of other alteration buffs. There could be a hard cap determined by skill level up to which you get a point of feather for every 2 points of alteration magic you cast on yourself. This would encourage players to use alteration spells such as shield more often to get a feather bonus.
Your mastery of telekinesis allows you to knock enemies backwards by throwing things at them. (distance determined by weight of object and weight of target)
Magic shields produce fields of their element on the ground around you, slowing (frost), draining magicka from (shock, I hope they change this effect to something else), or slowly burning (fire) any attackers.
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kat no x
 
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Post » Fri Feb 04, 2011 12:07 am

I haven't read the posts, so hopefully none of these ideas are reposts. Just ignore any that are.



One handed and Two handed: These are pretty clear cut, different types should have different cool effects.

Block
Your blocking skills are impeccable. Blocking at the right time will disarm and knock back your attacker. (Say the window of opportunity for blocking is 2 seconds, this window might be only half a second)

Armor
You can unequip your pants to unleash the passion of a true mountain man. Wearing no pants boosts all of your attributes by 15. (please add this)
Wearing no light or heavy armor increases the effectiveness of your spellcasting. You can fire spells faster and all magicka costs are reduced by 50%.

Hand to Hand
If you sneak attack with your fists the target is paralyzed (lasts 1 second/10 skill levels).
You gain stamina and magicka whenever you block an attack with your fists.

Smithing
You are quite a well-known craftsman. Anything you enchant sells for more gold than its normal value the first time it is sold (you can make some profit but not an absurd amount right away).
Weapons you craft deal more damage and armor you craft has a higher armor value than their counterparts.
You're more efficient, it costs fewer materials to smith.

Sneak
Standing still while undetected makes you far harder to detect (it would be fun to sneak past a patrol by hiding 4 feet away from his path).
You can jump your normal height and move at your regular speed while sneeking.
You can climb walls if you hold sprint while sneaking. If you don't reach a ledge by the time you run out of stamina or stop sprinting, you fall.

Lock pick
If your skill level is higher than a lock's level, you automatically pick it.
You break a pick in a door or chest to lock previously unlocked doors and chests!

Alchemy
You are quite a well-known craftsman. Anything you enchant sells for more gold than its normal value the first time it is sold (you can make some profit but not an absurd amount right away).
You can pickpocket a potion or poison into any NPC's inventory. They will be curious and drink it immediately. This is only a crime if someone witnesses you placing it and it kills or harms the drinker. If the drinker sees you placing it and it harms them, they won't drink another for a certain amount of time. (A good way to heal frindly NPCs and summons)
All food without any chemical properties gains the restore health potionmaking property. (not as efficient as restoration, but an alternative and a good supplement)

Ranged
You can scavenge twice as many arrows as usual from corpses.
Strong armed: you can pull bows even beyond their normal draw distance for extra damage. It takes you the same time to attain the new maximum draw as it did for the old one.
Enemies will not be alerted when you kill an ally of theirs in one shot.

Speech
Dressed to kill: you get a disposition bonus based on how expensive your clothes are (with a limit).
Sweet lips: you have a disposition bonus with the opposite six.
Fast talker: you can ask anyone you have a high disposition with to follow you (doesn't work if they're very busy or unkillable).

Acrobatics
You're going to have to look for higher cliffs. You take half damage from falling.
You're nimble like a monkey. You can turn as fast while sprinting as while walking.

Conjuration
You're getting good at this, your summons now last twice as long as usual.
Bound armor lasts until something else is equipped.
Each piece of bound armor conveys a bonus to your summon, chest increases its health, shield its armor, helm its level (!), gloves and weapons its damage, pants its luck (teeheehee), and shoes its speed.

