Joccaren said:
-Then you get complaints that NPCs are too safe, which is exactly why they put in Dragon, and vampire, attacks on cities in Skyrim, because people complained in Oblivion that NPCs were never in any real danger, and thus they couldn't really care about them.
-But that still doesn't change the fact that by removing the weapon perks, such as bleed damage for axes, armor ignoring damage from maces, and critical damage from swords, you are
1. Making characters more homogenous by giving more classes the same powers
2. Making the upgrades to those weapons unbalancing by giving them some massive increase to bleed damage
3. OR making the upgrades to those weapon effects very very trivial by making them stay balanced by keeping them low.
Your system is homogenizing, unbalancing, and/or reducing character progression to nothing but minimalistic flavor upgrades.
-Actually, if they keep the weapon perk system they have now, and just alter the bleed/critical damage to scale with your weapon, they would be both large upgrades, but not unbalancing.
-Well, technically, since the game has a soft cap of level 50, meaning, if you stick to your "class" that you made for yourself, you will only get to level 50, putting all 21 perk points into one-handed leaves you with only 29 perk points for magic, making you a very poor mage. Now, if you want to power game, break your RP, and get to level 81 by maxing all your stats that's fine, but the game really wasn't made for that.
-Iron, and Ebony, swords have a vastly smaller difference in weight them foam, and uranium. the difference in stagger would be negligible. like a change from 1 to 1.05.
-Well you didn't make it clear that you were comparing the two lowest, just that you comparing the one handed weapons, and the lowest two-handed stagger weapon, and claiming that it had a higher jump from a unspecified other weapon. Had you said, it has the highest jump from the lowest one-handed, and the lowest two-handed, that would have been fine, but the way you worded it made it seem like you were comparing it to the base.
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--One-handed duel wielding also makes you far more vulnerable to attacks, and given that they dont actually have to hit you to do damage to you, it does make dieing easier
--Two handed, stagger doesn't last very long, and the lower swinging weapons make you easier to block then with fast one-handed weapons
--the slow time perk lasts for all of maybe two seconds, unless it glitches, not much time to do anything
--unfortunately, because the paralyzing effect flies in front of the arrow, most enemies get paralyzed, fall down, and take zero damage from your arrow.
--Permanent stagger is not possible without 100% cost reduction, which is impossible to get using vanilla items, and requires using enchanting with exploits.
--Alchemy is admittedly op, if you potion spam, which is in itself an exploit.
--Enchanting without exploits can only give you +40% weapon damage, and the highest you can get the best sword in the game smithed to, without using smithing exploits is 75 damage. with the +40% damage your sword only gets up to 100 damage, congratzz, most high level monsters have 900+ hp. Also you cant apply a +damage enchant to a weapon.
-Even with the +50% cost reduction from perks/items, most high level spells still cost upwards of 100 magicka, so unless you spam potions like crazy, your gonna get like 4-5 spells off before you are completely drained. Which isnt enough to do much of anything.
-Skyrim is a loot driven game, not picking up most thing goes against the point of the game. Also, as I pointed out before, the game has a sot cap of level 50, if you stay in your RP you wont get past level 50, and if you have put 200 points into health, that leaves you with only 300 points to put into magicka, which also means you are super gimped when it comes to carry weight, as you will have zero points left to upgrade that, and you will be able to pick up little, if anything, at all, with your 100 carry weight.
-but the thing is, is that even if DAO removed the class restriction, and the linear spell progression, it would still have less character customization because of its stats.
When you take parts of things, like weapon damage, outside of the skill, and put into attributes like STR, you are left with a system were each gives lesser increases to your damage to balance out that there are now two systems increasing your damage. Raising your one-handed skill, or your STR attribute, becomes half of what it would be if both were merged into one. Thus, raising your skills/attributes provides a dramatically less noticeably character progression then the way Skyrim handles it, which is mostly all through one system, AKA perks.
The more systems you have controlling the same thing, such as weapon damage, the less each of those systems can provide in terms of increases because of the need to balance out the two systems, and thus there is less difference between characters by raising skills. Its better, and offer far more noticeable character progression, to remove attributes entirely, and merge everything into a singular perk system.
-Now that is a flawed comparison, slapping a snorkel onto a car doesn't make it better. Adding +damage perks does. When you add perks to a spell in Skyrim, such as a plus damage perk, you are taking away the 8 damage the spell did, and replacing it with 16 damage, you are taking you a blank secondary effect, and replacing it with a more fear damage effect, you are taking out a blank third effect, and replacing it with a impact effect. The skyrim perk system is a system of replacement, it is exactly like taking something out of a car, and putting something newer, and better, in its place.
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1. I dont have to include spell making because the spells made in spell making are not in the game by default, there is no (20 sec paralyze + 40 fire damage a second + 15foot aoe) spell in the game itself, those individual spell EFFECTS exist in the game, but as for the spell itself, it does not. spells made via spellmaking have nothing to do with comparisons of vanilla spells, because they are not vanilla spells, they are vanilla spell effects, that you can use to make non-vanilla spells, but they not vanilla spells.
2. Oblivion has, Flare, Flash Bolt, Blazing Spear, Heat Blast, Immolating Blast all of them are just ever upgraded versions of the "Fire Damage Xpts on Target". Skyrim on the other hand, with all perk combinations included, has 15 variations of the fireball spell. Skyrim has more fireball spells then Oblivion, and when you do the same for all destruction spells Skyrim has, Skyrim has overall, more spells then Oblivion, they are just merged into one spell, that is upgradeable. That is what I have been trying to say, Oblivion has 10 copies of the same spell, while Skyrim only have one copy of the spell, but you can upgrade it in more ways then there were vanilla spells in Oblivion.
3. Yes, and when you combine all the different combination those perks have, you get more variations then Oblivion had, which was the point I was making at the very beginning, Skyrim has less total spells in your spell list, but with the perk system, you can do MORE/have more different variances of them, then Oblivion had.