Which skills would you like returned or added in TESV

Post » Sat Feb 19, 2011 8:23 am

What do Torporism, Thaumaturgy and Deadric as skills mean to you? I don't understand what being high in those skills would mean for someone. Is Deadric a replacement for Summon?

Torporism as described by Schnell Olfy would be telekinesis and several alteration effects like shield, levitate, and open. It's a better grouping of related magical skills.

Thaumaturgy is the magic of making miracles from Daggerfall, but I would apply it in the new game to be the magic of the nine divines. You gain worship bonuses from divine related activities. A list of spells might be; Divine Intervention, Destroy Undead, Holy Word, Brilliance, Divine Blessings, Aftersight, Purification, Repel, Guardian Force, Holy Wrath, Light Strike, Resurrection, Holy Command, and Exorcisms.

Daedric combines Daggerfall's Daedric skill with Morrowind and Oblivion's Conjuration. I would make it so the only things you summon with this skill are daedra, and your skill in the daedric language determines who you can convince to come and what you can tell them to do. That way, summoning low level daedra at higher levels lets you command them to do things they wouldn't have before.
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Damned_Queen
 
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Post » Sat Feb 19, 2011 9:31 am

Butchery i.e. skinning. As you get higher levels you get better skins like starting with "torn skin" and then get to "perfect skin" eventually.
And getting better cuts of meat from animals.
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DAVId MArtInez
 
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Post » Sat Feb 19, 2011 8:15 am

Spear, axe, long/short blade, medium armor and enchant. I don't care much for unarmored, it seems kinda pointless to me.

From Daggerfall I'd like dodging and climbing to return.

New skills could be different crafting skills. Crafting would be awesome to have.
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Prisca Lacour
 
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Post » Sat Feb 19, 2011 8:16 am

Spear - Because Argonians feel naked without them. Seriously, though, weapon diversity is always good. But make them well, so they don't get overshadowed by every other weapon-type out there.

Axe - Because axes are Not blunt objects! They have sharp edges! They cut stuff! They aren't blunt!

Long/Short Blade - Because daggers are not used the same way as a claymore.

Medium Armor - Because . . . Well, why not?!?

Unarmored - Because sometimes I want to make characters that don't wear armor, but I also don't want them to become weak. But rename the skill to Dodge or something. It makes more sense.

Enchant - Because having to be a member of the Mage's Guild to enchant something is stupid. What about people who are roleplaying rouge-mages? Are they just doomed to not being able to enchant stuff?

I'd also like to see the Climbing that Daggerfall had make a return. That'd be pretty sweet.
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Joanne
 
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Post » Sat Feb 19, 2011 4:52 am

The most important, to me, would be Spear and Enchant. Enchant was broken in Morrowind and there were many discussions on how to fix the formula. Removing it completely was just lazy overkill. Having to be a member of the Mages' Guild in Oblivion just to be able to enchant things was absurd.
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Tracy Byworth
 
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Post » Sat Feb 19, 2011 1:41 am

The actual skills aren't the issue, the last TES game's relative lack of meaning behind them was. When the only purposes of weapon skills are to nerf damage and unlock "power move" perks, that's not "meaningful" character development, in my opinion. Between that and "mini-games", a lot of the skills were "irrelevant". How many players do you know who work on boosting their characters' Security or Speechcraft skills (at least after their first play-through)? Player skills trump those character skills so thoroughly as to make them totally meaningless (which means we'll probably see them removed in the next game because "nobody used them anyway").

For all I care, they could create a generic "melee weapon" skill and a "ranged weapon" skill, or an all-encompassing "armor" skill. As long as we get the weapons back, the seperate skill classes don't bother me. The combat system needs a lot of work, and making a lot more skills isn't going to solve the underlying problems.

With that out of the way, I'd like to see some sort of crafting or survival skill, as well as a return of some of the MW and even DF skills to make the characters more diverse.

The magic skills need to be sorted out and reworked; a few of them were all but useless in OB. Enchanting was fun in MW; a semi-skilled enchanter could do all sorts of "modest level" stuff without having to first go through the tedious MG "recommendation" sequence as in OB. Worse, any barbarian could enchant things with a Sigil Stone just as competently as the most skilled Enchanter. Since "charges" didn't regenerate over time, constantly collecting filled soulgems to power up your "toys" was more trouble than it was worth for a lot of cases. MW allowed all sorts of amusing "trinkets" that did a lot of the daily "chores", such as crossing streams, getting up hills or to the tops of buildings, or healing constant minor injuries, while OB's relegation of Enchantments to weapon effects and stat boosts was a huge letdown for me.

It doesn't need MORE skills so much as to make proper use of the ones it already has.
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Eire Charlotta
 
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Post » Sat Feb 19, 2011 10:43 am

Spear, for more variety in melee weapons style.

Enchant, because enchanting felt too limited in Oblivion.

