are armour skills redundant?

Post » Sat May 28, 2011 11:42 am

I see perks as specialisations within a broad general skill.
So, I would like a general "defense" skill, with perks covering dodging, parying, and different types of armor. Up to the player to pick the perk covering where he wants his character to go (with secondary perks getting you a step further once you took the first).
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Kelli Wolfe
 
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Post » Sat May 28, 2011 5:03 pm

Unarmored, light, heavy. :celebrate:
That makes it fair for everyone.
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Hannah Whitlock
 
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Post » Sat May 28, 2011 4:50 pm

"unarmoured (in the form of padded jackets and maybe chainmail)"
Padded jackets and chainmail are light armor... O.o unarmored is using NO ARMOR >_<
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Music Show
 
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Post » Sat May 28, 2011 1:47 pm

If 'Armor' has been reduced to a single skill, the only way I can see it work is if that skill is divided into tiers, same as they were in Oblivion. That and perks. Like someone else wrote here, if there's only one skill it defeats the purpose of having a skill. With only one skill, I can see it being something like this:

0-25: Light armor only allowed
26-50: Medium armor allowed
51-100: Heavy armor allowed

Not exactly divided like that obviously, but something to similar effect. And then spruced up with perks along the way. That way stealthy characters and mages will never be able to wear heavy armor as they wouldn't see that much action (which probably goes against the whole TES theme of doing what you want and wearing what you want, come to think of it?)
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Laura Ellaby
 
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Post » Sat May 28, 2011 3:45 am

If 'Armor' has been reduced to a single skill, the only way I can see it work is if that skill is divided into tiers, same as they were in Oblivion. That and perks. Like someone else wrote here, if there's only one skill it defeats the purpose of having a skill. With only one skill, I can see it being something like this:

0-25: Light armor only allowed all armors allowed - score affects DT or DR and degradation rate- heavier armor sets have higher penalties to sneak, speed magicka use, etc.; higher STR or perk required to wear heavier armors (if attributes are included in Skyrim).
26-50: Medium armor allowed armors slightly more effective, degrade more slowly
51-100: Heavy armor allowed even more effective, degrade more slowly.


It could work something like this. Possibly the armor skill also affects armor crafting/repair, unless there is a separate armorer or repair skill.
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Adam Kriner
 
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Post » Sat May 28, 2011 5:54 pm

1 armour skill WOULD NOT WORK, but i put it in anyway to make it a fair poll
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Jason White
 
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Post » Sat May 28, 2011 6:19 pm

Armor skill arent redundant it depict how able to use how confortable you are in the armor and how much know how to deal with the armor limitation.

Perks is patetic it means, i know to use it because i had it once on my back.
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Kayla Bee
 
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Post » Sat May 28, 2011 3:40 am

Didn't vote but I want:

Unarmoured
Light armour (can be classified as medium if you like. It is the 'middle' tier)
Heavy armour

I think perks should stick to what they were similar to in oblivion. Maybe more powerful.

Ex: Heavy armour no longer weighs you down. All worn heavy armour is weightless. (Requires 80 in heavy armour)
Ex2: Wearing light armour no longer decreases the chance enemies will detect you in stealth. (Requires 45 light armour)

These kind of things I am thinking of.
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Sharra Llenos
 
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Post » Sat May 28, 2011 5:55 am

we are getting perks- would having perks govern armour be better than skills? shureley if there are only 18 skills then sacrificing armour skills is good since then we will have room for two more skills (notably pole-arms, the other skill i am not sure of- maybe an outdoors man skill)


if i do not get my beloved spears- i will be sad. how can you fight a dragon with any other weapon? only spears have the reach and penetrating power!

Pole arms are likely lumped into "Two-Handed Weapons".
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Juanita Hernandez
 
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Post » Sat May 28, 2011 5:48 pm

I would prefer to see armor as not a skill like in Daggerfall and Arena.
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Anna Watts
 
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Post » Sat May 28, 2011 3:35 pm

I'd like heavy, medium, light and unarmoured.
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Invasion's
 
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Post » Sat May 28, 2011 4:51 pm

Like the title says -- armor skill is redundant. Armor bonuses should be part of the armor itself. What "skill" does it take to wear something? I can understand skill to parry with a sword, to block with a shield or dodge an attack. But skill at wearing something just doesn't make a whole lot of sense. Get it out of the game.
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Michelle Smith
 
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Post » Sat May 28, 2011 4:10 am

I agree in the idea of perks, but I also feel that the armor types themselves should have more variety to them. For example I don't want an unarmoured fellow to somehow sustain a large portion of damage from magically just being good at taking hits from a weapon, but rather the advantage lie in the lack of armor not weighing down his movements granting a bonus to striking speed and so on.



I would be happy if they simply remove armor skills. I would aprove also if what armor skill or perks do is reduce the movement penalties that armor gives, without altering protection in any way.



It seems to me that having only one armor skill entirely defeats the purpose of having armor skills to begin with. As the main benefit of having armor skills in the game is to allows players to define what sort of armor their character should wear, and actually encourage them to wear that, instead of just wearing whatever has the best stats, regardless of whether it's leather armor or a heavy metal plate suit. If you're going to hace armor skills at all, you need to have at least light and heavy armor. Given that Bethesda has reduced the amount of skills from Oblivion and added at least one skill that wasn't in it, though, I could see armor skills getting removed. If this is the case, though I'd say replacing them with perks is a good idea, though I'd be fine with them reducing any penalties caused by wearing armor rather than actually enhancing the defense of armor. It does seem to make more sense for armor skills, or perks, to behave that way.

Honestly not sure about removing it as a skill, but I am sure I agree with what these guys have to say.
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Damien Mulvenna
 
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