The perk tree system limits your development.

Post » Fri Jul 25, 2014 6:34 am

I love this new perk system. It's a major improvement and let's you create characters that are truly different from each other. I'd like to have something along the lines of the old attribute system on top of it or perhaps passive perks that simulate the old attributes we used to have. But this existing system is pretty satisfying, particularly modded.

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Spencey!
 
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Post » Fri Jul 25, 2014 2:39 am

By using the legendary skills system, I meant resetting the skills your character uses, in order to keep gaining experience from them and get whatever perks you're missing -or believe you're missing.

But let's get to the 'natural' way of doing things, if there can be such a thing in a game: Your character sells (and in some cases buys) stuff. He also picks locks to get to the loot. That's 2 skills in total, leveling indirectly. If your character uses enchanted weapons and recharges them, the number of extra skills is raised to 3.

So, we're talking about two (potentially three) "extra" skills, contributing to your character's overall level. And that's no trick, these are things we do naturally.

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SiLa
 
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Post » Fri Jul 25, 2014 9:53 am

It works well considering

Take my conjuration archer I'm building

Skills I'm perking -

Archery (full tree)

Conjuration (not fully, just the weapon related perks)

Sneak (full tree)

One-handed (no weapon specific, just dual and attacks)

Heavy Armor (full tree)

Illusion (just to get quiet casting)

Now I'm also going to be using:

Alchemy (pots and poisons)

Speechcraft (buy and sell)

Lockpick (hate leaving things unchecked)

Restoration (my prefered heals, may put perks into it)

That's 4 skills that will level and get no perks, plus I have other skills that will level and get some perks but not maxed out. I can even take speechcraft or lockpick and legendary it to keep going.

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Lyndsey Bird
 
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Post » Fri Jul 25, 2014 2:42 am

Irrelevant? No. I see two different playstyles. One seems to be geared for power while the other is more on skill/luck/utility. It's somewhat of a theme with all of the trees really, though I guess it depends on the person whether or not one side is useless or not. (The only one I'd see as useless is the Heavy Armor branch on the "utility" side, but some might disagree.)

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HARDHEAD
 
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Post » Fri Jul 25, 2014 2:28 pm

Khajiit heavy armor archers do... fist of steel + claws + unarmed dmg enchants(ring and gloves, secondary to the archery enchants) = no need to carry a back up weapon ;3

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Elisha KIng
 
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Post » Fri Jul 25, 2014 9:31 am

Y'see, I was right. :tongue:

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Jade Barnes-Mackey
 
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