Skyrim leveling problem

Post » Sat Jun 08, 2013 5:08 am

I think if want to replace the attribute points on level ups, they could do like these

Melee Damage - govern all damage from melee weapons

Range Damage - govern all damages from ranged weapon

Magic Damage - govern all damages from magic

Health - add health points

Magicka - add magicka points

Stamina - add stamina points

Then give two or three stats above to choose on level ups

While the skill progressions maintain from Oblivion with some upgrades/improvement, example

One Handed

level 15 - deal 10% more damage

level 20 - can use standing power attack

level 25 - deal 15% more damage

level 30 - can do forward power attack

level 35 - deal 20% more damage

level 40 - can do left and right power attack

level 45 - deal 25% more damage

level 50 - can do backward power attack

level 55 - have 20% critical chance

level 60 - have 20% critical damage

level 65 - have 20% chance of decapitation

level 70 - standing power attack have 20% chance to deal bleeding damage

level 75 - left and right power attack have 20% chance to disarm

level 80 - forward power attack have 20% chance ignore target armor

level 85 - backward power attack have 20% to paralyze

level 90 - deal 30% more damage

level 95 - have 30% chance critical hit

level 100 - 30% critical damage

Destruction

level 15 - able to cast novice magic

level 20 - novice magic deal 20% more damage

level 25 - novice magic deal 30% more damage

level 30 - novice magic cost 50% less to cast

level 35 - can cast apprentice magic

level 40 - apprentice magic deal 20% more damage

level 45 - apprentice magic deal 30% more damage

level 50 - apprentice magic cost 50% less to cast

level 55 - can cast adept magic

level 60 - adept magic deal 20% more damage

level 65 - adept magic deal 30% more damage

level 70 - adept magic cost 50% less to cast

level 75 - can cast master magic

level 80 - master magic deal 20% more damage

level 85 - master magic deal 30% more damage

level 90 - master magic cost 50% less to cast

level 95 - all destruction magic deal another 20% more damage

level 100 - all destruction magic cost 70% less to cast

* about stagger and such, it can be governed by other school OR type of magic it self

And so similar with other skills. We gain all these improvements automatically when we trained for it, In this way we really "getting better in what we are doing and what we have been trained for"

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SiLa
 
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Post » Sat Jun 08, 2013 1:11 am

By the Divines, I give up. You are the only 1 complaining.
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W E I R D
 
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Post » Sat Jun 08, 2013 1:04 am

Yet that way you essentially ditch the specialization and bring back the jack of all trades. No thank you, Skyrim's method is vastly superior.

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CHangohh BOyy
 
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Post » Fri Jun 07, 2013 10:49 pm

No, give caps, like i said like Oblivion where we have Major Skills, that is specialization, the minor ones are very hard to level

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joseluis perez
 
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Post » Sat Jun 08, 2013 6:25 am

Major/minor skills is a poor implementation of specialization. You still end up jack of all trades, redardless of that. That division means nothing in the long run.

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Jamie Lee
 
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Post » Fri Jun 07, 2013 11:47 pm

The problem of skyrim is there is no restrictions and no limitation, yet you must choose ONE skill to upgrade in each level ups

Meaning all skills are fast to level and making you level up, but you don't want to invest in those, those skills even at high level let say 50 to 90 to 100 it becomes wasted

why not just put limitation from the character generation phase?

choose your major skills/class, the major skill will level fast, the rest are slow as hell and you must wait a cat to grow horns and become the devil to level them up

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Emily Graham
 
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Post » Sat Jun 08, 2013 4:01 am

The major and minor skills in Oblivion are a specailization for a few hours then you become a jack of all trades.
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Kaley X
 
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Post » Sat Jun 08, 2013 6:25 am

:wallbash:

I give up, comrade Qis has head thicker than ebony.

