Skyrim

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Aertyr

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Aertyr

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105 comments

  1. Darklocq
    Darklocq
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    Healing "damages undead" - does this include vampires? Like if I use a healing spell on Serana?
  2. rladudfks
    rladudfks
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    • 2 kudos
    here's the list of mistakes this mod made on balancing.

    1. balance between armor type.

    This mod breaks a balance between all armor types. especially in the part that dragonhide spell can reach about 500 AR alone with longer duration and easier casting. this mod carries a same problem with vanila nuisance - why bother to wear heavy armor that weights a lot while you can just simply wear light armor? same DR eventually.
    in case of this mod, what's the point of wearing armor while you can just get full DR percentage by spells and shield, helmet?

    2. Spell: Dragonhide makes other "flesh" spells useless, and mage armor perk?

    Actually it's not. Ebony flesh spell is still pretty useful even if you compare to dragonhide spell, AND with mage armor perk it's about 300 AR boost.
    To think vanila AR cap is about 560 something, it's pretty high sum.

    The purpose of Dragonhide spell is to be 'pre-casted before combat.'
    80% damage reduction is INDEED sounds cheesy but it comes with cost -magicka,casting delay AND shorter duration.
    so, it is supposed to be used when you are going to face fast/unavoidable enemy which has high physical damage for limited time. after that you must runaway or ready to cast ebony flesh , having lesser damage reduction instead.

    and we have to think that "caster" types are not meant to be tanky.
    it's kind of nonsense if all kinds of fighting style(melee,ranger,caster) have same defense. range based characters are meant to have weakness compare to melee tanker. if not game balance just goes broken.

    3.Skill balance issue.

    You might wonder why I brought up this topic, but it's not irrelevant actually.

    We must acknowledge that this mod brings up issue with AR change.
    and to see the fact, this mod is making alteration skill as another type of "armor" skill tree, that has 30% magic resistance AND 30% magic absorb, active skills that can paralysis your enemy, detect life, sort on.
    now this sounds like pretty overpowered skill to me. let's have a look

    -Is this skill hard to level up compare to other AR related skill?
    actually no. casting detect life in city gives you easy exp in short time without risk of death.

    -Is this skill less effective then other AR related skill?
    It WAS, however by this mod it's NOT

    -What is the major drawback if I use alteration instead of wearing armor?
    You may suffer the fact that you have to cast your "flesh" skills every time in 'close' combat.

    -What is the major benefit player take from installing this mod, play as caster type?
    You may use dragonhide spell with lesser spell casting deley with improved 'ward' spell, while making mage armor perk meaningful to you.

    To fix all the balance issue above, this mod has to be redone a bit.

    Suggested Revision.

    1.Delete ALL the AR boost from Flesh spells and instead place "additional" damage reduction percentage. also revise mage armor perk.

    for example
    oak flesh 5%
    stone 10%
    iron 15%
    ebony 20%
    dragonhide 25%

    make 'mage armor' perk works as "additional DR percentage" let perk level 3 gives doubled Damage reduction for all spell. Lvl 1 perk gives 35%, Lvl 2 70%, Lvl 3 100%
    this will eventually make 50% damage reduction+ base armor rating DR + ward spell DR. so it is still pretty high sum.

    *Additional means it has to be calcualted AFTER damage reduction by armor rating takes in.
    [E.g to 1000 damage income, 80% DR with AR, dragonhide spell with no mage armor perk= 1000*(1-.8 )*(1-.25) = total 150 damage income]

    2.Change ward spell effect.
    Instead of AR boost, place DR bonus.
    like lesser ward gives 10% additional damage Reduction, Greater 20%. since spell is affected by "blocking", it's going to be about 15% and 30% DR eventually.
    [E.g 1000 damage income to 0 AR with dragonhide spell+mage armor perk + Greater ward =1000*(1-.5-.3)= 200 damage]

    3. Erase stability perk effect 70 + AR
    Meaningless if all effects are going to be done in DR percent.
    1. phantompally76
      phantompally76
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      • 51 kudos
      We're still waiting for YOUR alteration/restoration overhaul mod, Poindexter.
    2. head0nfire
      head0nfire
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      • 1 kudos
      Good suggestions. You thought it out really well.
  3. head0nfire
    head0nfire
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    Will block perks still improve wards if you use this with Ordinator?
  4. Dragon4942
    Dragon4942
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    When I install this mod it just doesn't do anything at all to the alteration or restoration trees. Is this incompatible with Illusion Overhaul? That is the only mod in my load order that does anything to the perk tree, and I really want to use this mod.
  5. SeroJunk
    SeroJunk
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    Healing hands just gives me a "resist" message on draugur.
  6. shinigami117
    shinigami117
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    • 1 kudos
    Are there any plans to make this mod compatible with SE?
  7. devilspy13
    devilspy13
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    Hey um is this mod compatible with the weapon block mod,it says in the block tree that blocking with a shield or a weapon rather than block or warding?
  8. ZorinSH
    ZorinSH
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    Is there a version of this without perk tree changes, for people using Ordinator, or other perk tree mods?
  9. castielj
    castielj
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    Could you make so wards protect the entire body as it looks visually? Wards only deflect arrows as if it was a shield, and doesn't protect the head or other areas.

    Thanks in advance!
  10. Gwidz
    Gwidz
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    These perks and abilities are much more imaginative and fun than the ones available in vanilla.

    I've never even bothered to roll a mage and always thought that restoration wasn't fun enough to get into. The highest I've ever gotten alteration was 45, and restoration 61.

    Now with these perks, you've made it so much more accessible and interesting. I'm making a long overdue mage to give these schools a new, honest chance.