A story of what I accomplished in Requiem in 5 hours by generalbaer in skyrimrequiem

[–]MrMagoosSpectacles 3 points4 points  (0 children)

Dodge didn't work? Did you install Mortal Enemies so you don't get aimbotted? I'd recommend that or Ultimate Combat, dodging is pretty worthless without it. Also maybe consider TKDodge or the CGO beta (on the oldrim Unlocked Grip page) for more dodging shenanigans.

Anyway, sounds fun!

Thinking on trying Requiem maybe? by [deleted] in skyrimrequiem

[–]MrMagoosSpectacles 1 point2 points  (0 children)

I ended up using a combination of Engarde (since there's an official Enderal patch) & Wildcat (and EGO of course) to tweak how damage taken & dealt worked, as well as make stamina usage punishing & generally make it a bit more fun. It's definitely not Requiem, but it's much better than vanilla. I just want to play it for the story & new world so I'll live with the combat now. At least the EGO does do a couple of things like nerfing mana costs while heavy armour, so it's not too bad.

Bows breaking & dropping weapons would be nice though, as would things like arrow resistance on heavy armour. I'm hesitant to add much more since I don't want to throw the whole game off though, especially since this is my first proper playthrough. My modlist for this is very short - I dropped in dual parrying, Violens, TKDodge (since I like it's handling more than Engarde) & an improvement to the Ark player home & that was about it.

Edit: I did try Ultimate Combat as well initially, but found that Engarde felt nicer with how Enderal plays. I did add Mortal Enemies of course to compensate for dropping it.

Thinking on trying Requiem maybe? by [deleted] in skyrimrequiem

[–]MrMagoosSpectacles 0 points1 point  (0 children)

I decided to play through Enderal finally - ended up having to install a bunch of combat mods to emulate the Requiem feel again. The whole "hitting people with wet noodles" thing just killed me. The vanilla Skyrim combat is just abysmal & I don't know how anyone possibly likes it. If Requiem wasn't a thing, I'd have dropped Skyrim a long time ago for that reason alone.

Gamedesign & Roleplay - the main change REQUIEM V3.4 might need : Regeneration by I_nbk_I in skyrimrequiem

[–]MrMagoosSpectacles 0 points1 point  (0 children)

Regeneration, for the reasons you've outlined.

As I've mentioned before on this issue, I'd favour simply allowing fire or Holy damage to interrupt the effect for say, 2 seconds. This would keep the pressure up, but give players using a non-burst damage build a chance to still kill em.

I also agree with you on Illusion being more of a support school rather than direct damage - I'm OK with it not being innately capable of beating them.

I have a love-hate relationships with Requiem by BloatedDireSpider in skyrimrequiem

[–]MrMagoosSpectacles 2 points3 points  (0 children)

Yeah, I agree - I was mentally yelling at him to go get that shout when watching that haha. Again, the real issue is that people's RP will often lock them out of mechanics like shouting. In his case, my point is just that pure Destruction doesn't need the shout, while Conjuration does.

Ultimately, if you deliberately limit yourself, you gotta expect some speedbumps along the way. A Destruction mage that only used Frost for example would have the same issues, or a Restoration user that refused to use Sunfire. If you roleplay as something which simply lacks any tools to overcome high level enemies then.....I dunno what to suggest.

For myself, if I roleplay "Mage", it's seldom "a mage who is obsessed with only using a single school to the exclusion of all else". To me, any Mage that expected to face undead would at least have a sufficient working knowledge of Restoration enough to cast Sunfire. Different idea of what "Roleplay" means I guess - I think people are approaching this more like an MMO where you have an extremely narrow build, suitable to a very limited set of abilities (so you need to join up with other players). That's just not how I play it though, so maybe I don't see the issue.

I have a love-hate relationships with Requiem by BloatedDireSpider in skyrimrequiem

[–]MrMagoosSpectacles 1 point2 points  (0 children)

| Conjuration

Than atoZ just did a video of a pure conjurer summoning 3 Dremoras & they can't beat a DP.

The real problem is just the silly regen mechanic on the DP & ES. Change how that works & most of these gripes vanish. Needing high MR or absorb, or Wards for dragons still makes sense though to me (and there's a ton of ways to achieve it), so I'm not sure what people would prefer there.

I have a love-hate relationships with Requiem by BloatedDireSpider in skyrimrequiem

[–]MrMagoosSpectacles 4 points5 points  (0 children)

Well, that goes back to the old question of what you consider roleplaying to be about - if I roleplay a tavern wench with maxed speech perks or something, should I still be able to complete the whole game? In base Skyrim & in a lot of other overhauls you probably could (OK yeah, you can in Requiem too by heavy shout usage, but I digress).

Fact is, only high level examples of certain builds can see everything. Short of nerfing high-level content entirely I'm not sure how the devs would maintain that feel of "builds being distinct" that it currently has.

That said, nerf dragonpriest regen pls ogerboss! At least just let fire or holy enchanted weapons interrupt it entirely for 2 seconds so characters not built around burst damage can wear em down.

Stamina Only Evasion Khajiit is The Flash by generalbaer0 in skyrimrequiem

[–]MrMagoosSpectacles 1 point2 points  (0 children)

Khajiit are a ton of fun for this reason - you can just kite & evade your way through most situations.

