Skills, Perks, Spears and more.

Post » Tue Nov 30, 2010 6:23 pm

sounds great.i hope the devs read this.but i still want my attributes.i mean without atributes then there wont be a significant difference in races besides special perks and looks
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Kate Murrell
 
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Post » Tue Nov 30, 2010 7:45 am

sounds great.i hope the devs read this.but i still want my attributes.i mean without atributes then there wont be a significant difference in races besides special perks and looks

Im sure they will just make the difference with skill bonuses.
But yes, attributes for all!
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Kelly Osbourne Kelly
 
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Post » Tue Nov 30, 2010 8:14 am

sounds great.i hope the devs read this.but i still want my attributes.i mean without atributes then there wont be a significant difference in races besides special perks and looks


Well, like you said, special perks, different stats for magicka, health and stamina, some extra resistance and some weakness.

You could still make a lot of difference even without attributes.
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Nany Smith
 
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Post » Tue Nov 30, 2010 9:18 pm

I wonder if the "finishing move's" are coved in the perks,skill level or context based.
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Kelly James
 
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Post » Tue Nov 30, 2010 6:51 am

Yes I know, but I was making an assumption based on that image, where every constelation shown there has either 3 or 4 paths, of course some might have just 2 paths. Or some could have even 5 paths. Or some could have only 5 stars, while other could have 15 stars (nodes).

Your example is also pretty interesting, though I would prefer to have it the way I described, not that I don't like yours, but it kinda "limits" the uses of, for instance, a dagger or a sword.
I can still pierce with a sword, and still slash with a dagger. You know what I mean? A more generalized way would be having each of the paths for their type of weapon, sword would emcompass short swords, long swords and even katanas, as for it being basically a sword...


Absolutely! I was just starting from a very generalized perspective figuring all specialization could fit into a few basic categories. I had the same thoughts as I was typing my response because of all the things you can do with a pole arm. They can have just about anything on the end, axes, blades, points, etc. Then there's your example of a sword and it's uses. Axes are their own monster. I'd personally like to see each weapon get it's own star so to speak but if it all had to start general and get specific to fit into a limited amount of categories I'd imagine the system to include as many different weapons as possible.

Eh, however they work it I'm pretty excited to try this new system out. I think it'll make each character I play feel that much different than the last and add to the replay value of the game. Add this to the new radiant quest ai and each play through could be very different. I liked your Diablo II reference btw, I had at least one character of each class, plus several different builds of the classes I liked best and none of them were the exact same character.
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LittleMiss
 
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Post » Tue Nov 30, 2010 4:27 pm

I wonder if the "finishing move's" are coved in the perks,skill level or context based.


Maybe everything plays a role in it? A very skillful swordsman should definately be able to perform cooler finishing moves than a weak marksman trying to handle a sword.
Perks should unlock a few special ones, and based on which position you are, how you approach the enemy and what weapon you use the finishing move should be different.

Eh, however they work it I'm pretty excited to try this new system out. I think it'll make each character I play feel that much different than the last and add to the replay value of the game. Add this to the new radiant quest ai and each play through could be very different. I liked your Diablo II reference btw, I had at least one character of each class, plus several different builds of the classes I liked best and none of them were the exact same character.


Yes, thinking of it made me reinstall Diablo 2! :lol:
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Amysaurusrex
 
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Post » Tue Nov 30, 2010 10:01 am

I think the perks for 1 handers will be 4 lines.. swords maces axes and shields. Then for 2 handers it will be swords axes maces and bows.. note it says weapons not melee weapons and alchemym moved from magic to stealth its just as likely marksman moved to combat...

Also dagger perks are in one of the stealth perk lines.. likely under sneak skill...

The likely perks for swords are crit damage or crit likelyhood plus some upper level perks like parry or backslash or something..

Maces we know get armr pen that could be 3-4 rank perk and after that maybe knockdown...

Axes get bleeding damage.. likely more then one rank for that perk.. and maybe cleave? to pentrate a shield block...
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Lucie H
 
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Post » Tue Nov 30, 2010 10:26 pm

I think the perks for 1 handers will be 4 lines.. swords maces axes and shields. Then for 2 handers it will be swords axes maces and bows.. note it says weapons not melee weapons and alchemym moved from magic to stealth its just as likely marksman moved to combat...


Marksman skill is definately still in. And it's likely that Block/Shield skill will be separated. After all, shield isn't an weapon.

1H: Swords (Short Sword, Long Sword, Katanas, et cetera) , Maces, Axes.
2H: Claymores, Warhammers, Battle Axes, Polearms (Spears, Halberds, Dane Axes, et cetera)

Dagger in Sneak skill...
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Joey Avelar
 
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Post » Tue Nov 30, 2010 1:35 pm

My thoughts exactly Silvade!! :)

I assume that pretty much every perk is different. It wouldn't surprise me if half the perks are ones you take multiple times, to improve their effects. I would also assume that there are probably a couple of perks for every weapon, that grants some sort of special ability or move. Based off the Game informer Screenshot, it's an average of about 10 perks per skill. That's about 170-200 perks. Take into account that some of these perks can stack, and it looks like we are having MUCH MUCH MUCH more customization than before.

