Picking perks at level up

Post » Mon May 02, 2011 10:42 pm

Have we been informed at all as to what (if anything) governs what options you CAN choose from at level up? Meaning, can you select any perk from any constellation at any given level up despite what you have been doing and select any of the 3 remaining stats (health/magicka/stam) with equal effectiveness?

So, if I were to go around shooting arrows at foes until I leveled up exclusively from that, would I then only be allowed to select a perk from trees that are logically associated with this kind of activity, or would I be able to select any perk... say, for shooting bows all day, I suddenly decide I am better for no reason at using Heavy Armor, or Restoration... and, if I shot bows all day, and then decided I want to select magicka as my stat increase, would I get just as large of a stat increase for magicka as opposed to an increase in stamina if I chose that stat? I shot bows all day... why would my magicka be as likely to go up just as much as my stamina, and why the hell would I be allowed to pick a totally unrelated perk?
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JERMAINE VIDAURRI
 
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Post » Mon May 02, 2011 10:12 pm

They said perks are tied to skills, so i'm guessing you have skill level requirements.
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Nicholas C
 
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Post » Tue May 03, 2011 12:40 am

They said perks are tied to skills, so i'm guessing you have skill level requirements.


That's the likely way. As for the choosing Magicka, Health, or Stamina; I believe any of those can be chosen at any level, regardless of anything else.
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mimi_lys
 
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Post » Mon May 02, 2011 7:09 pm

Some perks have skill reqs but not all of them will and you do start out with racial skill bonuses....

I expect the different tiers in the perk tree visual we see are at 0 25 50 75 and 100 skill req.
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lisa nuttall
 
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Post » Mon May 02, 2011 7:44 pm

Perks are great and most of them can be valuable depending on your build. I've found it hard to choose sometimes because there are so many I want. I hope there's an Animal Friend type option in Skyrim. I always take that and if it's like Fallout, taking it twice means the animals will fight for you. I'd like to see a wolf helping me against a dragon. :)
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Rhiannon Jones
 
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Post » Tue May 03, 2011 8:07 am

Perhaps this "limits" the absurdity a little, in that someone that has done nothing but cast Restoration spells and use a dagger for 10 levels (extreme for the sake of example) can't get anything higher than the first tier of Heavy Armor related perks for example. However, its still a little absurd that when you are eligible for two different perks, that directly after doing one kind of activity, you can select a perk for an unrelated kind of activity.

So, let's say at some level up, you are eligible by this system's standard to either pick a perk related to Marksman, or a perk related to Destruction because maybe not during this level up, but prior, you have satisfied the skill reqs for each. However, you just spent this entire level only casting Destruction spells. You then proceed immediately after doing this to select the Marksman perk... absurd.

And health/magicka/stamina increases really should be buffed/diminished relative to what kinds of skills you increased during that level. If you only cast spells, why would your health be eligible to increase just as much as your magicka? If you only fought with a 2-handed weapon, why would your magicka be eligible to increase just as much as your stamina?

Shouldn't it be that each skill is associated with one of these stats more strongly than the others?
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El Khatiri
 
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Post » Mon May 02, 2011 8:23 pm

Well seeing as you can't take all perks, I wouldn't take perks that have nothing to do with my build lol.
maybe just me though
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MR.BIGG
 
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Post » Mon May 02, 2011 11:36 pm

Most games give exp, you level up and do what you like. TES makes you use skills to raise them, so even if you can take any perk, it's still better than most. As for mages taking health, would a hedge wizard, or a witch living in the heart of a forest, not have more health and less magicka than a guild mage living in a city?
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yermom
 
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Post » Mon May 02, 2011 10:29 pm

Most games give exp, you level up and do what you like. TES makes you use skills to raise them, so even if you can take any perk, it's still better than most. As for mages taking health, would a hedge wizard, or a witch living in the heart of a forest, not have more health and less magicka than a guild mage living in a city?


