... to fit in some other new skill lines that people seem to be begging for.
First off, the categories need to be tweaked a bit. I'd suggest moving soul magic to another category (maybe just put it under guild or racial to get it out of the way), and then remove the "world" skill category, replacing it with the following:
Category 1: Corruption
Under the corruption category of skill trees, you'll have the current werewolf and vampire skill lines, as well as other similar, 'dark'-themed skill trees. So, it'll look something like this:
Corruption
-> Werewolf
-> Vampire
-> Necromancy
Each of these skill lines is mutually exclusive, so you are unable to pick more than one. You can invest in necromancy, you can invest in vampirism, or you can invest in lycanthropy, but not more than one of the three. To equate this to our three resources, vampirism focuses primarily on magicka gameplay, werewolf focuses mostly on stamina gameplay, and necromancy, in addition to summoning, could have a lot of health-boosting or restoring effects (cheating death and all).
Category 2: Purity
Under the purity category, you have the opposites to the corruption skill trees.
Purity
-> Dawnguard
-> Vigilant of Stendarr
-> Silver Hand
The dawnguard line focuses on anti-vampirism abilities and offensive sun/light-based abilities. The vigilants of stendarr line focuses on anti-daedra abilities and blessings of the divines. The silver hand line focuses on anti-werewolf and beast/monster hunting abilities.
Just like the corruption line, each skill tree in the purity line is mutually exclusive. You cannot be in both the dawnguard and the silver hand, or the silver hand and the vigilants, so on and so forth - you pick one and stick to it.
The two categories are mutually exclusive with one another as well. A vampire, werewolf, or necromancer cannot invest points in the dawnguard, vigilants, or silver hand skill lines. You have to pick your path, whether you choose to go purity and hunt down evil or corruption and fight with it.
In addition to these changes, the fighter's guild skill line should be reworked completely, away from it's current anti-daedra/vampire focus, and made into more of a general warrior or fighter styled skill line.
AlexDougherty wrote: »... to fit in some other new skill lines that people seem to be begging for.
First off, the categories need to be tweaked a bit. I'd suggest moving soul magic to another category (maybe just put it under guild or racial to get it out of the way), and then remove the "world" skill category, replacing it with the following:
Category 1: Corruption
Under the corruption category of skill trees, you'll have the current werewolf and vampire skill lines, as well as other similar, 'dark'-themed skill trees. So, it'll look something like this:
Corruption
-> Werewolf
-> Vampire
-> Necromancy
Each of these skill lines is mutually exclusive, so you are unable to pick more than one. You can invest in necromancy, you can invest in vampirism, or you can invest in lycanthropy, but not more than one of the three. To equate this to our three resources, vampirism focuses primarily on magicka gameplay, werewolf focuses mostly on stamina gameplay, and necromancy, in addition to summoning, could have a lot of health-boosting or restoring effects (cheating death and all).
Category 2: Purity
Under the purity category, you have the opposites to the corruption skill trees.
Purity
-> Dawnguard
-> Vigilant of Stendarr
-> Silver Hand
The dawnguard line focuses on anti-vampirism abilities and offensive sun/light-based abilities. The vigilants of stendarr line focuses on anti-daedra abilities and blessings of the divines. The silver hand line focuses on anti-werewolf and beast/monster hunting abilities.
Just like the corruption line, each skill tree in the purity line is mutually exclusive. You cannot be in both the dawnguard and the silver hand, or the silver hand and the vigilants, so on and so forth - you pick one and stick to it.
The two categories are mutually exclusive with one another as well. A vampire, werewolf, or necromancer cannot invest points in the dawnguard, vigilants, or silver hand skill lines. You have to pick your path, whether you choose to go purity and hunt down evil or corruption and fight with it.
In addition to these changes, the fighter's guild skill line should be reworked completely, away from it's current anti-daedra/vampire focus, and made into more of a general warrior or fighter styled skill line.
I like the idea, but Werewolves and Vampires need to be infected, how do you plan on getting around that, because we shouldn't just morph into a vampire/werewolve because we invest skill points.
AlexDougherty wrote: »... to fit in some other new skill lines that people seem to be begging for.
First off, the categories need to be tweaked a bit. I'd suggest moving soul magic to another category (maybe just put it under guild or racial to get it out of the way), and then remove the "world" skill category, replacing it with the following:
Category 1: Corruption
Under the corruption category of skill trees, you'll have the current werewolf and vampire skill lines, as well as other similar, 'dark'-themed skill trees. So, it'll look something like this:
Corruption
-> Werewolf
-> Vampire
-> Necromancy
Each of these skill lines is mutually exclusive, so you are unable to pick more than one. You can invest in necromancy, you can invest in vampirism, or you can invest in lycanthropy, but not more than one of the three. To equate this to our three resources, vampirism focuses primarily on magicka gameplay, werewolf focuses mostly on stamina gameplay, and necromancy, in addition to summoning, could have a lot of health-boosting or restoring effects (cheating death and all).
Category 2: Purity
Under the purity category, you have the opposites to the corruption skill trees.
Purity
-> Dawnguard
-> Vigilant of Stendarr
-> Silver Hand
The dawnguard line focuses on anti-vampirism abilities and offensive sun/light-based abilities. The vigilants of stendarr line focuses on anti-daedra abilities and blessings of the divines. The silver hand line focuses on anti-werewolf and beast/monster hunting abilities.
Just like the corruption line, each skill tree in the purity line is mutually exclusive. You cannot be in both the dawnguard and the silver hand, or the silver hand and the vigilants, so on and so forth - you pick one and stick to it.
The two categories are mutually exclusive with one another as well. A vampire, werewolf, or necromancer cannot invest points in the dawnguard, vigilants, or silver hand skill lines. You have to pick your path, whether you choose to go purity and hunt down evil or corruption and fight with it.
In addition to these changes, the fighter's guild skill line should be reworked completely, away from it's current anti-daedra/vampire focus, and made into more of a general warrior or fighter styled skill line.
I like the idea, but Werewolves and Vampires need to be infected, how do you plan on getting around that, because we shouldn't just morph into a vampire/werewolve because we invest skill points.
Acquisition would not change. I think it would make sense that a necromancer would have to go through some kind of coven to get their ability. The three purity lines could also each have their own trials to prove to the organization that you are worthy of joining them.