A discussion about Perks

Post » Wed Mar 30, 2011 11:02 am

So get that silly notion that perks replace attributes out of your mind yes?

They may not replace perks per se but they do make them pretty pointless in this type of system.

Magicka/health/stamina also don't just increase with level you drop a boost on them each level up too which is the same effect as increasing an attribute before only now you have more freedom to choose which way it is distributed (you might argue that a player could then change one of them even where it might not make sense eg adding magicka to a warrior but that would just be a stupid idea an a waste of a boost wouldn't it? And completely the fault of the player not the system). The skills level faster as you use them which is just a different way of going about the speed of increasing levels that attributes offered. They cut out the middle man and you get to choose how your character developes. So they are pretty redundant *in this system* (I ain't talking bout no hypothetical system where they are together mmkay?)
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Danny Warner
 
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Post » Wed Mar 30, 2011 6:26 am

Sleign, I don't know where In my post did you gather I thought you could choose every perk in one playthrough. but this Combination and possiblities as far as the track record for beth is going is purely in numbers and not as pivotal as you may think.


Because you said "You do realize they essentially just stopped perks from being automatic as they were in oblivion, slapped tags on them and put them on a menu for you to enable right?" which falls in line with several other people that don't like the chance. This, as I interpret it, makes it seem like you think it's just a list of perks and instead of automatically getting them, you just enable them one by one until your done with all them. That's how many people seem to think of it and they don't realize that on this one character, you may use an axe and sword in your hands and you choose between perks in each tree as you level and then you make another character and your character use uses maces and swords and choose between the perk trees, the two characters won't be anything alike, even the sword perks chosen could be different. It just seems people think that they basically are being forced into a linear perk system.

I consider a bleeding perk rather dumb to be honest. You don't need to specialize with a weapon to inflict a wound that bleeds it just does't make sense.... hopefully there's more creativity to the skills you can unlock than that.


But why is this a dumb perk? Say your up against a dragon or a heavily armored enemy that is heavily defensive with blocking. When you finally get in one of the rare hits, your able to keep up damage on the target. Or say a the combat AI is much better in combat this time around (which several articles said that the combat seems to be much smarter such having to bob and weave in combat) then the target might try to run when low on health after staggering you, the bleed effect could end up killing him as he runs away. There are a myriad of useful uses for that perk and I don't see what's wrong with it. I'm sure the perks will be useful and interesting as we already know of several and they are all useful and interesting (at least to me)

Also, that brings up another thing. Some players may decide that they are getting blocked too much in their recent fights, so they decide to go with the bleed effect while another isn't having too much trouble with defensive enemies so they go for another perk other than the bleeding one. Shows the nice differentiation between the characters right there.
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Chris BEvan
 
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Post » Wed Mar 30, 2011 3:54 am

Near as I can figure, this thread is about Perks. The thread you reference in the OP meandered, so this doesn't seem like a continuation.

If you do continue with sniping at each other, which the last thread had, this will end up closed. Play nice.
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yessenia hermosillo
 
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Post » Wed Mar 30, 2011 11:13 am

Because you said "You do realize they essentially just stopped perks from being automatic as they were in oblivion, slapped tags on them and put them on a menu for you to enable right?" which falls in line with several other people that don't like the chance. This, as I interpret it, makes it seem like you think it's just a list of perks and instead of automatically getting them, you just enable them one by one until your done with all them. That's how many people seem to think of it and they don't realize that on this one character, you may use an axe and sword in your hands and you choose between perks in each tree as you level and then you make another character and your character use uses maces and swords and choose between the perk trees, the two characters won't be anything alike, even the sword perks chosen could be different. It just seems people think that they basically are being forced into a linear perk system.



But why is this a dumb perk? Say your up against a dragon or a heavily armored enemy that is heavily defensive with blocking. When you finally get in one of the rare hits, your able to keep up damage on the target. Or say a the combat AI is much better in combat this time around (which several articles said that the combat seems to be much smarter such having to bob and weave in combat) then the target might try to run when low on health after staggering you, the bleed effect could end up killing him as he runs away. There are a myriad of useful uses for that perk and I don't see what's wrong with it. I'm sure the perks will be useful and interesting as we already know of several and they are all useful and interesting (at least to me)

Also, that brings up another thing. Some players may decide that they are getting blocked too much in their recent fights, so they decide to go with the bleed effect while another isn't having too much trouble with defensive enemies so they go for another perk other than the bleeding one.

Well I can't think of every way to justify it, I guess I'm not that imaginative :P but that is a good point and it also brings some strategy to the mix as well.

Also sorry for the off topicness..
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Alexandra Ryan
 
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Post » Wed Mar 30, 2011 11:13 am

Well I can't think of every way to justify it, I guess I'm not that imaginative :P but that is a good point and it also brings some strategy to the mix as well.

