Which perks do YOU think are a waste?

Post » Fri Dec 09, 2011 2:15 pm

I think many of the perks are too powerful. Take Archery for example...every point that you point into "Overdraw" increases your damage by 20%.....and that is at the low end of the tree. That seems to be a bit powerful for such a low level perk. I can see that maybe being at the higher end because by then you are an accomplished archer.
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Allison C
 
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Post » Fri Dec 09, 2011 8:42 am

Lockpicking if you are good at it...
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trisha punch
 
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Post » Fri Dec 09, 2011 4:23 pm

Lockpicking as well. I'm a sneak type who has leveled it up but put no perk points in it. Master locks can take a while to open up, break so many picks most of the time but I can always get them open eventually. I just feel like I'm wasting precious points putting anything in there. I'm bummed this tree seemed so poorly thought out. The perk that gives you more treasure should probably be lower down on the tree.
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Lil Miss
 
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Post » Fri Dec 09, 2011 12:17 pm

Most armour perks if you're RPing an Argonian or Khajiit (no helm). Unless I'm wrong and perks like Custom Fit and Windwalker actually do work without a helm.
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Nymph
 
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Post » Fri Dec 09, 2011 3:57 pm

. The perk that gives you more treasure should probably be lower down on the tree.

I think it would make more sense to give the extra hundred weight in sneak, to me it makes more sense...
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Alada Vaginah
 
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Post » Fri Dec 09, 2011 10:15 pm

Another vote for Lockpicking.
Second to that I'd say Pickpocketing.
And then third would be the conversation side of the Speech tree.
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Len swann
 
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Post » Fri Dec 09, 2011 7:21 pm

im not here to complain, just for some insight on the lockpicking naysayers :P

ive tested the lockpicking tree perks that give u more gold in chests and chance at valuable treasures.

after level 25, with these two perks, i saw an almost instant double gold from chests, and the chance for "valuable treasures" was 100%

every chest after that perk for finding more valuables was taken, ALWAYS had a flawless gem of some sort which sold for alot, and it was usually accompanied by a glass piece of gear.

so to say its not worth it/useless is stretching it a bit because a lot fo the gear can be used to sell for looooaaads of gold or to use it yourself, which is what i did when i found a staff in a chest that did added a load to destruction % damage and reduced destruction magika useage.

or that glass warhammer i found in a chest after that, that sold for 890 gold.

one time this happened to me; a chest gave me 1 flawless garnet, one flawless ruby, and 2 glass daggers. that one perk, made me about 3k gold off one chest lol...
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Rob Davidson
 
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Post » Fri Dec 09, 2011 11:02 am

not picking perks is a waste.
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Hope Greenhaw
 
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Post » Fri Dec 09, 2011 4:53 pm

not picking perks is a waste.



yeah the rest of them are garbage but u gota spend a few to get to the perks i described. its definetly worth it for the more valuables perk :D
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james tait
 
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Post » Fri Dec 09, 2011 9:36 pm

Other than lockpicking, i think that some destruction perks are a waste "enemies flee at low health, enemies paralyze at low health, enemies disintegrate at low health" This seems extremely useless to me, i've never been in a situation where the enemy and me are both at low health and because of that perk i win the battle. I mean, playing as a mage, if you have low health you're pretty much dead already.
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Rob Davidson
 
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Post » Fri Dec 09, 2011 11:41 am

All from the Destruction tree. Dual Casting being the worst.
And yeah, the fire flee perk is incredibly stupid and annoying.
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Guinevere Wood
 
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Post » Fri Dec 09, 2011 1:39 pm

All from the Destruction tree. Dual Casting being the worst.
And yeah, the fire flee perk is incredibly stupid and annoying.

The dual casting staggering certainly not useless. If anything, it's rather cheap.
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Zosia Cetnar
 
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Post » Fri Dec 09, 2011 7:41 pm

I have to agree on lockpicking and speech. Where as there are a few Pickpocketing perks I want my Khajiit to learn. Seeing how easy it is to get lockpicks there's not much point.Once you join the thieves guild it becomes extremely pointless. Speech about all I would want is one point in the Persuasion perk but it's not worth it to get there.
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Leanne Molloy
 
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Post » Fri Dec 09, 2011 11:57 pm

The dual casting staggering certainly not useless. If anything, it's rather cheap.


