Design a Perk

Post » Mon Sep 20, 2010 9:12 pm

Conjure Perks

Body Tether: 10%/20% of the damage you take is transferred to your summon.

Minion Master: Lets you summon 1 more minion than usual.

Conjured revitalization: While you have a minion summoned, you gain extra magicka regen.

Powerful Conjuring: Increases your summon's total effectiveness. (hp, damage, mp, armor, speed)

Lasting summon: Your minion lasts until destroyed, tripples magicka cost for summons.
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christelle047
 
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Post » Tue Sep 21, 2010 4:04 am

Conjure Perks

Body Tether: 10%/20% of the damage you take is transferred to your summon.

Minion Master: Lets you summon 1 more minion than usual.

Conjured revitalization: While you have a minion summoned, you gain extra magicka regen.

Powerful Conjuring: Increases your summon's total effectiveness. (hp, damage, mp, armor, speed)

Lasting summon: Your minion lasts until destroyed, tripples magicka cost for summons.


and one that lets you steal your summon's Health, Magicka and Fatigue
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Yung Prince
 
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Post » Tue Sep 21, 2010 12:01 am

and one that lets you steal your summon's Health, Magicka and Fatigue


That would be seem like more of a spell, unless there are perks that give you a spell.
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john page
 
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Post » Tue Sep 21, 2010 3:21 am

Name - Internal Cleansing
Skill - Alchemy or Restoration
Effect - Drink water to cure disease.

Name - Accursed Minion
Skill - Conjuration
Effect - Reflect 10% Damage at an enemy attacking a summoned creature.
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Laura Ellaby
 
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Post » Tue Sep 21, 2010 7:19 am

Skill: Archery
Effect: You can hold your breath while zoomed in with a bow to increase it's accuracy for a couple of seconds.
(This one is confirmed, though it may be a 'lil different.)

Skill: Daggers (Confirmed that they won't fall under the 1h skill tree, so let's assume they have their own.)
Effect: You can now preform a sneak attack that will slit the throat of any humanoid. However, you are can fail sometimes. (I'm pretty sure something like this will be in.)

No youre wrong on that one. its confirmed that some of the sneak perks will involve dagger.daggers will still be a 1h weapon and increase that skill when you use them
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Alada Vaginah
 
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Post » Mon Sep 20, 2010 8:48 pm

I'd like a perk that allows mages to form an actual shield out of magicka, which would drain their magicka rapidly when attacked. Later you could take a perk which reduced the magicka drain, or a perk that enabled the shield to be charged with a destruction spell. The spells effect could be cast on the enemy that attacked the shield. Kind of like the taliasman thing that's been shown in Kingdoms of Alamur: Reckoning. BTW I feel like I'm spelling magicka wrong, sorry if I am.
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Madison Poo
 
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Post » Mon Sep 20, 2010 10:21 pm

Wild, wild North. Much like the New Vegas perk.

Also, a sort of "Magician Killer" perk. Like, you could drain sone of an enemies' Magicka along with their health upon attack.
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Stephanie I
 
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Post » Mon Sep 20, 2010 8:53 pm

Maybe a version of FO3's cannibalism? But for magic.

Necromancy: Any dead corpse can be used to restore magicka. (But dont let any good guys see you doing this!)
Or maybe instead give us the ability to raise them as zombies for 5-10 minutes (maybe make it a multy level perk to increase duration/power/quantity of zombies?)

Edit: It would be cool if there was a chance they would attack you instead of enemies (don't know how this would be determined though....skills level, character level, if your bleeding, random?)
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Mimi BC
 
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Post » Tue Sep 21, 2010 2:17 am

2h Sword Perk - The Iron Reaver - Whilst wielding a 2h Sword, an unblocked attack on a Light armoured lesser enemy will slice them in half.

Stealth Perk - Bleed Out - Upon a Critical hit that does not kill the target, they will begin to bleed out at an alarming rate.

2h Hammer Perk - The Brutalizer - An unblocked attack against any target will result in instant crippling of the limb, any blocked attacks will break the weapon/shield used to block.

Archery Perk - Double Up - Allows you to fire 2 arrows at once, in addition if both arrows hit the target they will be knocked off their feet.

