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It’s probably called something like “Necromancy Controller,” it’ll be a perk record, you just need to clear it out. I’m not at my PC right now so I can’t remember anything more specific than that.
Some bonuses are absolutely crazy in values such as the shout buf/CDreduction. :/
Somebody would creat really light vanilla perk overhual. The system is actually the best one with exception of few perks such as bone braker, critical strike dmg scaling (needs some buf but not so massive one as all perk overhauls has), arcane blacksmithing lower required lvl (40 is ideal in my opinion). Also the shout recharge time reduction is great idea as speach is usless skill late game. But the bufs are far too strong in every perk overhaul, breaking the game in combination with enchanting (which needs nerf actually or all the unique enchantements in the game needs to be buffed a bit).
Hello Just Started using your mods. love them so far. checking for conflicts and noticed that the hand to hand esp undoes the 99 max pickpocket chance of adamant. Is this intentional? Cheers
Hey, thanks for all your work! I'm planning to switch to Simonrim for the FUS wabbajack list (VR). One reason for that is that in VR unarmed combat is quite fun, and while the hand to hand add on is not compatible with VR, adamant itself already offers a lot here, which is great!
Do I see things correctly though, that the unarmed damage does not scale with equipment anymore, just with the heavy armor skill? That would be a bit of a let down since it loses the feeling of equipment hunting as an iron glove will be as effective as a dragonbone glove... Also, how does that scaling work exactly? Beast races have more default unarmed damage, so is the scaling additive or multiplicative? The latter would make beast races significantly more viable permanently, I suppose, but those races would probably be the ones that don't want to wear heavy gloves...
Thanks for your answer! I have, but it seems to only work with an older version of Hand to Hand and is thus outdated, and Scrambled bugs is also unavailable in VR unfortunately... so we could only use Hand to Hand v1.4 and I assumed that plain Adamant would then be the better choice. Do you disagree and think I should use HtH 1.4?
The question about scaling would remain though - also in Hand to Hand there is no equipment that increases damage, right? It is just skill level based then. And how is the scaling exactly?
What makes you think the mod is outdated? We haven't updated the Hand to Hand DLL in ages. There shouldn't be any problems w/ using Hand to Hand on VR. If you are experiencing problems, let me know, and maybe I can address them? As for Scrambled Bugs, do you know about https://www.nexusmods.com/skyrimspecialedition/mods/107053? This brings the most important features for Simonrim into VR.
Oh, interesting. I saw some comments about incompatibilites but did not dig deeper admittedly. I use Poached bugs, but the HtH modpage does not specify which bugs of scambled bugs are to be fixed so I did not know if that is sufficient. I checked H2H VR and it worked indeed. Is it safe to assume that it works as long as the game loads or can I verify somehow that the DLL is working as intended?
Should we enabled some of the tweaks? We use most of Simonrim.
And just so it does not get lost: In Hand to Hand there is no equipment that increases damage, it is only skill level based, correct? And what is the scaling formula exactly?
Edit: I found the poached bugs simonrim file, gonna use that.
Poached Bugs was essentially made for Simonrim VR, and prioritizes the settings that I asked for. I would turn all of those to true.
For verifying that DLL works, just check that Lockpicking gives Security XP and that punching enemies gives Hand to Hand XP.
Re: Hand to Hand, there's no damage weapon that gives unarmed damage. You get damage scaling through a mix of the UnarmedDamage AV and perk-based increases. I believe your UnarmedDamage AV is 40 at 100 Hand to Hand, and you had a +50% Modifier, for a "tooltip" damage of 60. There are other sources of base Unarmed Damage (Werewolf, Jone & Jode/Sheor) that will also be multiplied by 50% from the mastery perk, kind of like Smithing, and then there are effects like the Alteration perk that gives elemental damage. (By the way, I think there's a file related to the Hand to Hand VR mod page that hides or removes that perk? But with Poached Bugs, you can ignore that file.)
Yup the simonrim ini does turn all of those to true. I'm glad we have that mod and can use your mods! I can report that hand to hand works fine, I get security XP for lockpicking and hand to hand for punching.
So the skill based dage scaling is just added to the character unarmed dmg right? So beast races will have 5 more damage plain and simple, unless you're a werewolf, but these 5 extra damage are going to be not that relevant after you skilled up.
I've always used EnaiRim for as long as I've modded Skyrim, and I guess it never really occurred to me to try something else with how comfy I'd gotten with Vokrii and Odin. But putting together a clean modlist to try Shattered out with, a friend pointed me at this and I'm really glad he did.