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djimi
 
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Post » Sat Jun 08, 2013 11:00 am

No restrictions and No limitations. :rofl:
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Shelby McDonald
 
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Post » Sat Jun 08, 2013 6:28 am

We should have all gave up hours ago.
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Nitol Ahmed
 
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Post » Sat Jun 08, 2013 6:35 am

Unless you use skills, you will not level-up. You can stand there looking at the beautiful scenery all day long if you want. However, you do not need to use a perk point immediately, you can save them up. Skills never become wasted either, it's up to the individual player to decide what is wasted. I won't perk a tree for the sake of it.

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Mariana
 
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Post » Fri Jun 07, 2013 11:03 pm

I do. Pickpocketing only though. I do that because I want to give NPCs a better weapon to defend themselves. I do this on my non-thief characters.
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Music Show
 
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Post » Fri Jun 07, 2013 7:50 pm

I actually kind of agree with him after that post about skill progression. I'd also like to see "deal X% more damage" integrated with skill level, not in form of perks. This is one thing that bugs me about Skyrim system, most perks are rather unimaginative and progression is sometimes too linear - there are some perks that you just have to take to effectively use the skill. What I want to see are unique, useful perks that noticably affect gameplay. Less Armsman, more Poisoned and Soul Stealer.

Then again, it's dangerously close to the previous system and becoming a jack of all trades.

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Kara Payne
 
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Post » Sat Jun 08, 2013 11:09 am

You are speaking from a power gaming perspective if your biggest concern is getting 5/5/5 in Oblivion.

I find the leveling in Skyrim to be vastly superior to Oblivion's. (That said, I like Oblivion's leveling very much.)

You have a choice now. It's personal, this dilemma of yours, not a problem with the game.

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victoria johnstone
 
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Post » Sat Jun 08, 2013 6:02 am

Skill level already influences on the dealt damage, at least with combat skills. For example you deal more damage with One Handed at level 50 than at 40.

From UESP:

displayed damage = (base damage + smithing increase) * (1 + 0.5 * skill/100) * (1 + perk effects) * (1 + item effects)Perk Effects = .2 * Barbarian/Armsman/Overdraw rank levelDamage =  ((Right Hand displayed Damage * (1 + Power Attack Bonus) * (1 + Dual Power Attack Bonus) * (1 + Power Attack Perk) * (1 + Dual Power Attack perk)) * Dual Power Attack Mod) + ((Left Hand displayed Damage * (1 + Power Attack Bonus) * (1 + Dual Power Attack Bonus) * (1 + Power Attack Perk) * (1 + Dual Power Attack perk)) * Dual Power Attack Mod)Power Attack Bonus = 1 if power attackingDual Power Attack Bonus = 0.125 if power attacking with dual weaponsPower Attack Perk = 0.25 if power attacking and you have Savage Strike or Devastating BlowDual Power Attack Perk = 0.5 if power attacking with two weapons and you have Dual SavageryDual Power Attack Mod is 2/3 for the right and 1/3 for the left hand

Other skills have similar effects.

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Charlotte Lloyd-Jones
 
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Post » Sat Jun 08, 2013 8:20 am

The only problem is that, to me, the perks for % increases in weapon or armour ratings will stack with Smithing, so if it wasn't in the form of perks, the increases to weapon and armour ratings would easily over-power any character. I like being able to choose between them (I choose Smithing), instead of having the perks forced on me (the first one is to use the rest of those particular trees, so I'm already forced there). Use of the weapon and armour skills increases the base rating anyway, which is enough for me. Maybe some players don't choose either the perks or Smithing, even. It allows me - and others - to tailor the game experience to our own taste, rather than being told we must be so powerful by X level in that skill.

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Hearts
 
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Post » Sat Jun 08, 2013 10:01 am

I know, but it's a much smaller effect than perks give you.

I might try to play without perks some time, I'd like to see how it would go.

I see. I didn't think about using smithing instead of weapon perks and you're right, the damage could end up too high.

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Rachael
 
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