Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I've seed weapons float in the air when dropped in the vanilla game. It's a rare Skyrim bug, but happens when this mod is not used. NPCs will sometimes try to pick up their weapons after you disarm them. They look like they are ignoring combat and walking away, but they get back into the fight after they equip their weapons, again. Other NPCs will equip a different weapon, like a dagger, or use their fists. It's interesting that the game designers make these behaviors random. They put some thought into what will happen when you use a Disarm shout. It also makes things a bit more realistic now that Disarm is a combat move.
when it comes to what to change . .
they feel slightly overloaded compared to other ART classes, imperials are a jack of all trades, but master of all instead of just decent.
i would remove 1-2 of the combat moves (knockback and paralyze, this 2 just dont fit for me, knockback is for the nords and paralyze could be more of a redguard thing)
also when mentioning redguard, you could make imperials be able to craft there stuff like the bow , sword or even tullius' armor? this is an idea you could add to most of the ART mods, lore-friendly race-fitting armors/weapon on daedric/dragon level.
another thing are cooldown, ofc 1 day of cd are insane but so is 0, 100% uptime on either paralyze,knockback and crit are just op. the cd should be long enough that you have down time EVEN if cycling trough them all with full duration ( if like i said above only 2 combat moves are available making them last 1 min on a 5 min cooldown could justify their power)
on the blessings, sweet idea, love it. would it be possible to even add an negative effect to talos blessing or just giving them no bonus at all?
on the education/Magic skills, while imperials are known for being good talker, i would remove the bonus to speech and even illusion/restoration and just go for a plain 10% for all instead of 5%. puts more emphasize to the "jack of all trades" vibe, might remove the "Magic Skills" part all together (saying that hurts me because i love the restoration bonus)
another idea is to make shield n sword play more attractive, just an idea thrown out.
Edit:
I dont wanna advertise other mods, but i would have some ideas of fitting armors/weapons for all races, if interested on food for thought i can pm them to you.
on the sword n shield: just giving a bonus to block as already in place or just a plain bonus to one-handed you could make something similar to the combat moves, like casting a ward when a shield is raised spellbreaker style, or an improved shield charge?
maybe something like reflecting dmg when blocking or always knock down/back when shieldbashing.
Another idea i had is scraping the "jack of all trades" vibe and going full on a Paladin-ish way giving bonus to one-handed,Block,Restoration, Heavy Armor and what not