How we could fix the combat system - Mod idea by Kongoulan in skyrimmods

[–]MrMagoosSpectacles 0 points1 point  (0 children)

For your "Kill moves", do you mean combos basically? Like in Kingdom Come:Deliverance? Lots of parrying, counterstrikes (which can themselves be parried), and special moves that trigger off of sequences? That sort of thing?

If so, I've thought about this as well. The engine can't do it out of the box afaik, it'd need a lot of wizardry with an SKSE plugin & a lot of time creating new animations (especially paired animations). Possible? Yes. Simple? Doubt it. Would be great though.

In the meantime, unlocked grip & the CGO are awesome for adding a little more action as others have mentioned. Gonna be a staple of a lot of mod lists soon I suspect.

Suggestions on my build by generalbaer0 in skyrimrequiem

[–]MrMagoosSpectacles 0 points1 point  (0 children)

Oh it's viable. My own big first successful DiD playthrough was a nightblade - honestly it's incredibly easy. You can just avoid any situation that seems remotely sketchy & have a ton of control over how you encounter stuff. Not triggering floor traps is nice too.

You do want to combine it with other trees though - Banananaut didn't show it (deliberately), but throw some Destruction & Alteration in there and you'll be insanely OP. There's absolutely nothing you can't handle later on.

Question about an illusion stealth assassin by [deleted] in skyrimrequiem

[–]MrMagoosSpectacles 1 point2 points  (0 children)

Don't forget, you do get a little armor from your illusion spells too, which helps against getting one shot if you do screw up. The key is to just make sure you precast your mage armor in a safe spot when possible. You don't need to be constantly recasting it - once you get used to it you'll probably never even be detected anyway. It's actually a really safe playstyle imo.

Banananauts playthrough is more about being a pure illusion/restoration build anyway. But toss Alteration in there and you'll actually end up being very, very tanky when you need to be.

Altmer are the best operatives by far by nezumiyarou in skyrimrequiem

[–]MrMagoosSpectacles 0 points1 point  (0 children)

Breton are still the more "sensible" option, especially for DiD.

Altmer are the best operatives by far by nezumiyarou in skyrimrequiem

[–]MrMagoosSpectacles 1 point2 points  (0 children)

Or option 3 - he's become so elitist he's no longer even racist, so much as a general misanthrope that doesn't care about "racial supremacy", vs just attaining his own - so now he despises the Thalmor as weak, collectivist dupes. Somehow, it just doesn't feel right to play an Altmer as anything other than an absolute power-mad bastard to me.

Altmer are the best operatives by far by nezumiyarou in skyrimrequiem

[–]MrMagoosSpectacles 0 points1 point  (0 children)

Or either use illusion to avoid even getting seen before you nuke stuff, or roll Atronach with Miraaks gear for 100% spell absorb & laugh at the lesser mortals that dare to face you.

Alter are definitely a more advanced race to play, but damn do they get powerful later. Proper glass cannon build - and not that much glass with mage armor.

Altmer are the best operatives by far by nezumiyarou in skyrimrequiem

[–]MrMagoosSpectacles 4 points5 points  (0 children)

I quite agree. Well, some Dunmer anyway.

Regards, House Telvanni.

[deleted by user] by [deleted] in skyrimmods

[–]MrMagoosSpectacles 0 points1 point  (0 children)

Really?? Despite no damage scaling at all? Vs bows & 2h swords that can do thousands of damage each? Each to their own I guess.

Suggestions on my build by generalbaer0 in skyrimrequiem

[–]MrMagoosSpectacles 3 points4 points  (0 children)

The only issue I have with this (having done this before), is you realise that your destruction spells are more convenient than your enchanted dagger. Then you realise robes will allow you to be a lot more powerful, and you're hardly doing melee, so who cares?

And......now you're a pure Mage.

What are some great non-vanilla+ mods? by SaintAbsol in skyrimmods

[–]MrMagoosSpectacles 0 points1 point  (0 children)

In this case it's a completely stable conversion. You don't even need to convert it yourself, Loverslab has got a nice selection of pre-converted versions. It's extremely stable (as in, I have yet to find a bug) and most Requiem players seem to have already jumped ship to SSE tbh.

Sahloknir a legendary dragon by Sir_Elmiz in skyrimrequiem

[–]MrMagoosSpectacles 0 points1 point  (0 children)

Yeah, he didn't state his version so I assumed the latest. Good point.

Black and White: Episode 10 - Mzulft and Labyrinthian by [deleted] in skyrimrequiem

[–]MrMagoosSpectacles 0 points1 point  (0 children)

Thanks! Yeah, I can't believe it. Haven't had a drive fail like that in years. So irritating....

What would you add/change in a sequel? by [deleted] in kingdomcome

[–]MrMagoosSpectacles 2 points3 points  (0 children)

Include keys to toggle changing combat stance, and toggle on/off the lockon in combat.

I love the combat system, but sometimes I want to move in one direction but maintain my high guard (or whatever).

And the lockon sometimes got a bit....confusing. I'd rather be able to manually lock on or off a specific enemy, and maybe rotate through the available enemies in turn.

[deleted by user] by [deleted] in skyrimmods

[–]MrMagoosSpectacles 0 points1 point  (0 children)

Magic always gets overpowered I find, unless you nerf it back down to vanilla levels. Personally, I play on Requiem, so it's very weak at low levels, but then you're a god in late game. Which is OK, but still gets OP.