Short Blades/Long Blades vs Blades

Post » Wed Mar 30, 2011 10:25 am

In oblivion the bladed skill was a culmination of shortswords daggers longswords and claymores. So will it be the same in skyrim?

If i pick up a shortsword, will it directly effect my skill with longsword or a great sword?

In other words, will there be specific trees for shortswords or daggers as opposed to using a longsword or claymore

I preferred morrowinds system better where there was a specific skill for shortswords/daggers than there was for claymores/longswords

Or is every player going to be as proficient with a claymore just because they always used a dagger the whole time.

I would like to know how the perks work with this as well, if there are specific ones for a dagger vs claymore

The real problem is that we are lacking in ALOT of information about the game.
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Logan Greenwood
 
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Post » Wed Mar 30, 2011 12:58 am

If I remember correctly, every weapon type gets his own perk tree, for example, the mace perk to ignore armor.
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Penny Wills
 
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Post » Wed Mar 30, 2011 9:35 am

Give me a claymore and I will rend my enemies to bloody, violent ends....
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Craig Martin
 
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Post » Wed Mar 30, 2011 12:19 am

If I remember correctly, every weapon type gets his own perk tree, for example, the mace perk to ignore armor.


Yeah depending on what perks we choose will define what we're most proficient in.
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Hairul Hafis
 
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Post » Wed Mar 30, 2011 12:16 pm

I'm not sure how much they're actually going to diversify the subcategories of weapons.

For example, we know that Swords will have a perk that cause a greater rate of Critical hits. But is that all swords? Do shortswords get any specific perks just for them? We know Daggers get additional Sneak Attack critical perks, so it's kind of up-in-the-air.

I sure hope so though, every subgroup of weapons should be covered by unique perks that make them "Equal-but-different".
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quinnnn
 
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Post » Wed Mar 30, 2011 9:27 am

Skyrim has a seperation of two-handed weapons and one-handed weapons.
So daggers, longswords and claymores won't be "together".

I'm 100% sure there will be a seperation between two-handed maces and axes and two-handed swords as well, through perks.
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matt
 
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Post » Wed Mar 30, 2011 2:17 pm

and here i thought this wasnt going to get any replies

i sure hope that there is an actual benefit to using a shortsword this time.

in oblivion, i never saw a single video of someone always using a shortsword..i mean what? for a few miliseconds of a faster attack speed? what point is that when you can just make up that difference with a well placed slash from a longsword.

this was always the situation i ended up in in oblivion, i was a stealth character ALWAYS, and my main weapons was a dagger or bow for stealth kills and a longsword or claymore for regular fighting, there just wasnt much point at all to using a shortsword from my playthroughs.
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Greg Cavaliere
 
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Post » Wed Mar 30, 2011 7:31 am

I think in terms of skills, there will only be two-handed and one-handed. But in terms of perks, they are treated as individual skills :twirl: So if I was to advance in my beheading-by-axe I will be able to pick more perks for the axe, and the axe alone, mean while my entire skill will still advance, but it will have no effect on my other weapons perks.

Sorry if that made no sense...It seems to in my mind.
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liz barnes
 
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Post » Wed Mar 30, 2011 11:30 am

Yeah depending on what perks we choose will define what we're most proficient in.

See, that is an AWESOME system, we all look back on MW fondly, but really it made no difference whether short blade, long blade were different statistics we always just had to grind up to be proficient with them. I remember being angry and frustrated having built my toon up to his mid 20's on heavy armour and long blade and finding out that my blunt weap and short blade were only like 10....so I had to go out and kill things with daggers repeatedly and hammers so I could go do my final task .....So if this streamlines it and makes it less rediculous and more immersive, I'm all for it.

How tarded is it? Our Nerevarine is about to complete his task and determine the fate of all in Vuardenfell, but not until he gets his shortblade & blunt weapon skill to at least 40....c'mon.
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scorpion972
 
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Post » Wed Mar 30, 2011 7:00 am

Hmmm...so what would the perk for shortswords be? Faster attack maybe?
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GRAEME
 
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Post » Tue Mar 29, 2011 11:44 pm

Here's to hoping for a true assassin type tree. Daggers dealing more damage when stealthed (unseen) and the ability to poison them.
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Milagros Osorio
 
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Post » Wed Mar 30, 2011 3:46 am

Here's to hoping for a true assassin type tree. Daggers dealing more damage when stealthed (unseen) and the ability to poison them.