Destruction
Increases the secondary effects (burning, slowing) of all elemental destruction spells by a significant percent.
"Trap" spells gives anything that they damage a weakness to that type of damage (fire, frost, shock).
Any elemental spells reset any weaknesses the target has to their element to its full duration. (cast weakness to shock, then if you shock it before the weakness expires the weakness is back to full duration)

Enchanting
Souls are twice as effective at recharging weapons.
You feel really awesome when all of your armor is enchanted, you have a percentage bonus to maximum magicka while only wearing magic armor.
You are quite a well-known craftsman. Anything you enchant sells for more gold than its normal value the first time it is sold (you can make some profit but not an absurd amount right away).
Creation is satisfying and satisfaction breeds confidence. Weapons that you enchant restore stamina every time you hit (based on weapon speed).

Illusion
You are slowly shimmering out of corporeality. Your level of detectability due to light is reduced by (skill level/2)%.
Your invisibility spells produce an uncomfortable aura that often makes things nearby feel compelled to turn away from you.
You can interact with items, containers, traps, and doors while remaining invisible.
You can pull your bowstring or ready an attack while invisible, only appearing when the arrow is fired or the weapon lands.

Restoration
30% of any immediate healing spell is added as healing over time and 30% of a healing over time spell is added as immediate healing (maybe less than 30...).
Drains and absorbs buff you with 20% of the amount of stats or health drained or absorbed (only one attribute and one skill can be increased by this method at any time).
Drains and absorbs damage the target's constitution, slowing their movement for a fixed duration.

Alteration
I think it would be cool to have feather be a passive buff given by a perk determined by the combined strength of other alteration buffs. There could be a hard cap determined by skill level up to which you get a point of feather for every 2 points of alteration magic you cast on yourself. This would encourage players to use alteration spells such as shield more often to get a feather bonus.
Your mastery of telekinesis allows you to knock enemies backwards by throwing things at them. (distance determined by weight of object and weight of target)
Magic shields produce fields of their element on the ground around you, slowing (frost), draining magicka from (shock, I hope they change this effect to something else), or slowly burning (fire) any attackers.

some of the ones you had are incredible and i must have haha
drawing bow beyond the draw distance
Sweet lips
A from of the dropping a potion in someones pocket but dont have them drink it right away
climbing while sneaking
nimble monkey
move at normal height and speed when sneaking..
the craftsman one
Telekinesis
This one is HUGE if you kill someone in one shot and they are in the back then it would be cool if no one in front noticed..only as a high level perk though
Last one of your illusion where you become visible once weapon has made contact.. those ones are awesome

These ones could be to cheap..
The conjuration one where they stay for double the time.. some stay for a minute and are very good.. people could abuse this and just never fight someone
The bound armor because you can buy that spell early in the game and then never need the armor.. unless its a high level perk then i see your point
Not having to lock pick if the lock is below your level
Having people people turn away from you when you are invisible because then you can just sneak attack anyone
THE BEST ONE OF ALL
Passion of a true mountain man
nice work
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lauraa
 
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Post » Thu Feb 03, 2011 11:45 pm

There shouldn't be any perks ~that's a mechanic from Fallout, designed by Chris Taylor.

have you never got to level 25 in Oblivion in any skill?
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sharon
 
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Post » Fri Feb 04, 2011 2:29 am

A lot of the Magic perks just sound like spells...
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danni Marchant
 
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Post » Thu Feb 03, 2011 11:27 pm

This is not what the perks are going to be like if you have been paying attention.
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Steven Hardman
 
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Post » Fri Feb 04, 2011 6:49 am

This is not what the perks are going to be like if you have been paying attention.


I've read every tweet and ogled every HD pixel of glossy magazine pages. I know they're mostly going to be things like "maces ignore 10/20/30% of armor," but hopefully there'll be some really cool ones too!

Edit: to be fair, it'll probably be 20/40/60% of armor :turned:
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Jeremy Kenney
 
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Post » Thu Feb 03, 2011 11:02 pm

This is not what the perks are going to be like if you have been paying attention.

im guessing the majority will be boring like receive 10 percent bonus to armor defense or something but there has to be some fun ones and that is basically what this thread is most of mine are outrageous.. except for two arrows at once i want that to happen but ya theres always a chance
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Jessica Colville
 
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