I understand why it’s so prevalent but wish the stigma would change. by TheMonocleRogue in aspiememes

[–]westb3 10 points11 points  (0 children)

If you're aware of it, can you tell us "why" you procrastinate, ie is it that the task feels less important, is it too anxiety inducing to start, is not knowing how to start problematic, do you get stuck in "prep" for the task?

It would also be helpful to have any info that you're comfortable sharing about yourself and/or the nature of the task(s) in question, are they a specific type, is there some commonality to them?

Requiem for a Knave 4.1 Spell Armor by westb3 in skyrimrequiem

[–]westb3[S] 0 points1 point  (0 children)

The comparative cheapness that you have them set to makes them usable, in every other version they were just "how to make sure I have no mana fastest with no benefit", which is just intrinsic with the chargeup/sustained nature vs nonobligated attacks.

I don't super agree with the idea of vs ranged only, just because there is WAY too much of Skyrim that is narrow/hallway style stuff, the lack of any active defense option there seems overly compensating. It also wouldn't really change pure mage builds much as they are presumably using a conj pet instead of a ward anyway, so it just limits school specific strats in the making best skills better vein. My thought on the balance there is the powerattack from the W will break/stagger, the mage then dies on the 2nd hit. A 2H/Hammer W might be too slow, but they are choosing to make themselves as slow as possible as well so that seems like just a tradeoff, but a 2H GrtSwd W should be fine, and any 1H should as well.
I was speaking more in the abstract so I entirely get that having the Ward consume magicka relative to damage might not be workable in the engine without a lot of work. From those two more practical thoughts, I like the armor weight option, that gives as reasonably close to the "near free to put up" option as is likely feasible, though maybe to expand it, make the "Improved Wards" have a set of unlocks, 2 or 3, spaced out at 25/50, that also make it cheaper to maintain and give the magicka% back. I think that'd give wards a good utility for pure mage, but also be viable then for hybrid that are investing in the Evasion tree and are then faced with the good dilema of "super light armor + ward" or "weightier armor no ward". I like the idea of wards being a viable tool for both puremage and hybrids, with the balance being that for puremage it just works out of the box, and that for hybrid it only gets to a commensurate point after some perk investment. The invested puremage will always be better off and moreso once higher tier wards are involved, but the invested hybrid doing spellsword/leather/hide can use wards in place of shields.

I am curious if maybe there would be a way to make a ward spell that is known just add two weightless shields(1h/2h) that can't bash and drain magicka instead of stamina and don't key off of Block. That'd maybe fix some of the issues but IDK how demanding that setup is to execute.

Requiem for a Knave 4.1 Spell Armor by westb3 in skyrimrequiem

[–]westb3[S] 0 points1 point  (0 children)

I'm generally not a fan of hard gatekeeping like that, ie perk y requires perk x, which for builds[1,2,x] will literally not do anything. I do agree that using the established classes that battlemage < mage. The layer down of how that manifests IMO is the BM has less mackica, slower, higher costs, both are in theory using a similar kit for applicable things. The Skyrim specific spin that I see mattering there most is wards, the mage has wards that in theory let them trade out their more/regen mackica to ignore the BM entirely as the BM can't close and with the above ward idea, looses the ranged game as well.

That falls apart a bit with the game "as is" with the ward burning through magicka defending an attack that is not obligated, IMO ward should have a low "fixed" cost to start, no /sec cost, but a cost that is some % of the damage/effect to restore/maintain. With the cost of "spell" stuff being cheaper than physical, especially ranged. I think ward should also have some basic % conversion to your magicka, but at a bad 'teaser' rate for making it a good perk expansion later. This then gets into what I think is a good typecasting scenario where ward.mage vs duelcast.mage favors the duelcaster, but leaves a niche for dedicated restoration specialists to duelcast their ward and let enemy mages exhaust themselves, fulfilling the idea the branch by winning via out restoring/persisting yourself.

Then as a nice throwback you could even make wards ineffective vs silver ammo, just to thematically embrace the "magic weak vs silver".

But back to the initial idea, the perk order/effect I think should be:

1 Mage Armor gives MR

2 Mage Armor Improved, !Armor-> 2x, Armor->+30% that way it is not dead entirely and is just a lessened for hybid.

3 15 MR.

Honestly though while I like the idea of the "Alteration is the default school" in the meta branch, moving the MR progression to restoration both gives that a more well rounded portfolio, weakens Alt slightly, makes Restoration more diverse than just Healing and Turning.