In Morrowind/Oblivion, a master of Longblade/Blade simply had 100 in the skill. (With a few automatic perks in Oblivion.)

In Skyrim, I imagine that not only will we get the normal damage increase with leveling a skill, but also the perks will add special abilities, and moves with each weapon. This is for more customization than Oblivion offered, and imo a step in the right direction by Beth.
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N3T4
 
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Post » Tue Nov 30, 2010 6:22 pm

My thoughts exactly Silvade!! :)

I assume that pretty much every perk is different. It wouldn't surprise me if half the perks are ones you take multiple times, to improve their effects. I would also assume that there are probably a couple of perks for every weapon, that grants some sort of special ability or move. Based off the Game informer Screenshot, it's an average of about 10 perks per skill. That's about 170-200 perks. Take into account that some of these perks can stack, and it looks like we are having MUCH MUCH MUCH more customization than before.


Oh yes! :D

The possibilities are incredible, I could even specialize in the same skill twice and have different experiences each time with all this perk branching and stackable perks.

Now, if stacking perks works this way, but if it's a max of, say, 3 (Like some Fallout 3 perks, those who could be chosen several times always had a maximum of either 3 or 5.) ? Then I will mod the game by myself for the first time to change it to allow more, or even change all perks as a whole!

It shouldn't be that hard, a simple change in the perk codes and some tweaking and I can change some skills to make it's perk tree high customizable, varied and big enough to be able to level 50 times investing solely on this single skill.
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T. tacks Rims
 
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Post » Tue Nov 30, 2010 1:22 pm

This is a really good assumption of how they'll be handling this but I really hope it's wrong. The perks just sound like boring stat increases. Isn't that what skills should be for? I would rather have perks that really add new tools to your playstyle rather than improve what you're already doing.
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FABIAN RUIZ
 
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Post » Tue Nov 30, 2010 4:44 pm

This is a really good assumption of how they'll be handling this but I really hope it's wrong. The perks just sound like boring stat increases. Isn't that what skills should be for? I would rather have perks that really add new tools to your playstyle rather than improve what you're already doing.


Yes, but of course this is a speculation and possible explanation on how the perks will or might work, I randomly used these stat increasing perks for the sakes of giving a understandable example. I have no doubts that each perk will be unique and fun to take rather than just "boring stats". :P

Though IMO, stats are a pretty big deal and I wouldn't mind if it worked like that. Borderlands, Diablo 2 had them working just like that, yet both are amazing games with deep and fun character development.

But as I said, I might end up modding them to suit my needs. However I am not worrying at all, I truest Bethesda will make a grand game with this great new system and I can't wait to try it!
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Victoria Vasileva
 
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Post » Tue Nov 30, 2010 9:47 pm

This is a really good assumption of how they'll be handling this but I really hope it's wrong. The perks just sound like boring stat increases. Isn't that what skills should be for? I would rather have perks that really add new tools to your playstyle rather than improve what you're already doing.

I think he used boring perks as a filler for other perks.
We do know they will have perks such as, "maces ignoring armor"
So im sure what he posted was just one way to discuss how perks fit in without having a list of perks.
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Karine laverre
 
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Post » Tue Nov 30, 2010 1:22 pm

Yes, thinking of it made me reinstall Diablo 2! :lol:


Ah hell, nevermind. This thing hates Windows 7...
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Amanda Furtado
 
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Post » Tue Nov 30, 2010 6:05 pm

That was a pimp of an idea... hell when the construction set comes out for it (and this hasn't turned into a mod already) I would totally make one that made the game function like that.... totally wicked!
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Fanny Rouyé
 
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Post » Tue Nov 30, 2010 8:48 pm

Good post. The main thing I hope we get is perks which feel and play differently. To be honest, initially I was not exactly thrilled with the revelation of some of the perks: a sword perk is increased chance to critical strike, a mace perk is ignore armour, and an axe perk is bleeding damage over time. It seemed to me these wouldn't make much difference in the game. - they're all basically just perks which make you deal more damage. But having thought about it a bit more, I think these could work quite well.

I think it's easiest to first notice how the axe perk would make axes distinct from swords and maces. Because the axe perk deals damage over time, it could be more useful for more defensive melee warriors. You could strike once, and then block a lot more, not having to make yourself vulnerable by attacking, and wait for the bleeding damage to take full effect. By contrast, if you're using a sword or mace, you can't "turtle" so much, because you're only doing damage when you're hitting the enemy.

