The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Combat Balance
   
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8 ABR 2013 a las 7:43 p. m.
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Combat Balance

Descripción
I always felt that there were some glaring flaws with the way Bethesda balanced the combat mechanics in this game, but this mod aims to fix some of them. Certain perks, spells, and shouts that I found to be criminally overpowered have been nerfed to add a greater challenge to the experience.
I might make changes to this mod in the future if I see room for improvement.
Oh, and sorry about the cheesy cover art. I'm more of a technical person than an artist. :P
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Features as of v1.0:

*Shield Charge is nerfed greatly.
-Only knocks down enemies if their stamina is below 30%.
-Trolls cannot be knocked down period.

*Quick Reflexes perk is limited by stamina.
-The time slow-down will only activate if player stamina is above 60%.

*Impact perk is nerfed.
-Only staggers enemies if their stamina is below half.
-Can no longer spell-juggle enemies to death as a result.

*Invisibility is nerfed.
-Uses a base value of 500 magicka (very difficult to cast).
-Lasts half as long.

*Marked for Death is nerfed.
-Reduces enemies' defenses somewhat less.
-Lasts half as long.

*Potions that restore health/magicka/stamina are _much_ heavier.
-Weights range from 5-15 units per potion depending on quality.
-No more potion-chugging your way through fights.

*Smithing perks no longer improve tempering quality.
-Equipment can't be improved to absurdly high levels without the aid of potions.
-Every material can still be smithed, just not with twice the quality with their corresponding perks.
7 comentarios
Schrödinger's Dinger 17 NOV 2016 a las 2:37 p. m. 
This is not even a Combat balance?, This is a combat UNBALANCE, Why only nerf the player? There are plenty of Bullshit things Npcs can do that SHOULD be nerfed.
Sucks-At-Video-Games 22 JUN 2015 a las 3:48 p. m. 
The invisibility cost is what is keeping me from getting this mod. a 500 base cost is absurd; that is more expensive than some of the master level spells!:/ the spell is expensive enough as it is, and ends when one so much as opens a door, yet you want it to cost over 200 magicka points to cast, AND you want it to last only 15 seconds?

What I really don't understand , is why you left Dremora lord summoning completly unchanged, which are creatures that can only be killed by a tiny fraction of the enemies in this game, yet you want to make it almost impossible to make use of what is pretty much the main reason why most people level up Illusion in the first place. you are willing to let people in cloth have 300 points of armor just by casting a spell, yet being invisible is a horrible sin:/

If you lower the ridiculous cost for invisibilty, I will get the mod. Keep it at the 15 second duration, but return the original cost
Foxtrot 31 MAR 2015 a las 10:27 a. m. 
if you can you should make a mod that makes combat realistic. by making it a few hits to kill or die. it would make a more frantic and skillful battle to deathy.
Shas'Ui Demotana 24 FEB 2015 a las 2:09 p. m. 
I'm playing on Expert difficulty, this is going to prevent me from surviving even 40% dmg per hit enemies.
Nope
Nopenopenopenope
NOOOOOOOOOOOOOPE
Assblaster 10 JUL 2014 a las 3:08 p. m. 
thats bunch a pretty hardcore settings dont you think ?
rrubright 12 ABR 2013 a las 6:49 a. m. 
As far as Invisibility is concerned, I always thought it should be a Concentration spell, like Wards, and the Novice Destruction effects.
Maki 9 ABR 2013 a las 11:12 p. m. 
I think you're much better at this game than the rest of us