Spear Perk - The Impaler - An unblocked attack with a spear type weapon will Impale any targets hit, reducing their movement capabilities. "Yes I want to be able to Spear through 3 Bandits in one attack and leave my spear in them"

I also feel that certain perks (i.e. if The Brutalizer was a real perk) should grant your character a title that would be spread through word of mouth through NPCs.
For example, an travelling merchant witnesses you Explode the head of a highwayman with a 2h hammer, he thanks you and then moves in his own time to a tavern, tells the tale and spreads like that.
It would be a great perk system that would allow you to perform certain cool actions in combat that could gain you an alias if witnessed in a heroic/diabolical manner.
You could also gain alias' for being a Drinking Champion, A Notorious Pickpocket/Thief (of course this is an infamous title, much like the Gray Fox), Ranks in a Guild.

It would allow you to gain respect/notority with factions, allow you to be notified by townsfolk of quests, to actually be addressed as a person instead of this mute person running around town.

Basically, I want to be able to earn titles in game from my actions.
Tavern Drunk " Hic.. hey.. h-hey, aren't you that guy that what was on that wanted poster...hic"
You " I'm sorry I don't know what you are talking about."
Tavern Drunk "Now..now... what did they call him...Oh yeah..hic! He was called the Skyrim Tavern Stabber"
You "....haahaahaha... *(._. )*...*( ._.)* STAB STAB STAB STAB *steal money pouch and run*"
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He got the
 
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Post » Mon Sep 20, 2010 11:27 pm

Things I have mentioned previously:

Restoration - Diagnose - can read the internal energies of yourself and others (would require some level of attribute system)

Magicka in general -

- perk to unlock manipulate magnitude, duration of cast spells
- perk to unlock casting between touch/self or target and area effect
- perk to manipulate casting fixed magnitude / constant effect (as long as reserves hold up) / cast at regen rate

Alchemy

- perk to stack effects of potions for various results (game enhancing, deadly, funny, etc) - the most rp-able stacking potions would require attributes but, oh well
- perk to unlock/separate out every single effect in an ingredient (using the various alchemical equipment)


Alteration

- Slow fall spell - that perks up to Levitation!
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adame
 
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Post » Mon Sep 20, 2010 10:16 pm

Name - Internal Cleansing
Skill - Alchemy or Restoration
Effect - Drink water to cure disease.

Name - Accursed Minion
Skill - Conjuration
Effect - Reflect 10% Damage at an enemy attacking a summoned creature.

Internal C is very weak, the other one should be a little stronger. Fallouts perks powers were all over the place, but Beth design goal with SR perks is different.
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Pete Schmitzer
 
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Post » Tue Sep 21, 2010 12:18 am

Perk for unarmed:-

Drunken Boxer (1 rank only)

Upon drinking something alcoholic, your character's unarmed skill and strength are artificially levelled and you gain access to a new set of unarmed moves. You start calling everybody "uncle!".

Perk is one rank, but getting more drunk temporarily gives an artificial increase to perk rank.
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Liv Staff
 
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Post » Mon Sep 20, 2010 10:48 pm

Kotick''s right:

Your mercantile skill improves of 50% but your reputation takes a huge slap in the face
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ShOrty
 
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Post » Mon Sep 20, 2010 7:19 pm

I got a real one and a joke one.
Joke one:
King's Wrath
Unarmed
You Get The Ability To Kick!
Requirement: Giant Boot

Real One:
Silent Stealer
Sneak
If A Person Approached from the back you have a 25% bigger chance to pickpocket the person, however, the infamy you get doubles (I dunno if you will get something like that)/ Your reputation lowers, and pepole will call the guards if you do that enough times ^^
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Mizz.Jayy
 
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Post » Mon Sep 20, 2010 11:44 pm

Barbarian: you do 1,5x damage with 2-handed weapons as long ,as you wear light or no armor.
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TOYA toys
 
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Post » Mon Sep 20, 2010 8:58 pm

Reverse summon
Skill - Conjuration
you gain a new spell that when cast will send a enemy's summoned creature back to oblivion

Steal soul
you have such a grasp of soul trapping that your soul trap spells gain a 10% chance of instantly trappng the soul leading to instant death of the enemy
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Kirsty Wood
 
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Post » Mon Sep 20, 2010 8:53 pm

Shield Charge
Req: Block 60, Stamina [low to mid amount]
Using block while sprinting will cause you to do a shield charge, knocking down any opponent in front of you.