As for maces and swords, I'm speculating a little, but I don't think this is too implausible. But basically the idea is just that maces might be better against NPCs which use shields or block a lot. What happens is that the mace either does some amount of damage despite the enemy blocking, or perhaps the mace is better at "breaking" the shield. So maces are better than swords if you're an extremely offensive warrior who likes to rain blows up enemies as they cower behind their defences.

And then, finally, the sword is an in between sort of weapon, where you need to be tactical. You can't be too defensive, nor too offensive, but you need to wait for your chance to strike. But when you do, you've got a chance at doing more damage.

So while these three perks are, in one respect, just increases to the damage you deal, it seems like they could have a tangible influence on how you play the game. Depending on which perk you choose, that will encourage you to be a little more defensive or offensive. Or, conversely, depending on how offensive or defensive you are, that makes some perks more natural choices for you.
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Silvia Gil
 
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Post » Tue Nov 30, 2010 2:46 pm

I definite like the way weapons act differently, and I've heard that they will also have differing effectiveness against certain enemies (this may have just been a poor interpretation of the differing finishing moves)

But I actually hope axes could be used offensively as well. Basically get in a huge swing or three, and while you're opponent is staggering and unable to attack, he is actually losing health.

But I'd actually like to see the maces do less damage in addition to not being affected by armor. The logic for this is, against an unarmored opponent, a mace strike to the arm will probably not kill him. Break the arm, yes, maybe he'll die of an infection in a week. But a sword strike to an unarmored arm could cut to the bone if not sever it, causing enough blood loss to kill or at least incapacitate.
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Fam Mughal
 
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Post » Tue Nov 30, 2010 6:13 pm

Lately I've been looking at this http://www.gameinformer.com/cfs-filesystemfile.ashx/__key/CommunityServer-Components-ImageFileViewer/CommunityServer-Components-SiteFiles-imagefeed-featured-bethesda-elderscrolls-elderscrollsv/SkillsMenu.jpg_2D00_610x0.jpg a lot, and thinking about some things that concerns it.

First, I want to express my feelings on Skills and the possible lack of Attributes.
Judging by that screenshot, one can easily assume that there won't be any kind of subsections for that "Skill Menu" that could describe our stats, attributes, et cetera. Assuming this is a console screenshot, I can't see the buttons that indicate how or where you skip to the next section. There is no "R2" or Right Bumper symbol there to show how to change to the next "page" and stuff. I really believe that attributes are out, but I would love to be proven wrong.

Even though they are out, it seems like the new and revamped skills will work pretty damn good, and probably take on the attributes role in a good way. They seem deep, complex, interesting and really well crafted, especially with the perks, which sounds and looks even better.

The Destruction skill, for instance, has 10 perk nodes in it's constelation, divided into 3 paths, I would assume each path covers Fire, Frost and Lighting effects. With time, a simple fireball might have it's damage increased or speed, or even blast radius, duration of the fire depending on the perks you choose for it's path, what intrigues me most is how some perks can be chosen again to improve it's effect, which really sounds a lot like Diablo 2's skill system, which IMO is the best.

But I have a question, you see, there are these 3 paths, so lets assume we have this on the first path:

-First Node: +10% damage / +15% projectile speed
-Second Node: Adds Area/Splatter effect / +20% Duration
-Third node: Adds the ability to charge the fireball / +5% damage

Yeah, sounds about right, my concern is, those 3 nodes seems like different "levels" to a same general perk (that were mentioned in the "Inside Skyrim's Menu System" article in GI as being similar to the perks in Fallout 3 that could be chosen again to improve it's effect) that being the first node or maybe each of those little "stars" could "level" like, again, Diablo 2. eg:

-First Node (Lvl 1): +10% damage / +15% projectile speed.
-First Node (Lvl 2): Adds 10% damage over the last level / +10% projectile speed.

And it goes on and on until, maybe, 10. For each of those nodes.
Now, I really really wish it works like that, it would make specialization in a single skill much better and open a lot of room for replayability and different builds, even on the same skill! Think of the possibilities, I would love if a dev came here and explained how it truly works. Tell me, how do you think this will work?

Okay, now, moving to the spears possibilities. Once again, based on that screenshot and more specifically, the perks.
Most of the perk trees (constelations) there either have 3, or 4 paths. Implying we have instead of blade/blunt, 1 handed weapons and 2 handed weapons. I can assume that:

1 hand weapon skill will have a perk path for:
-Swords
-Mace
-Axe

the 2 handed weapon would have:
-Claymore
-Warhammer
-2 handed axes (Could be a battle axe and that big long axe that is in the concept art)

These are the same weapon types as in Oblivion. So, 1h gets a 3 path perk tree and 2 handed 3 as well. Now consider the 3 and 4, and say 2 handed skill could have 4. It opens up a new possibility:

-Claymore
-Warhammer
-2 handed axes
-Spears/Halberds or just Polearms

Add this to evidences like, concept art spears, Todd claiming he is aware of the community wanting polearms back and we could assume that there is a great chance of spears.