Why would that be necessarily the case? Maybe they'd have less because they'd have too rough a life if we are getting realistic here. I'm not really talking about "hyper-realism" though. Said hedge-wizard would be able to have more health in the TES video game universe because they would use other skills besides casting spells anyway. Being in the dangerous woods all the time, its likely they would not be able to purely study magicka like a mage in a nice guild setting, but would frequently have to resort to other aspects of combat to survive.

For the sake of example, these numbers and exact relationships are not necessarily ideal /end disclaimer

For each point you increase each of the following skills, it adds to the total of the baseline increase of the stat increases:

Heavy Armor - 2% per point per level increase to Health and Stamina options. 0% increase to Magicka.

Destruction - 3% per point per level increase in Magicka option. 1% per point per level increase in Stamina option. 0% increase in Health option.

Blade - 3% per point per level increase to Stamina option. 1% per point per level increase to Health option. 0% increase to Magicka.

So if you used all Heavy armor increases, you would gain more by selecting Stamina or Health than you would by selecting Magicka. If you used all Destruction, you would gain more by selecting Magicka than you would by selecting Stamina, but earn no bonus if you selected Health. This way, the amount of increase is logical to the type of activity you performed.
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Samantha hulme
 
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Post » Mon May 02, 2011 10:46 pm

The way leveling happens (when sleeping instead of suddenly), maybe it involves a bit of study and pondering and whatnot. So lets say the character used their bow a lot, thought of an idea for a cool new move they could do with it, but just kept it in the back of their mind for awhile because they were busy with destruction and then revisited it later when they had time to think it over.

I think they should probably avoid making level-up choices limited by the skills you used immediately during that level. It does make more sense, but brings back all the out-of-character level planning stuff and worrying if you're overpowering or underpowering your character by maximizing or not maximizing your bonuses.
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Tessa Mullins
 
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Post » Mon May 02, 2011 9:51 pm

The way leveling happens (when sleeping instead of suddenly), maybe it involves a bit of study and pondering and whatnot. So lets say the character used their bow a lot, thought of an idea for a cool new move they could do with it, but just kept it in the back of their mind for awhile because they were busy with destruction and then revisited it later when they had time to think it over.

I think they should probably avoid making level-up choices limited by the skills you used immediately during that level. It does make more sense, but brings back all the out-of-character level planning stuff and worrying if you're overpowering or underpowering your character by maximizing or not maximizing your bonuses.


What about instead of the % bonus type of idea I posted above, that based on the what skill ups you get, you are not allowed to select from one or more of the options? Its always the same value, but sometimes you might just not be allowed to select "magicka" for example.

You level up like so:
Heavy Armor, Heavy Armor, Blade, Blade, Heavy Armor, Block, Blade, Blade, Heavy Armor, Block.
Now you have your 10 skill ups for your level. You can select from:
Stamina Increase, Health increase. You cannot select a magicka increase. No modifications to the how much your increase is, you just didn't satisfy the requirements to be allowed to select magicka this level because not enough of the skills you used were associated with magicka.

Any better?
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Craig Martin
 
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Post » Tue May 03, 2011 1:27 am

I dunno; it just doesn't seem worth it to me. Daggerfall just gave you points to distribute to attributes however you wanted, and it didn't make me stop and think "this doesn't make sense". With only these three now, I think it works for the most part since every character will be doing things that involve health and stamina. The only one that's hard to justify is magic increase for not doing anything magical, but there probably won't be that many people playing pure fighters and wanting a magic bonus.
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Lewis Morel
 
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Post » Tue May 03, 2011 6:59 am

I dunno; it just doesn't seem worth it to me. Daggerfall just gave you points to distribute to attributes however you wanted, and it didn't make me stop and think "this doesn't make sense". With only these three now, I think it works for the most part since every character will be doing things that involve health and stamina. The only one that's hard to justify is magic increase for not doing anything magical, but there probably won't be that many people playing pure fighters and wanting a magic bonus.


