Generalized Perks

Post » Fri May 20, 2011 10:02 pm

I have been pondering this for a while and I have decided I would like to see some perks that don't really fall under a specific skill or weapon or whatever. From what we see on some of the perks mentioned they aren't like Fallout 3 perks, they are more like the Specialties in WoW (increase damage with weapon X by Y percent, things like that). I would like to see some general perks that don't relate to specific skills, but change gameplay elements as a whole, like the ones in FO3. Some examples:

Blood Mage: When you don't have enough magicka to cast a spell, the remaining magicka needed is taken in the form of HP.

Survival Expert: You can now get twice as much meat and hides from slain creatures.

Nonlethal Takedown (toggle-able ability): When fighting an enemy what would be the killing blow knocks the enemy unconscious for a few minutes. An additional strike on them while unconscious will kill them normally. Enemies can still be looted as if you killed them. (Want an NPC's gear but don't want to kill them? Use this. Also good for if you accidentally start a fight)

Yes? No? Go [censored] yourself Badprenup?
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Matt Bigelow
 
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Post » Sat May 21, 2011 1:57 am

I'd like to see perks relating to encumbrance and magicka regeneration rate. These don't specifically fall under any skills though, so yes, I'm hoping there are these kinds of perks.
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JERMAINE VIDAURRI
 
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Post » Fri May 20, 2011 11:03 pm

This kind of relates in a round about way.

I posted the below in a thread earlier today and didn't get any response. It would allow for what you're talking about...

Though the dagger is still considered a one-handed weapon skill, the perks for the weapon are housed under the stealth banner.


(From the Game Informer "Skyrim: Building Better Combat" article.)

So, this quote seems to work somewhat in contrast to traditional thoughts regarding the structure of perk trees in Skyrim. This seems to intimate that perks will be organized -- not under the context of skills -- but under the broader context of Combat, Magic, and Stealth in some way. Am I right? If that’s the case, I’m having some difficulty organizing the perk trees in my head, since this seems to indicate something a little more complex than my first thoughts.

Do you think weapon-type (i.e. long sword, short sword, dagger, war axe, etc.) are even perks at all? Does the character get better at all one-handed weapons simultaneously regardless of whether they actually use them or not? And, then, the perk would not be "Dagger," but would rather be something like "Sneak Attack," which is a perk housed under Stealth and contingent on using a dagger from a hidden position, for example.

What do you think?

EDIT: I was probably a little lazy just copying this and pasting. To take it further, your "Blood Mage" example could simply be under the banner of Magic in a perk tree, as opposed to being directly related to a skill.
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Budgie
 
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Post » Fri May 20, 2011 10:44 pm

OH GOD PLEASE YES!
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Steph
 
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Post » Sat May 21, 2011 12:57 am

So long as their aren't filler useless perks like


click this and get plus 5 in one handers or +10 with health or 2 pts resistance or any other numerical crap of that extent thats not diversifying characters thats number crunching and no different from me adding points through console perks should add factors and abilities independant of what you can gain playing the game.
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Erich Lendermon
 
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Post » Sat May 21, 2011 5:36 am

Your fame could allow you certain perks. Perhaps perks could come from finishing quest chains like the daedra shrines or guild/fraction quest.
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Rodney C
 
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Post » Fri May 20, 2011 8:58 pm

It depends, I don't want a ton of General perks. If their were perks outside of the 18 skills I would want them to deal with stuff that's not involved with combat or skills such as Increased Stamina Regeneration Rate, Higher Magicka Regeneration Rate, More damage to certain Gender type perk or other stuff that involves gender, higher chance of finding rare equipment, higher chance to make gold, etc.
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Da Missz
 
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Post » Sat May 21, 2011 8:44 am

This kind of relates in a round about way.

I posted the below in a thread earlier today and didn't get any response. It would allow for what you're talking about...



(From the Game Informer "Skyrim: Building Better Combat" article.)

So, this quote seems to work somewhat in contrast to traditional thoughts regarding the structure of perk trees in Skyrim. This seems to intimate that perks will be organized -- not under the context of skills -- but under the broader context of Combat, Magic, and Stealth in some way. Am I right? If that’s the case, I’m having some difficulty organizing the perk trees in my head, since this seems to indicate something a little more complex than my first thoughts.

Do you think weapon-type (i.e. long sword, short sword, dagger, war axe, etc.) are even perks at all? Does the character get better at all one-handed weapons simultaneously regardless of whether they actually use them or not? And, then, the perk would not be "Dagger," but would rather be something like "Sneak Attack," which is a perk housed under Stealth and contingent on using a dagger from a hidden position, for example.

What do you think?

EDIT: I was probably a little lazy just copying this and pasting. To take it further, your "Blood Mage" example could simply be under the banner of Magic in a perk tree, as opposed to being directly related to a skill.


What that means is that the perks that govern the bonuses you get for stealth attacks using the dagger, are not perks of One Handed, but perks of Sneak.
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Mistress trades Melissa
 
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