Now, if you apply the same concept to marksman/ranged skill, you also open more possibilities, a 3 path ranged skill could have:

-Bow
-Crossbow
-Throwing Weapons

Ain't that grand? Sure, just a hopeful post, but damn, how awesome would it be if I were right?
____________________

Now, to finish and sum up my thoughts. The new skill system looks terrific, and it sounds even better, can't wait to get my hands with. If everything I said turned out to be almost true, I would dare say Skyrim could be the best RPG of the decade, or even the best TES ever.

Also, read my whole post or don't post at all. Feedback is appreciated, do you think I am right about the perk working like Diablo system? Or the possibilities of spears and other ranged goodies coming back? Or how skills could easily take on the role of attributes? Do you think like I do? Do you like what I said? Some questions to help with your post.

Thanks.
-Silvade



It actually looks like destruction has 4 paths. you can make out a star that isn't highlighted and what appears to be a line disturbing the general blue fire motif (like the lines that draw the constellations) between the highlighted lefthand path and the middle path. probably poison or straight damage (damage health) or maybe disintigrate weapon or something. Or maybe they rolled poison and damage armor/weapon into one big thing called acid = nature damage (not fire frost or shock) and damage weapon for X of the spell effect.?
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Robert Bindley
 
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Post » Tue Nov 30, 2010 7:41 am

im really loving the weapon perks, its really going to add a new level of tactics to combat.

BUT... what kind of perks would SPEARS have??

I could see halberds maybe allowing you to trip a character, or even pull them off a horse(!). But tbh, that's a bit of a stretch. If Beth doesn't come up with a good perk for them, they will just cut spears completely; and that makes me think we may not see them.
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Ashley Tamen
 
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Post » Tue Nov 30, 2010 6:06 pm

I think the perk system may just end up to be one of the best features Bethesda will ever implement in a TES game, and I think this thread really highlights that.

One thing that has always bothered me was how generic and unrealistic it felt to be the master of a skill. There really was nothing that differentiated your character's skill mastery from any other character's. While I would expect somebody with a 100 in, for example, one-handed weapons to be really knowledgeable and skilled about all sorts of one-handed weapons, you'd think if they used a longsword for most of their career they'd pick up a few special tricks pertaining only to longswords. Skyrim looks like its a big move in that direction, and that for me improves realism and immersion.

EDIT: Hey, on a slightly unrelated note, did anybody catch that Bendu Olo isn't an Imperial anymore?
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evelina c
 
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Post » Tue Nov 30, 2010 9:20 am

im really loving the weapon perks, its really going to add a new level of tactics to combat.

BUT... what kind of perks would SPEARS have??

I could see halberds maybe allowing you to trip a character, or even pull them off a horse(!). But tbh, that's a bit of a stretch. If Beth doesn't come up with a good perk for them, they will just cut spears completely; and that makes me think we may not see them.


It'd be awesome if there was a perk that let you throw your spear. I was really worried when they said acrobatics were taken out but mixing that with athletics is actually really smart. Jumping around Tamriel is like a past-time for me! Can't wait to see what perks will be available, keep in mind they barely mentioned any perks, looking at the screenshot theres like 6-9 per skill
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katie TWAVA
 
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Post » Tue Nov 30, 2010 4:17 pm

I definite like the way weapons act differently, and I've heard that they will also have differing effectiveness against certain enemies (this may have just been a poor interpretation of the differing finishing moves)

But I actually hope axes could be used offensively as well. Basically get in a huge swing or three, and while you're opponent is staggering and unable to attack, he is actually losing health.

But I'd actually like to see the maces do less damage in addition to not being affected by armor. The logic for this is, against an unarmored opponent, a mace strike to the arm will probably not kill him. Break the arm, yes, maybe he'll die of an infection in a week. But a sword strike to an unarmored arm could cut to the bone if not sever it, causing enough blood loss to kill or at least incapacitate.


I read the info about finishing moves as just saying that there'll be different animations for the killing blow, depending on the creature you face and the weapon you are using. But maybe you're right and it'll be more substantial than that - I hope so.
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Jhenna lee Lizama
 
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Post » Tue Nov 30, 2010 3:22 pm

Do you think that the skill perks from Oblivion will be perks in Skyrim. Like will there be a perk to get forward power attack that requires having "purchased" the previous ones. And then each power attack perk can be further upgraded to improve that specific power attack. I'm hoping perks will incorporate a lot of choosing abilities. For instance Marksman could have perks like multi shot, arrow stab (legolas style), and grapple arrow in addition to others that increase damage or arrow drawing speed.
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Benjamin Holz
 
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