Winds of the North
Req: Destruction 80, Previous Frost perks
You summon a howling gale around yourself, dealing Frost damage to all nearby targets with a chance to paralyze them for 2 seconds. (Castable spell)

Spellsword
Req: Destruction 50, Blade 50
You imbue your Blade weapons with elemental power, causing them to deal an additional X Fire/Frost/Shock damage. This perk can be chosen multiple times. (i.e. if you take it twice, you can do fire and shock damage at the same time. You pick which school you want when taking the perk)

Poisoned Arrows
Req: Marksman 40, Alchemy 40
When you apply a poison to your ranged weapon the effect will persist for the next 3 shots fired from it, rather than just the first.
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Chris Jones
 
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Post » Tue Sep 21, 2010 1:04 am

Kotick''s right:

Your mercantile skill improves of 50% but your reputation takes a huge slap in the face

i lol'd. should have included "your quality decreases by 50%"
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Tinkerbells
 
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Post » Tue Sep 21, 2010 2:45 am

I believe the math works out to about 12-14 per skill.
You can't really give a number like that with the info we have. They've told use that they're 280 perks, including the ranks of each perk. If there were no ranks we could count on an average of 15 perks per skill. But since there are ranks to them, if there are say, only three ranks to every perk, that drops the number to 5 unique perks per skill. Of course, some perks could have only a single rank and others 5. It's impossible to pin down a number right now, which is why I was optimistic and said we'll be lucky with 10.
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Sophie Payne
 
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Post » Tue Sep 21, 2010 3:31 am

I don't like perks that simply make you hit harder; what I do like are abilities that allow you to CC your opponent or cripple them in some way.

Solar Plexus crush
Skill req: 50 Unarmed
- You perform a vicious kick to your enemy's solar plexus, stunning them for an amount of time based off their stamina gauge. Only works on humanoids.

Panicking Ignite
Skill req: 75 Destruction
-Your fire spells have a chance to ignite your target, causing them to panic for an amount of time based on their hp. Does not work against enemies with 50% or more fire resistance. The success of this perk can be increased by an increased luck attribute.

Dexterous Grace
Attribute req: 75 agility
-While wearing light or no armor, your sprint speed is increased and you jump twice as high.
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DAVId Bryant
 
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Post » Mon Sep 20, 2010 8:32 pm

Axe: Shield-Splitter perk: (increases damage to shields, even if opponent has a "no damage to shield" perk like the journeyman of block in oblivion).

Berserker Perk: (Similar to Nerd Rage of Fallout 3)

Marksman: Arrow maker Perk (Allows you to make low-quality arrows out of bone to hunt animals with (since supposedly arrows are rare/expensive). Perhaps secondary perks of this category allowing progressively better arrows).

Knockout Perk: (Allows you to knock out an enemy with the haft/pommel of your weapon (or with your hands) if you successfully sneak up behind an enemy).

Speechcraft: Streetwise Perk (Gives you increased standing/dialog options with those in the lower social strata)

Speechcraft: Courtesy Perk (Gives you increased standing/dialog options with those in the higher social strata)
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casey macmillan
 
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Post » Tue Sep 21, 2010 12:05 am

This one will help Mages out when fighting magic resistant creatures.
Skill: Destruction
Name: Suppression
Effect: Reduces your opponents Resistance to Magic/Fire/Frost/Shock by 1/4th of your Destruction skill. Can not take Resistances below 0%.
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Nauty
 
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Post » Tue Sep 21, 2010 7:21 am

Skill: One handed weapons/Daggers
Perk: Throwing weapon attack. - Short weapons can be thrown at the enemy

Enough said.
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Dj Matty P
 
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Post » Tue Sep 21, 2010 3:17 am

"Mage Rage"
Skill: Destruction
Effect: When PC is below 20% health, all destruction spells do 50% extra damage


Reverse summon
Skill - Conjuration
you gain a new spell that when cast will send a enemy's summoned creature back to oblivion

Steal soul
you have such a grasp of soul trapping that your soul trap spells gain a 10% chance of instantly trappng the soul leading to instant death of the enemy


Both of these would be sick! the reverse summon kind of reminds me of Mehrunes Razor

I hope there is still a chance they are coming up with new perks, although most likely that's already finalized by now.
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Bryanna Vacchiano
 
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