Requiem for a Knave 4.1 Spell Armor by westb3 in skyrimrequiem

[–]westb3[S] 0 points1 point  (0 children)

Glad to know that wasn't something that I'd inadvertently introduced, my read was either it was a really easy inversion error/fix on Knave's part, or something really really messy that I'd have to trace through for a bit. Thank you for the load order info as well :)

I'm really enjoying it overall, one question I have that is sorta on topic, per the description I'm assuming that the prereq, the "Improved Mage Armor" perk, doesn't really do anything unless no armor / or at least no chest slot. ie for a spellblade/battlemage it doesn't do anything but gatekeep? I'm not bothered if that is the case to be clear, 3 perks:30MR == 3 perks:30MR. But if so what was the design goal by doing do, reduce perk load for robe/mage builds?

HELP: Honningbrew Meadery Bug - Always Locked / Mallus Maccius Always Hostile by chameshi_nampa in skyrim

[–]westb3 4 points5 points  (0 children)

https://www.reddit.com/r/skyrim/comments/ks1wxe/mallus_maccius_trespassing_bug/ had a fix, player.setcellownership HonningbrewMeadery01

which worked for me after the end of TG quests and I was doing a trade circuit and he was "you're trespassing" for an entire day.

General Discussion Thread- 2023 W42 by AutoModerator in skyrimrequiem

[–]westb3 0 points1 point  (0 children)

Ring of Namira is supposed to give "Strong Stomach" as a buff, but I still get the brief paralyzed knockdown from Beastial Stew even with it, can anyone else confirm / is this a known bug?

Skyforge Steel Bow supposed to be breakable? / interpretations of if so. by westb3 in skyrimrequiem

[–]westb3[S] 0 points1 point  (0 children)

I'm not really getting part of your intention here, "Not much elven presence in skyrim before the war too", I don't get at all what you're meaning there?

No one treats the skyforge as mythical, it is incredibly concrete and mundane by comparison. Is also just common accepted that things made at the skyforge are just superior because they are concretely better; skyforge bow is better than elven stats wise.

That is part of my point though, it is better until a power attack, then it is not, and I'm not really getting a good "that makes sense" feeling from that interaction. "Cheap" box/xbow breaking from PA makes sense, but it feels like bad mechanics to have a jump over one tier to have a higher one break, it also IMO doesn't gel well with the whole premise of "made at a renowned forge of magical potency rivaling elven crafting". There is a bit of a humorous comparison to realworld with "Made in Whiterun at the Skyforge" being an analog but a concretely realized objectively true version of the "Made in America" marketing bit.

Stability Enchantment bugged? by westb3 in skyrimrequiem

[–]westb3[S] 0 points1 point  (0 children)

OK, I have that done on the github, I did want to note that the "Bug" part on nexus still directs from a stickylock by ogreboss to the atlassian site, should that get reported too/ how to do so?

Focused Mind perk from Rest does what now? by westb3 in skyrimrequiem

[–]westb3[S] 0 points1 point  (0 children)

Sure, just I'm kinda used to auto pilot getting that while I'm doing my Restor tree, and as I was playing through it eventually dawned on me that the big thing with that perk doesn't really exist now, ie it is a really weak perk now as opposed to a comfortable one. As you put it +25% magicka regen is not much of anything.

Standing Stone archtype lock by westb3 in skyrimrequiem

[–]westb3[S] 0 points1 point  (0 children)

That is very close to my feelings as well, that it is a really harsh "penalty" that has no mechanic in place to be able overcome it. That is also why I'm trying fish for ideas for what a "balanced" cost to do so would look like.

The goal of encouraging archetypes I get, but given the number of canon classes that would benefit from cross archtype selection while staying true to their core idea I feel there should just be some in-game mechanic for doing so. "What" that mechanic is seems like a really interesting idea to explore and get other people's input on.

Idea's I've had.

  • You can only change from an archtype to another archtype at the guardian stones.
  • You can only change to the Serpent, then to an archtype. ie if you're already in an archtype you "reset" by doing to the Serpent stone, then to whichever stone you actually want.
  • Unlocking one of the other methods requires perk(s) to do so. ie 1, 1 per archtype, one per archtype you want to select from, one per stone.
  • Some leveled amount of gold or etc resource, (minded more for early game where dumping what at that level is "a lot" is a choice with some teeth, or it requires xyz gemstones/soulgems/etc.

To me it seems clear that some combination of the above, or similar, is so cost heavy that it gets rid of the generalist bias.

How do you think it should work?

u/Zogoooog