I think I figured out the 3 skills removed.

Post » Sat Feb 19, 2011 3:35 am

I expect to see this set of skills

Combat
one handed
two handed
block
smithing
armor
archery


Stealth
alchemy
security
speechcraft
mercantile
sneak
unarmored

Magic
enchanting
alteration
conjjuration
destruction
illusion
restoration
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Bird
 
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Post » Sat Feb 19, 2011 3:47 am

So six years ago nothing was wrong with it but now its silly?

Six years ago it was already wrong to go find a rat/mudcrab and let it hit you while you spam healing pots/spells to train your armor skills.
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Kate Schofield
 
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Post » Sat Feb 19, 2011 3:42 am

I think it would make sense if they combined Athletics and Acrobatics and provided this new skill with a perk tree with two or more ways to upgrade it. The two obvious ones, I think, are the 'Jumping+Evading' route and 'Sprinting' route(stamina and speed perks).
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Ashley Campos
 
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Post » Sat Feb 19, 2011 6:58 am

I think they should remove the armor skill or skills altogether, I mean, what does the skill really do? Physically that is, what do you do differently whilst wearing armor with a low skill as opposed to a high skill.

Armor is like... You put it on, and it absorbs impacts of different kinds, what's there to learn?

If you're moving with the armor, dodging blows, swaying and bracing for impacts that's acrobatics more than anything else.
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~Sylvia~
 
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Post » Sat Feb 19, 2011 8:54 am

Speechcraft is most likely in the game or another skill that ends in raft also smithing if there isnt a skill that begins in Smi
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James Hate
 
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Post » Sat Feb 19, 2011 1:09 pm

I think they should remove the armor skill or skills altogether, I mean, what does the skill really do? Physically that is, what do you do differently whilst wearing armor with a low skill as opposed to a high skill.

Armor is like... You put it on, and it absorbs impacts of different kinds, what's there to learn?

If you're moving with the armor, dodging blows, swaying and bracing for impacts that's acrobatics more than anything else.

I think it does make sence your pose your movement your fighting style is going do be heavily built around ur armour n weapon so maybe perks are better idea to define armour but i find security a waste of a skill, horse riding is probably harder that lock pick but 'no' skill for that. I think it's very subjective Beth probably had a hard time making as much sence out of 'no' sense as possible lol.
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mimi_lys
 
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Post » Fri Feb 18, 2011 10:21 pm

it cant be speechcraft
since you can see letters aft on the left corner of the skyrim user interface picture at gameinformer
or maybe its...spellcraft? :brix:
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Avril Louise
 
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Post » Sat Feb 19, 2011 1:30 am

If they combined Heavy and Light Armor to one skill, and used a perk tree to distinguish then there could also be a branch for Unarmored.

For those crazy folk that decide to fight without armour........

Or shield. As that would makes 3 justs like Destruction(fire,ice,lightning) and one handed(sword,mace,axe).

Having a whole skill for shields just does not makes sense to me, it seems like they want to make each skill matter more. An armor skill with Light,heavy and shield seems reasonable. Of corse this line of thinking also has me wondering about archery, can it really just be for 1 type of weapon. Of course its a major play style so it warrets it far more than shield.

So if you combine the armor/shied and athletics/acrobatics that makes -3.
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Hannah Barnard
 
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Post » Sat Feb 19, 2011 1:13 am

Most likely those 2 but also lockpicking was useless coz you could just buy 1000 lockpicks or use skeleton key
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Hearts
 
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Post » Sat Feb 19, 2011 1:10 am

I think the hand-to-hand skill is useless. You have to be able to fight with your fists, but why do we need a skill for that? No one will actually use it. It could be derivated from strength or whatever stands for it now.
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Sun of Sammy
 
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Post » Sat Feb 19, 2011 1:19 pm

I must disagree with the OP on this one.

I find:

1. Mercantile and Speechcraft.
2.Acrobatics and Athletics.


Both of these were alot of fun for me, I enjoyed working up my speechcraft with NPCs to see what else I could get from/with them at higher reputations, owning a shop wasn't as fun as it Could have been, but it was nice. :)

Acrobatics! I jumped all over the place, and as a ranger I found great utility in my improved ability to jump a little higher, a little farther. Often times I could get to spots a ground-enemy couldn't reach as my skill improved, and I felt BGS did a Great job with this skill in Oblivion. Athletics - affecting how fast you run, again something I very much enjoyed. At high atletics I could almost outrun a horse and could out-run many animals when exploring between towns.

I think this is a case of different strokes for different folks - we all have our desired playstyles. I think Bethesda did very well with these skills in Oblivion, and look forward to seeing how they improve on them with Skyrim! :goodjob:
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Lovingly
 
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Post » Sat Feb 19, 2011 8:00 am

I think the hand-to-hand skill is useless. You have to be able to fight with your fists, but why do we need a skill for that? No one will actually use it. It could be derivated from strength or whatever stands for it now.

I would use it. I tried. The only problem is they never put in any hard work on the H2H system so it always svcks. It should be incredibly difficult to level but then be one of the most powerful tools for a melee fighter, thus making it fun and worth it. But it seems the goal for skills this time around is removing redundancies so they would probably remove it as it is "pointless" rather than spending a day giving it a purpose.
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quinnnn
 
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Post » Fri Feb 18, 2011 9:10 pm

The lists that have come up so far looks promising and very likely, I think. Here's what I assume they will look like:

Combat:
Unarmed
One-handed
Two-handed
Shield/Block
Armor (Heavy and Light merged)
Smithing (merged with Armorer)

Magic:
Alteration
Conjuration
Destruction
Enchanting
Illusion
Restoration

Stealth:
Alchemy
Acrobatics/Athletics
Sneak
Security
Marksman
Speechcraft (merged with Mercantile)


I'll put my money with this one.