You should probably know what the perks do before commenting.
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Colton Idonthavealastna
 
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Post » Sat Dec 10, 2011 1:14 am

All of the Destruction Tree.
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Bethany Watkin
 
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Post » Fri Dec 09, 2011 8:08 pm

I'd say speech. I was thinking about going for the 1000 gold, but na it's not worth it.
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Siobhan Thompson
 
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Post » Fri Dec 09, 2011 4:22 pm

- Lockpicking. It only gets theoretically useful for expert locks, but considering even expert ones are possible at a low skill level and the game gives you tons of picks, especially if you explore bandit hideouts a lot, you don't ever need to take a perk from this tree.
- Destruction near-death perks, Deep Freeze, Intense Flames, and Disintegrate. All three are special effects which activate when you hit an enemy with an elemental attack at low health. Problem is, you're not going to need extra power to your attack when they're already about to die. A functional equivalent to this would have been FO3's bloody mess perk, which greatly increased the chance you had of gibbing enemies. However, that was fairly useful because it also offered a 5% damage increase in all situations. Not just low health.
- Bone-Breaker under the one-handed tree. In the right circumstances, being able to ignore up to 75% armor rating is absolutely amazing. However, maces are slow by nature (I swear they have the lowest DPS aside from maybe daggers) and really need to have a lot of charged attacks to work well. Maybe they're just stamina heavy? I don't know. In addition, that perk doesn't really help when the enemy you're fighting doesn't wear armor. I.E. is a dragon. (Unless, again, I'm mistaken and non-human enemies do take factors such as natural armor into account)
- Mage Armor. Not because it's a bad idea, but it's nature is as such that it's too restrictive to be useful. The most powerful defense buff spell I've found so far, ironflesh, gives me +80 to armor rating. If I wasn't wearing any armor, this would be doubled to 160. Now, consider that this is on a level 35 character with a 71 Alteration skill, and a baseline defense of about 360 due to the heavy armor he is wearing. Now, consider another character, a level 15 monk, who wears only heavy armor on his hands and feet, granting him a defense score of around 80 by default. Combine that with his standard oakflesh spell and he's already got about 140-150 armor rating, with a trivial reduction in movement speed and at a way lower level. If they had made it so that it offered diminishing returns dependent on the weight each armor piece you were wearing (gauntlets and boots don't cause as much reduction in effectiveness as body armor), then I would take this in a heartbeat.

+ Fists of Steel might be questionably useful to players who focus on using weapons in melee combat, but if you combine that with enchantments and a khajit, you can get unarmed melee attacks which hit hard. Combine that with hilariously brutal kill animations (though there's only two and they don't have cinematic angles) and the fact that the attack gets more powerful as you level up your heavy armor skill, and you can easily create powerful and versatile unarmed fighters. Even then, it's helpful if you get disarmed by a bash or shout and just need to beat that stupid draugr to death quickly.
+ Dual casting does increase the spell cost ridiculously for most magic schools. If you're not a pure mage, I'd never suggest taking this perk. However, it's key if you use destruction spells, as the Impact perk is amazing, allowing for your spells to counter physical combatants worthily.
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Lauren Dale
 
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Post » Fri Dec 09, 2011 3:58 pm

I have to disagree on the Destruction Tree. The only area I do agree is that the cost reduction perks after Novice are pretty much not worth it. It's a little of a headache when starting and moving into apprentice but once you have some gear and cost reduction enchants set up it's not much of an issue. Impact and the damage boosts haven't been bad. I've not played one enough to know if the low health perks are ok but if they are like how melee combat works, what constitutes "low health" changes as your power improves.
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Micah Judaeah
 
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Post » Fri Dec 09, 2011 10:59 am

exactly this! i just want my heavy armor to weigh nothing

Then I would recommend "The Steed" stone for you, it not only removes weight for worn heavy armour, it also removes speed penalty as well as giving you 100 more carrying capacity.
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мistrєss
 
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Post » Fri Dec 09, 2011 11:53 pm

I would agree with lockpicking. i can never open master locks but it would be a major waste to spend the 4 extra points to get there and definitely not worth it.
Treasure hunter sounds good according to Nord_Decendant to get weapons and items to use but you really dont need anymore gold like with the speech perks,
i easily have over 70,000 without speech or lockpick
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Rebecca Dosch
 
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Post » Fri Dec 09, 2011 1:33 pm

I only have experience with mage tree perks.

For destruction, intense flames, deep freeze, and rune master.

For restoration, ward absorb, and recovery.

For conjuration just summoner.

For alteration just mage armor.
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jadie kell
 
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Post » Fri Dec 09, 2011 4:17 pm

The dual wielding perk for conjuration. My only real problem with is you cannot dual equip bound swords simultaneously. You can dual charge for a longer duration in your right hand, then cast again for a shorter/normal in your left. Chances are you want those swords up as quickly as possible.

Probably a more useful perk for summoners. But defienatrly not dual weilders.
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Laura Simmonds
 
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Post » Fri Dec 09, 2011 8:09 pm

Lockpicking, speechcraft, pickpocket are all worthless unless you want them for RP value.

Cushioned and Fists of Steel are pretty much worthless

Soul Siphon, Soul Squeezer both have no value other than slight convenience

Soul Stealer, Oblivion Binding same as above

Necromage is pretty terrible

Experimenter ends up having no value whatsoever eventually
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XPidgex Jefferson
 
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Post » Fri Dec 09, 2011 5:44 pm

All of the Destruction Tree.


^
So poorly thought out and many useless perks.
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Dan Wright
 
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Post » Fri Dec 09, 2011 8:03 pm

Yeah, I would like the three perks I spent in destruction back when I thought being a mage was cool
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jasminε
 
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