Also sorry for the off topicness..


Luckily it's not off topic anymore *looks at new thread name* :tongue:

Indeed, I didn't even see this angle of strategy until just when we had that conversation about the perk and focused on perks at an effect level. Really shows the potential of the system.
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Bryanna Vacchiano
 
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Post » Wed Mar 30, 2011 11:42 am

Luckily it's not off topic anymore *looks at new thread name* :tongue:

Indeed, I didn't even see this angle of strategy until just when we had that conversation about the perk and focused on perks at an effect level. Really shows the potential of the system.

Yeah I was noticed the name change to lol

Yeah and it also shows how narrow minded your approach to them can be sometimes even when you're not against having them.
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Fam Mughal
 
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Post » Wed Mar 30, 2011 12:09 pm

Then FIX it like they did the Skill system. not replace it with Perks

Must these be two separate things? The perks work as a method to specify "sub-skills" (eg, axes within one-handed), and also work to specify attribute-like abilities. Removing the 8 attributes (which in itself fixes a major headache in the levelling system, and removes the ability-duplication with the skill increases), and letting the perks plug the holes of the missing capabilities, seems like a good fix to me. Especially since it gains the ability to be more specific in selecting abilities previously given by attributes.

I consider a bleeding perk rather dumb to be honest. You don't need to specialize with a weapon to inflict a wound that bleeds it just does't make sense....

Try not to take the name so literally. Yeah, any sharp weapon could technically inflict a bleeding wound. But the "bleeding wound" perk causes damage-over-time, which is an ability unique to axes in the game. It's designed to give a reason for some characters to prefer an axe, beyond aesthetics.
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Russell Davies
 
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Post » Wed Mar 30, 2011 3:43 am

Try not to take the name so literally. Yeah, any sharp weapon could technically inflict a bleeding wound. But the "bleeding wound" perk causes damage-over-time, which is an ability unique to axes in the game. It's designed to give a reason for some characters to prefer an axe, beyond aesthetics.

I did take it as such but I found it dumb that you needed to pick a perk to do so, anyway if you read the above posts you'll notice that I know it was indeed a hasty statement.
I don't see any reason the same thing couldn't apply to other weapons though, although I don't want duplicate perks taking them all up for equality between weapons so I can live with it.
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Andrew Tarango
 
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Post » Wed Mar 30, 2011 2:33 am

I did take it as such but I found it dumb that you needed to pick a perk to do so, anyway if you read the above posts you'll notice that I know it was indeed a hasty statement.
I don't see any reason the same thing couldn't apply to other weapons though, although I don't want duplicate perks taking them all up for equality between weapons so I can live with it.


If I remember correctly, I think the name of the perk was "Deep wounds" so it might have something to do with the weapon having a curvature, which causes the hemorrhaging. Of course, this is just completely speculative and meant to fit the situation.
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Kelly John
 
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Post » Tue Mar 29, 2011 11:47 pm

If I remember correctly, I think the name of the perk was "Deep wounds" so it might have something to do with the weapon having a curvature, which causes the hemorrhaging. Of course, this is just completely speculative and meant to fit the situation.


Or it might have something to do with the "Deep wounds" bleeding talent from WoW. Just sayin' :whistling:
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Jacob Phillips
 
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Post » Wed Mar 30, 2011 11:34 am

Or it might have something to do with the "Deep wounds" bleeding talent from WoW. Just sayin' :whistling:

Absolute coincidence :whistling:
I don't mind them taking *some* inspiration from another game especially one so successful as WoW that has stood the test of time, but they definitely shouldn't make a habit of doing this. This sounds like practical copy/paste which is a bit disappointing.
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KiiSsez jdgaf Benzler
 
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Post » Wed Mar 30, 2011 12:22 pm

Or it might have something to do with the "Deep wounds" bleeding talent from WoW. Just sayin' :whistling:

:pinch:

Don't make me hit you with a stick :tongue:

I highly doubt it was taken from wow, it was most likely coincidence or I was wrong about the name. Like I said, I wasn't quite sure if I remember correctly and I might have just been remembering the talent from my warrior. Though I'm pretty sure that's the name of the perk though.
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Leticia Hernandez
 
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Post » Wed Mar 30, 2011 1:42 am

"Deep Wounds" isn't exactly the most inventive name for what the perk does. It's such a common skill or perk found in RPGs that thinking it was lifted directly from WoW is a stretch.

Weapons cause wounds. These wounds damage the enemy. A deep wound would damage the enemy, and maybe cause some bleeding because it's deep and all. So the perk "Deep Wounds" teaches you to make your wounds deep and cause bleeding. Don't really have to steal that from WoW.
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Thema
 
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