Climbing from Daggerfall, lots of fun to use and easier to limit than levitate I guess.

This.
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Suzie Dalziel
 
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Post » Sat Feb 19, 2011 2:16 am

Centaur language, obviously..so that you can tame your Centaur mount and ride him as he dual wields a spear and a cross bow.
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how solid
 
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Post » Sat Feb 19, 2011 4:59 am

all actually

but I would love to see much more engaging enchanting, with ability to create complex enchants WITHOUT PAYING GOLD to no body if I'm an enchanter I mean really why would i throw gold in the air when I enchant myself!!!

I want all magic to be permanent on items even damage enchants on weapons (weaker but balanced)
and staffs should be the only items with charges on them.
enchants should be complex, and not all items should have the same enchanting potential, silver armor better than rusty old armor...etc

their should be a resistance cap FOR the player in general, which means if the items has 200% fire resistance you will get only 75% max resistance.
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TASTY TRACY
 
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Post » Sat Feb 19, 2011 5:51 am

I would love to have a new skill of repair added. I have been playing FO3 and FNV. The repair skill is very important to any character I have ever had. Yes I understand that armorer is kind of the same. However, I like the repair skill so much more. On a total side note, I would love to see the lock pick changed in the next TES. I absolutely hate lock picking in Oblivion!! The lock picking in the Fallout games and in Morrowind are WAY better.
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u gone see
 
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Post » Sat Feb 19, 2011 12:10 am

Firstly I can see why Beth would get rid of Axe and Medium armour. Axe had very low variety (only a battle-axe and a war-axe) so merging it with blunt makes the weapons overall more useful. While Medium armour ended up not being the best of both worlds.

So in the end I went for:
Spear, for weapon diversity.
Long/short blade, for increased role playability.
Unarmoured, for armour diversity and role playability.
Enchant, I sorely missed this from Morrowind.

EDIT: However, if Beth is going to bring back any skill I would like it to be useful. For example, If they added different kinds of axes (other than a battle-axe and a war-axe) then I'd be happy with their decision.



Totally agree...I would also like to see them do something better w/ speech-craft and mercantile. The speech wheel in Oblivion was just plain stupid. In real life you wouldn't tell someone a joke and in the next breath threaten them just to compliment them in the next breath. I'm not sure who was worse in that disaster the one who came up with it or the rest for agreeing to it.
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Margarita Diaz
 
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Post » Sat Feb 19, 2011 8:15 am

I haven't played Morrowind but the Medium Armor is something that I would like to see added in TESV
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Matt Bigelow
 
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Post » Sat Feb 19, 2011 8:45 am

My opinion on the skill system is that there should be as many as possible.

The more skills there are then the greater the change for the player to specialise, and that’s much more fulfilling than being a master of all skills.

If I had to pick a skill that I feel is most important then I would say blade. It should be long blade, short blade, two handed blade and dagger.

But I also feel as though stealth should be split so you have stealth and pick pocketing. These splits allow a player to specialise their character, which is inherently more satisfying to a role player than being a jack of all trades.
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Lexy Dick
 
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Post » Sat Feb 19, 2011 5:19 am

Climbing from Daggerfall.

But pretty much all of them.


This.
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Samantha Mitchell
 
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Post » Sat Feb 19, 2011 9:55 am

Spears and Medium armor from Morrowind.

Climbing from Daggerfall.
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sunny lovett
 
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Post » Sat Feb 19, 2011 9:33 am

Levitate should of been on there!
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Pants
 
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Post » Fri Feb 18, 2011 11:30 pm


Enchant, because enchanting felt too limited in Oblivion.


Adding the enchant skill wouldn't adress that, though, the main cause of this, as I see it, is because Bethesda removed many options for enchanting, no longer are there cast when used enchantments for any type of item, and now weapons only get cast on strike enchantments. And Bethesda really needs to make it so enchanting services are available to players who don't join the Mages Guild. And the way the enchant skill was done in Morrowind, I rarely bothered with it because the difficulty of making decent enchantments made it so that I generally just use enchanting services, sure, it was expensive, but at high levels, that was hardly an issue. Still, it would be nice if the enchant skill returned, but if it were added, it would need to be made better to be worth having.

The more skills there are then the greater the change for the player to specialise, and that’s much more fulfilling than being a master of all skills.


While this is true, increasing the number of skills also means that the skills are harder to balance and it's harder to make sure each skill is a viable choice. And considering that Bethesda has not exactly had a record of making balanced games where all character builds are viable but not too overpowered, I can sort of understand Bethesda not wanting to increase the amount of skills too much.