Sounds like assassins will be more adjusted to using the perk trees under the sneak skill rather than the combat ones.
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Lizzie
 
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Post » Wed Mar 30, 2011 8:09 am

Shortsword and Longsword will be the same skill tree. Claymore likely has it's own tree in 2-H. Dagger is speculated to have a tree in Sneak
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Antony Holdsworth
 
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Post » Wed Mar 30, 2011 10:17 am

Here's to hoping for a true assassin type tree. Daggers dealing more damage when stealthed (unseen) and the ability to poison them.


Daggers are supposed to deal far more damage this time around for sneak attacks. Something like 10x
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Lyd
 
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Post » Tue Mar 29, 2011 11:14 pm

See and I love that idea, that it's not the weapons themselves that improve but the user. So if you will be the type to stick someone with a dagger in a dark alley then you invest in the perks that give bonuses to that skillset. If you are a claymore swinging Cimmerian type than you invest in brute strength perks allowing you to smash shields, break bones with swings etc.
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Mason Nevitt
 
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Post » Wed Mar 30, 2011 5:44 am

Personally I never did the melee sneak attack. I usually just used marksman

Real question is: If dagger's skill tree is in Sneak is the dagger damage reliant on Sneak?
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Elisha KIng
 
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Post » Wed Mar 30, 2011 2:11 am

Personally I never did the melee sneak attack. I usually just used marksman

Real question is: If dagger's skill tree is in Sneak is the dagger damage reliant on Sneak?



That's a good question.

It could be, under the Sneak Tree, All Sneak attack critical deal x2 Damage

And under the Dagger(One Handed) tree, all Criticals deal x5 damage.
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Epul Kedah
 
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Post » Wed Mar 30, 2011 2:37 am

That's a good question.

It could be, under the Sneak Tree, All Sneak attack critical deal x2 Damage

And under the Dagger(One Handed) tree, all Criticals deal x5 damage.


Something along those lines, although you are underprojecting the numbers.

But what I meant was are daggers 1-H or are they Sneak? Technically dagger is a diff playstyle than 1-h regular
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sunny lovett
 
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Post » Wed Mar 30, 2011 12:48 pm

That's something we won't know until we see the skill trees.
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Allison Sizemore
 
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Post » Wed Mar 30, 2011 1:27 pm

That's a good question.

It could be, under the Sneak Tree, All Sneak attack critical deal x2 Damage

And under the Dagger(One Handed) tree, all Criticals deal x5 damage.


i think that would work out well actually.

i guess there could also be perks for daggers and shortswords that would for instance hamper or temporarily disable enemies movement by aiming and going for limbs, for example a character that is stealth based would also usually be speed based, they would be agile and usually would incorporate more dodging into their combat with quick precise attacks to specific areas.

if that was the case then being a dagger/shortsword player with nimble feet would dam well be my area of gameplay that i would want to specialize in.
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Scarlet Devil
 
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Post » Wed Mar 30, 2011 10:17 am

That's something we won't know until we see the skill trees.


I'm not sure your getting what I'm try to say. Granted it is slightly confusing.

longswords, maces, and hand-axes are governed by your 1-H skill. As your 1-H skill increases so does the damage for those weapons.

IF daggers have a skill tree in Sneak, does that mean their primary skill is Sneak as well? If you raise your Sneak skill (disregarding perks) will it raise your dagger damage?
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Lauren Graves
 
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Post » Wed Mar 30, 2011 12:42 am

I wish developers fix flaw of Oblivion and with new powerful tools they can make different animations for different weapons types easy,
in such way there can be different combat movement perks for each weapon tree what will make difference in weapon usage,
for example armor ignoring strike in mace tree will have special combo animation and input and not just applied to all mace strikes, such movement perks can be learned from trainers in sparring with them but need fit certain requirements like overall skill level and having requirement of lower levels perks, in such way there can author movements, and special racial movements thats will available in different native schools of fencing or combat or be strict racial, for example
Daron Flurry of blades for short blades: fast attack, fast attack, left power attack, fast attack input of standard movements will result in adding special move in end of combination with special animation and additional effect like disarming or staggering of enemy, its example of author movement what uses an old redguard fencer and can teach player if he be worthy of this
or
Rose of Summerset for long blades: parry, fast attack, right power attack, forward power attack, left power attack will trigger an stagger on forward enemy and and strikes enemies in circle around player, example of native Altmers school of fencing can be available as race trait perk for warriors path or be learned in fighter guild and enemy high elves fencers can use it in combat.
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Rhi Edwards
 
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Post » Wed Mar 30, 2011 7:06 am

Hmmm...so what would the perk for shortswords be? Faster attack maybe?


Improved Parry.
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Rik Douglas
 
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