Oh, and I don't really use bows, so they should be removed in my book. <_< I mean, no one uses them, right?

I always have at least one character dedicated to hand combat. Saying no one uses it because you don't...really?
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Adam
 
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Post » Sat Feb 19, 2011 1:09 am

Most likely those 2 but also lockpicking was useless coz you could just buy 1000 lockpicks or use skeleton key


Huh? Lockpicking was important to me, since there was no bashing open the chest. Other than the open locks spell, how else do you open the chest without lockpicking. I never, ever found 1000 lockpicks to buy, and never came across a skeleton key in my adventures. So, unless you use a cheat (which I never do), I don't see how lockpicking was usless.

Storm
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Jessica Stokes
 
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Post » Fri Feb 18, 2011 10:36 pm

Huh? Lockpicking was important to me, since there was no bashing open the chest. Other than the open locks spell, how else do you open the chest without lockpicking. I never, ever found 1000 lockpicks to buy, and never came across a skeleton key in my adventures. So, unless you use a cheat (which I never do), I don't see how lockpicking was usless.

Storm


I agree that lockpicking was useful, but it sounds like you may have overlooked a treasure or two, because there is a skeleton key. Lockpicks could also be bought within the thieves guild.
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Dalton Greynolds
 
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Post » Sat Feb 19, 2011 9:49 am

[double post]
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joannARRGH
 
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Post » Sat Feb 19, 2011 1:26 pm

I'm hoping that armor has become combined (even if it doesn't make sense) because I'd really like medium armor to make a return.. But in all reality learning to wear and fight in something like chain mail would be nothing like fighting in cloth and leather.
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Brandon Bernardi
 
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Post » Sat Feb 19, 2011 1:08 pm

I think that it would be much better if Alchemy remained to be skill in Magic school and that Illusion went over for the Stealth team.
Somehow more logical in my opinion and Stealth school could have better use from Illusions (Invisibility, Chameleon, Night Eye) rather than Alchemy.
Even though they can have great use from poisons, it is still mainly a mage thing in my book.
Still, nothing too terrible, so I'll survive. :P
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Natasha Callaghan
 
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Post » Sat Feb 19, 2011 4:11 am

I'm kinda glad that Acrobatics is gone and Mysticism too.
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Blessed DIVA
 
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Post » Sat Feb 19, 2011 6:56 am

I must disagree with the OP on this one.

I find:



Both of these were alot of fun for me, I enjoyed working up my speechcraft with NPCs to see what else I could get from/with them at higher reputations, owning a shop wasn't as fun as it Could have been, but it was nice. :)

Acrobatics! I jumped all over the place, and as a ranger I found great utility in my improved ability to jump a little higher, a little farther. Often times I could get to spots a ground-enemy couldn't reach as my skill improved, and I felt BGS did a Great job with this skill in Oblivion. Athletics - affecting how fast you run, again something I very much enjoyed. At high atletics I could almost outrun a horse and could out-run many animals when exploring between towns.

I think this is a case of different strokes for different folks - we all have our desired playstyles. I think Bethesda did very well with these skills in Oblivion, and look forward to seeing how they improve on them with Skyrim! :goodjob:

The problem with Athletics is it is automatic, every character uses and raise it 100 if you play for a while. There is no choice like playing magic, or stealing,etc. Its absurd as a skill in itself for this reason. Being merge with Acrobatics would make a lot more sense, pick a perk that give +20% speed would be a much better way than auto skill gain for anyone and everyone. And jumping over and over it also lame.
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Maddy Paul
 
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Post » Sat Feb 19, 2011 12:01 am

I think the hand-to-hand skill is useless. You have to be able to fight with your fists, but why do we need a skill for that? No one will actually use it. It could be derivated from strength or whatever stands for it now.


Apparently there is no such thing as "strength" anymore. Wasn't the word going around that attributes are removed, or did i miss something? Also, if you think h2h doesn't need skill, try taking on Muhammed Ali... :) I've had several mage characters who use h2h as a backup.

Regarding the skills: Since there's a new "skill tree" -based system, there's probably no need for separate light and heavy armor skills. They could be handled by perks within the skill tree, so i'm guessing there's just one skill for armor. Also, blocking could be inside the one handed skill tree.
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Ebony Lawson
 
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Post » Sat Feb 19, 2011 3:45 am

I agree that lockpicking was useful, but it sounds like you may have overlooked a treasure or two, because there is a skeleton key. Lockpicks could also be bought within the thieves guild.


Don't usually play a thief character, and don't usually join the thieves guild. OK, gotta find that skeleton key. Damn .... i't probably locked in a high level chest. ... sigh... :sad:


Storm
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Annika Marziniak
 
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Post » Sat Feb 19, 2011 1:26 pm

I think "sheild" doesnt exist, it might be under one-handed.
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Ross Thomas
 
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Post » Fri Feb 18, 2011 11:23 pm

Hand to Hand



Im pretty sure this has been removed as it was the most useless skill ever. Since four skills needed to be removed, Id say this one has kicked the bucket.

@Above

Agreed
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BRIANNA
 
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Post » Sat Feb 19, 2011 6:55 am

I think that merging skills is fine, as long as they keep the skills that used to be in the old category. In mysticism for instance, there are a lot of useful spells, like TK and detect life. If they put them in another category, fine. But if they get rid of them altogether... grrr.
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Harry-James Payne
 
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