But anyway, the skills I'd like to see most from previous Elder Scrolls games would probably be spear, and unarmored. Spear because I kind of liked using spears in Morrowind, but I'd say they're a rather underrated weapon choice, and while it's true that they may not have been as good as say... long blades, this was primarily due to the lack of variety in them, and rather than removing them entirely, the solution should be to adress the problem by giving them better variety and making them an option worth choosing. And I want unarmored back because maybe with it, playing characters without armor would really be a viable choice. In Oblivion, you're just sacrificing the defense of armor for absolutely no added benefit. Yes, both skills are ones that were in Morrowind, but that's probably because it's the first Elder Scrolls game I've played, and the one I've played most extensively. Not to mention some of the skills in Daggerfall that were removed in Morrowind seemed kind of pointless, take the creature language skills, for example, as far as I know, all they really did was stop those creatures from attacking you. Maybe they'd be worth taking if they actually let you talk to those creatures, but I can't really see that happening.

I also wouldn't mind seeing medium armor back, though I could understand if Bethesda did not add it, and in any case, without medium armor they can still include armors that would have fallen into that category in Morrowind, they're just added into light or heavy instead.

As far as new skills I'd like added. I'd like to see some new crafting skills in the game, actually, because those are always nice for adding roleplayability to games. Ater all, why shouldn't my character be able to make the things he needs if he so chooses? If nothing else, I'd like to see crafting of armor and weapons and maybe clothing, jewelry and arrows and such added, things that the player can actually use, I can't see letting the player make plates or furniture actually serving any gameplay purpose beyond selling. I mean, I guess it would be good for role-playing, but this isn't the fantasy equivalent of the Sims here, I just can't see my characters becoming generic craftsmen, so crafting skills should focus on items the player can use first and foremost. I suppose maybe a cooking skill would be worthwhile if food was necessary, but since I don't really want that, such a skill would really just be a less useful alternative to alchemy.

Levitate should of been on there!


That's not a skill, though, it's a spell, although I agree that it should return.
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Kayla Keizer
 
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Post » Sat Feb 19, 2011 12:06 am

Spear, renamed Polearms.
Axe and Short/Long blade again separated.
Medium armor is not needed but Unarmored should reappear with it's real name, Dodging.
Other Daggerfall skills needed are Critical Strike and Medical, maybe Thaumaturgy. Climbing and Swimming should not be separated from Acrobatics and Athletics, but they need to make sense. In TES4 if you run enough you're fit to swim too, even if you're never been in water before.
Block is a stupid skill that must be changed into Shield. Parrying is always part of the weapon training.
New skills might be Survival, Music, Herbalism etc.

Full list of skills in my signtaure.
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Jesus Lopez
 
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Post » Sat Feb 19, 2011 6:40 am

Unarmored, Spears, and Dual Wielding are on the top of my list.
I also want Crossbows, but they could be tied in with marksmanship.
Lastly I want a revamp of Hand to Hand. I want it to svck less.
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Becky Palmer
 
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Post » Sat Feb 19, 2011 6:09 am

Well, I would prefer getting something like talent trees.

Something that will be at least from its idea more balanced, and that is much more likely to create unique player characters.
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Honey Suckle
 
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Post » Sat Feb 19, 2011 10:34 am

Climbing!

I hated trying to jump\run to get over those hill-mountains in Morrowind and Oblivion.
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Nick Jase Mason
 
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Post » Sat Feb 19, 2011 6:52 am

Unarmored, Spears, and Dual Wielding are on the top of my list.
I also want Crossbows, but they could be tied in with marksmanship.
Lastly I want a revamp of Hand to Hand. I want it to svck less.


This! By the Gods someone make this happen!
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Star Dunkels Macmillan
 
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Post » Sat Feb 19, 2011 7:03 am

I would like to see long and short blade return.
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Jamie Moysey
 
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Post » Fri Feb 18, 2011 10:04 pm

We've got to have a shield skill. Remove block, you aren't going to block the same way with a bow as you are with a shield. Shield as a skill should involve bashing and deflecting as well as blocking blows. Otherwise, blocking is a function of weapon use. They aren't going to teach you to swordfight in one place with blocking training somewhere else.
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Dina Boudreau
 
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Post » Sat Feb 19, 2011 8:36 am

Actually I think the whole skill system should be upgraded. Rather than keeping the old static version.

I like the idea from GTA that how much you eat and work out affects your appearance -- but I'd love to see it go a step further. If you eat a lot and don't excersize, you should lose strength and agility. If you become a big bulky musclebound guy, you shouldn't be able to sneak so easily (and vice versa). So many things would be mutually exclusive in our world, yet happen all the time in Tamriel. Most bodybuilders aren't able to do backflips and sneak around undetected. Most acrobats would make crappy linebackers. So why have it so that one hero can be all things? And it's the same way with activity and eating. If you eat nothing but McDonalds and watch TV, you'll be a weak little girly man. I see no reason why something like that couldn't be made a part of Tamriel.

As for weapons, I'd like projectile instead of marksmen, so that you could use any thrown object. I like the blades together, and axees and blunt work well together. I'd like a spear/polearms skill, and most definatly a climb skill.
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Yvonne Gruening
 
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