But its not just a single-edged sword though. If you leveled up only magically, you would not get the option to select stamina or health either. And if you leveled up entirely by physical offense and didn't get hit much, you would not be eligible to increase magicka or health, but only stamina. If you leveled up almost entirely through magicka and physical offense, you could select magicka or stamina, but not health.
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TOYA toys
 
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Post » Tue May 03, 2011 3:29 am

I think it'll be purely a perk tree, that you have to work your way up (down?). I don't think there will be skill requirements really.
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Crystal Clear
 
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Post » Tue May 03, 2011 5:02 am

Maybe your starting skill levels are so low that you can only get one perk in each. After that you would have to level them up to get access to new perks. And if you've levelled enough to unlock several perks but can't choose them all you can assume that your experience carries over from before at your next level-up.

As for the base stats :shrug:.
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Chris Johnston
 
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Post » Tue May 03, 2011 12:42 am

also it looks like certain perks require you to have other perks first
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JD bernal
 
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Post » Tue May 03, 2011 4:32 am

I hope some perks don't need requirements. Since some things that could be enhanced like speed or jumping abilities don't really have an appriate skill set now.
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Rachel Briere
 
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Post » Tue May 03, 2011 5:35 am

But its not just a single-edged sword though. If you leveled up only magically, you would not get the option to select stamina or health either.


Even if you level "only magically", your character is still running around, carrying weight, dodging (hopefully) attacks, and suffering from injury (and recovery). Physical things. Unless your mage is just sitting around the academy reading books.
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Brentleah Jeffs
 
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Post » Tue May 03, 2011 1:17 am

eeehhh... no.

I have flashbacks of the Oblivion leveling system (just +1 in every attribute? How did I do that), and the ways you could gimp your character if you couldn't get the +5 in your attributes of choice before leveling up.
I'm pretty sure all of these changes happened mainly to change this. Yes it could be a bit more realistic, but without these restrictions it's less annoying. It's hard to enjoy the "realism", when you don't enjoy the game itself...

Otherwise, yes there should be a minimal skill requirement for perks, but even if you didn't used that skill at that level, you should be able to choose that perk.
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Claire Jackson
 
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Post » Mon May 02, 2011 9:20 pm

I don't think it's really been made clear how this works, but since nothing has been said on the matter, I'd guess that increasing magicka or gaining perks is independent from skill increases in that level. Since perks in Skyrim act as sub-skills, I'd guess that they may have certain skill requirements, but as long as you meet those requirements, it wouldn't matter what skills you increased to gain the level. So if you want to choose a perk that requires 25 one handed skill, as long as you have enough of the appropriate skill, you could choose it, even if you did not use a one handed weapon at all that level.

That's how I think it'll work, anyway, I could be mistaken, of course.
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Trey Johnson
 
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Post » Tue May 03, 2011 7:48 am

Even if you level "only magically", your character is still running around, carrying weight, dodging (hopefully) attacks, and suffering from injury (and recovery). Physical things. Unless your mage is just sitting around the academy reading books.


But suffering from injury and recovery are covered by your other skills. Just like exercise, you have to break yourself down enough for your body to react by strengthening itself in its recovery. Walking to the fridge isn't going to make you able to run better. If you don't display enough injury and recovery type skill increases to even increase them, then you haven't really satisfied the conditions such that you should logically come back stronger on health next time.

I do see an issue with the health thing for mage types in that if you are a pure mage, you may not use any Light or Heavy armor or Block, so that will limit your health pool. However, mages do usually have less health and rely on magicka more right? Perhaps the skills associated with health increase for a mage should be Restoration and Alchemy. I just don't like the idea that you could get a significant increase to health when all you did was open locks with your mind and turn invisible for the whole level. You should have to do something somewhat related to get the benefit of the "exercise" I think.
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Jhenna lee Lizama
 
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Post » Tue May 03, 2011 5:06 am

I hope some perks have several skill requirements, so that in pays off in some way to specialize. Like, if you have high heavy armor skill and high 2h or 1h weapon skill, you will be able to pick a perk that allows you to carry more loot(since you are stronger).
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Rudy Paint fingers
 
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