Which perks do YOU think are a waste?

Post » Fri Dec 09, 2011 9:07 am

Tower or whatever the 50% less stagger when wearing full heavy armor.

I have not been staggered once in this game. I've been shouted at and gone ragdoll, but I somehow doubt that counts as being "staggered."
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neil slattery
 
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Post » Fri Dec 09, 2011 10:46 am

You should probably know what the perks do before commenting.

what says he does not know about the perk? it is one of the most useful perks iv got for a mage, duel casted spells kill most normal humans but when somethign strong comes along that staggering perk saves your ass a lot (unles you have a tank to distract the enemy, but companians could miss the entire fight because they lagg behind so much)

the left half of the heavy armour tree seems like a waste of time to me and the lock picking tree has no relavince to the actually act of picking a lock (compared to oblivion's perks (that stop the pins from falling back into place) at least)
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Nathan Hunter
 
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Post » Fri Dec 09, 2011 3:59 pm

i think all the perks are good. out of all them, i think heavy handed or whatever is most useless, as it is the only unarmed perk. but its useful for when i "brawl" people. all i have to do is punch them once and they give up.
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Leanne Molloy
 
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Post » Fri Dec 09, 2011 10:36 pm

I've kept looking at the speech tree, but i just cant see it as being worth the bother. Merchants run out of gold so quickly, do i really need to extract even more from them so my inventory stays even MORE full? /glares at all his dragon bones.

@ someone earlier in the thread on dual-wielding, as a primary warrior with necromancy as a secondary, dual-wielding is extremely useful for me. I get 4.5 minutes instead of 2 minutes worth of zombie, that's practically essential for getting my zombies from place to place. Of course, it becomes obsolete at level 100, but isn't just about everything obsolete at that point?
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Heather Kush
 
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Post » Fri Dec 09, 2011 1:24 pm

Wow. That seems crazy unless you assume exploiting Enchantment for 0 casting costs. Magicka management is incredibly important.


That's the thing though, why spend those 4 extra perks when you can simply enchant your clothing to make spellcasting cost 0? Now, if you are not going to do any enchanting, then yes, you would want those perks. I feel as though many (not all, just most) PC mages will do enchanting, since you can make much better enchants than you can find by end game (plus the 2 effect perk).
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Flesh Tunnel
 
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Post » Fri Dec 09, 2011 3:58 pm

Critical charge: Good luck hitting anything with that. Waste of a perk to have, waste of stamina to use. Too easy to use accidentally.


Have to disagree with that one. When used properly, you can one-hit most unarmored enemies with a sprinting power attack. I use it all the time to take out mages. Whirlewind Sprint to close distance in a blink of an eye, then sprint and power attack, and the mage is dead before he even had time to cast a ward.

Hell, even the ones that do raise a ward never stand a chance.
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bimsy
 
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Post » Fri Dec 09, 2011 7:12 pm

All of One-handed.

Come at me bro.
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mishionary
 
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Post » Fri Dec 09, 2011 11:09 pm

Lockpicking and Speechcraft are don't do much or are really needed. Others are OK.
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Vicki Blondie
 
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Post » Fri Dec 09, 2011 6:54 pm

The Higher one handed perks aren't worth it. It's just better to go get the 5 rank perk then waste time going after 25% increase or 25% paralyze.
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Sanctum
 
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Post » Fri Dec 09, 2011 10:03 am

Lockpicking, Speechcraft and Smithing... Smithing is only good for Dragon Scale and Daedric... but you have to put in so much just to get those...
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Budgie
 
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Post » Fri Dec 09, 2011 8:36 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.

You can't take all five ranks at low archery skill, though. The way the multi-rank perks work is that each rank needs a higher level of skill than the previous one; Overdraw, for example, has skill requirements of 0/20/40/60/80, so even though you can take two ranks early on it will be (quite) a while before you have all five ranks, or even four out of five. Now, if the perk wasn't 'gated' that way then it might be a bit excessive, however I suspect that the actual gain wouldn't be as much as one might think, due to early bows being rather craptastic until you can refine them to a high degree and sometimes even then.
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naana
 
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Post » Fri Dec 09, 2011 2:07 pm

Another vote for the Lockpick perks here. I just keep picking them and am starting to get the hang of the minigame (it's quite a bit tougher than the ones in the Fallouts). So far I haven't run short of picks yet.
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claire ley
 
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Post » Fri Dec 09, 2011 5:59 pm

Wow...I don't agree with everyone saying lockpick perks are a waste. I have the tree up through expert now, and the locks are definitely easy to pick, like one or two picks max. I like this, because yes, while I *could* open the lock without the perk by using several picks, I don't *like* getting all that exp just from trying to open a door, thus leveling up too fast while my other skills fall behind. To me, it's nice to be able to open a lock very easily, and I am definitely looking forward to the treasure hunter perk just to see what cool stuff I might loot. Obviously though I am in the minority by feeling this way, but that's ok with me, each to their own! (I will agree though that wax key and unbreakable are not really useful due to the amount of available lockpicks in game, but quick hands might be good for someone without stealth /shrug). I intend to take it to master!
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Davorah Katz
 
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Post » Fri Dec 09, 2011 5:55 pm

Lock picking is a waste.

