Greetings,
As I do not know (well) about the rules related to a release thread created not by the mod author so my apology comes first...sorry! if I am breaking any rule. I would like to give a shoutout to a new major combat overhaul which is exceptional well made but simply not getting much attention (less than 50 Nexus downloads and with 5 comments). Maybe some of you who are looking for combat / balance my game / perk mods can give this mod a chance? Obviously the following is not meant to be exhaustive...just a few highlights I found appealing to me. Merry Xmas folks.
Papa Timm - Archery and Combat
http://www.nexusmods.com/skyrim/mods/46450
Major combat perks revision (e.g.,):
- Many hand-to-hand melee perks (e.g., fists of the elements, a monk+mage hybrid could be very interesting to play) making unarmed a viable play style
- Perk for one hand "duelist" (1-hand weapon) and perk for spelllsword (1-hand weapon + spell)
Re-categorize all ammos and launchers into "Light" and "Heavy"
i.e. All existing Bows and crossbows are categorized as light and heavy with vastly different perks, damage, range and drawspeed:
- long bows: slowest to fire, high damage, with "ignore armor %" bonus, final perk with 10% instant kill, sneak penalty
- short bows: fastest to fire, half damage, high critical damage and chance, much higher sneaking damage
- heavy crossbows: somewhat faster than long bows, but with "ignore armor%" bonus, no sneak penalty
- light crossbows: somewhat slower than shortbows, but with "ignore armor %" bonus
- light launcher with light ammos = higher damage, same as heavy
- launcher material matches with ammo material = higher damage
Special weapon type with unique effects (not as enchantment so no charge required):
- Falmer weapons: chance for poison damage and slow enemy effect
- Ancient Nord weapons: "chance for "dark" damage against livings and absorb health (I thought my "Supple ancient nord bow" is over-powered before...)
- Silver weapons: with specialty perks and many effects against the "non-living" (no effect against "machines" of course, possibly paladin specialty weapon)
- Lunar weapons*: with unique models and textures, much higher damage during nighttime
- (new) Witch Hunter weapons: chance for absorb magica
- (new) quicksilver weapons: chance for absorb stamina
- (new) raven weapons*: chance for absorb health, nighttime only
*Lunar and raven weapons sounds appealing to those who play as vampires
Adding Combat situational "spell" effects (which is my concern as it could be resource intensive) will add penalties / bonus to player depending on combat conditions: E.g.,
- sprinting while taking hit could cause player to fall to the ground
- power attack(-ing) makes player more vulnerable i.e., receive more damage, easier for others to score critical hit, high stagger chance
- directonal (lovely!) damage system i.e., get hit from the side receive more damage / stagger chance raised, from the back could cause player to fall to the ground
Adding many unique weapons and crossbows to the leveled list, unique weapons made use of resource from well regarded weapon mods