The only perk on there that might be worth anything is the extra treasure one, but why waste your picks trying to get to it?

The lock-pick mini game is so easy to do (and I was already so experienced at it from Fallout) I could unlock "master" locks on the first day.
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remi lasisi
 
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Post » Fri Dec 09, 2011 10:09 pm

...

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...


I haven't gotten that far into the game (level 17), but do you ever really need all that money anyway? It hardly takes more than a few hours to buy a house, and between all the loot I've stored in it and all the gold I pilfer along the way, I keep wondering what I'm supposed to do with all the money I've got. Even when I occasionally find something that I want to buy and think it looks expensive, I just look at my gold reserve and think, "oh, guess I don't really have to worry about how much it costs."

I mean, I like having a safety net, but so far the game is like a slot machine that's rigged to win. I can't wait for mods that actually limit loot and lockpicks a bit (or a lot)... THEN maybe will all those perks in lockpicking mean something.
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Franko AlVarado
 
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Post » Fri Dec 09, 2011 10:18 am

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.

Download mod that removes the helm graphic
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Dorian Cozens
 
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Post » Fri Dec 09, 2011 6:43 pm

Lockpicking. As stated before, anything tied to a mini-game--where the player's skill is the measure of success (not statistics)--there's absolutely no need for a skill tree. I can pick master locks as a new character just fine!
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Nathan Maughan
 
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Post » Fri Dec 09, 2011 7:05 pm

I hate that I have to take Fists of Steel & Cushioned to get Conditioning from Heavy Armour. As a khajiit who doesn't jump off cliffs, the former two are useless to me but I -really- want the last.


Activate the Steed stone. It's basically the same thing and you get to save perks by using it.
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Soraya Davy
 
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Post » Fri Dec 09, 2011 10:25 pm

I would like to defend Lockpicking as treasure hunter has consistently gotten me weapons and armor above the level in which they should drop

I had an enchanted ebony mace from a chest when everyone else that dropped was still much lower then that

Yes, you cant stab a dragon in the eye with a lockpick

But with treasure hunter you can find something way better then you are using (if you arent exploiting)
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Samantha Mitchell
 
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Post » Fri Dec 09, 2011 10:42 am

I already mentioned the dual cast perks, but I just gained an extra special loathing for the restoration one. I saved before trying it, but it has no effect on the turn undead spells and I don't think it effects the wards. The level 6 turn undead spell dual cast would not turn a undead in bleak falls barrow but a mace that turned level 7 undead would.

I hate this for 2 reasons.

One the perk svcks. It is moronically designed.

Two the only thing dumber than the perk is the description which does absolutely nothing to help the player know what the eff the damn thing does. Seriously who wrote these things? How freaking hard is it to say this perk increases the amount of healing from a heal spell by X amount for Y more mana, your targeted illusions will effect targets 2 times higher than the spell normally would etc. My quick example descriptions svck, and they still are better than what we got.
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Dragonz Dancer
 
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Post » Fri Dec 09, 2011 5:10 pm

Speechcraft and Lockpicking, as so many others have already said. I really enjoy lockpicking and the extra challenge at harder locks.
I spent a perk on on Bribery back at the early levels as I wasn't expecting to join the Thieves Guild then. Turns out I did so that's one perk wasted.
Damn you speechcrafffft! :banghead:
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Mandi Norton
 
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Post » Fri Dec 09, 2011 7:58 pm

Have to disagree with that one. When used properly, you can one-hit most unarmored enemies with a sprinting power attack. I use it all the time to take out mages. Whirlewind Sprint to close distance in a blink of an eye, then sprint and power attack, and the mage is dead before he even had time to cast a ward.

Hell, even the ones that do raise a ward never stand a chance.


Not only that, but it gives you a standard sprinting swing. Even if you fall short on your charged lunge, you can constantly tap the attack button to throw out rapid sprinting attacks while running into the battle. What's also funny, you'll keep going forward at a sprinting pace while swinging if you keep clicking, even after you've run out of energy.
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Bones47
 
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Post » Fri Dec 09, 2011 10:10 am

Lockpick, completely useless. I hope theres mods that do something really cool with these. Hell, change the name into Security again and allow it to create and plant traps, disarm traps easily, lock doors, etc..



Critical charge: Good luck hitting anything with that. Waste of a perk to have, waste of stamina to use. Too easy to use accidentally.

Did you turn off mouse-acceleration through the .ini? I've never missed with that ability, and its my most used opening attack into mobs.


TBH It's one of my fav perks. I like the 2H version even more, just has more of an "oomph" and "epic" feeling to it :celebration:
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Emmi Coolahan
 
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Post » Fri Dec 09, 2011 11:44 am

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.


I've found this to be one of the most useful stones in the game. Sure a lot of the others sound nice; but, when you can move like the wind in plate armor and drag around a half ton of gear back to the market, you can't top that.
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Angelina Mayo
 
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Post » Fri Dec 09, 2011 10:20 am

I use the lockpicking tree on my theif just because it fits the archetype.
Plus I hate master locks so making them easier would be nice.
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Monika Krzyzak
 
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