Adamant/Mysticism/Thaumaturgy have been an amazing setup to play with, and I'm not sure I'll be going back. It feels like I'm actually playing Skyrim again (which, in hindsight sounds weird but you know what I mean) and I'm enjoying it more than I thought I would. Once I have time to sit and parse the wall of text that is Scrambled Bugs, I'll have to start slotting in the rest of the set.
Hi, I'm currently on my first playthrough in ages, where I'm playing a high-level character. I'm focusing on playing a non-destruction mage, and my damage dealing relies on conjuring and reanimating. I'd really like to move more towards reanimating. The question is: Is there any way in the SimonRim suite to increase the reanimation power that I might have missed? With my master reanimation spell, I can reanimate a max level 40 enemy. But as I level up, most mobs are level 40+. Thank you.
Dual Casting will get you 2.5x magnitude on Illusion/Influence, Turn Undead, and Reanimation spells. If you're having any trouble w/ spells not "counting" as dual cast, make sure you get the Dual Casting Fix from Po3.
Hey I’am doing a mage playthrough at the moment using nearly the whole suit (only things iam not using are the survival and fastvtravel mods). Full mage dual casting works really good and seems well balanced. I tried some kind of spellsword with bound weapon + spell too, but I have to say only the touch spells are worth using in the destruction tree. If you don’t dual cast most spells feal pretty weak. Are you considering maybe adding smth that goes along with the rest of your philosophy too elevate that problem a bit?
Are you saying that only touch spells feel good on a spellsword and other Destruction spells don’t do enough damage? What spells specifically felt bad?
Yes that was what I was trying to say sry if it was confusing. Spells like Firebolt / Flames or Greater Flames / Even Fireball felt kind of lacking if casted with one hand for what it cost to cast. Maybe it gets better with more cost reduction down the line. Dual Casted the all feel fine. You even get 25% cost reduction for doing it. Playing with Blade and Blunt difficulty on Expert with Arena if that matters
In general I don't really think the spells in Destruction are weak. The Destruction perks are quite strong as a form of ranged damage and you get a lot of scaling out of higher level spells. Obviously, you do have a lot less potency than a pure Destruction mage who is relying on dual casting. You might benefit by investing in Enchanting (already a great perk for spellswords) and getting boosts to your Destruction power and Destruction cost, or Alchemy and get potions that boost your Magicka and Destruction power. You can also get Weakness to Elements enchantments, or Weakness to Magic from bound weapons. Azura is kind of insane for a spellsword, since you can get 100% Weakness to Fire and then slap people with Fireballs.
One of the best ways to play a spellsword is to use your Stamina to power attack enemies, and then punish those enemies with spells while they are staggered for a 50% damage boost. Obviously this will work pretty well with touch spells, but it also works extremely well with concentration spells too (concentration spells having no cast time currently makes them especially good for this).
One of the things that I've noticed over the past couple of years is that mechanics that are obvious to me in Blade & Blunt (Attacks of Opportunity exist, so exploit them as much as possible) aren't necessarily as obvious to all players, so in the next update to Adamant I am integrating some Blade & Blunt concepts more thoroughly into Adamant. As an example, several of the bash perks will trigger specifically when bashing an enemy who is power attacking, drawing a bow, or casting a spell.
As part of this, I will be adding a two-rank spellsword perk to Destruction that will serve as a counter-point to Spell Surge and Impact. This perk will give +25/50% damage to Destruction spells against staggered targets, as long as you have a weapon in your hand. This will serve as a buff to the playstyle I mentioned above, but it will also point users in the right direction if they're trying to figure out "how" to play their spellswords, and I hope it helps make some of the mechanics click more smoothly for people.
In general I do consider the Touch spells to be primarily designed for spellswords (as you can imagine, this perk will be especially good for them), but I don't necessarily want you to feel locked into using them. I am making some changes to them designed to make them work a bit better for spellswords, including slight reductions to expert and master spell potency (90 -> 80 and 120 -> 100) in exchange for cost decreases across the board, since spellswords tend to struggle a bit w/ resources. This should make them feel more in line with other spells, especially at higher levels where their damage went to the moon a bit.
I'm interested to hear your thoughts on this and whether things feel better to you after you've explored some of my suggestions (or whether you've already done some of things and still feel dissatisfied). I'll also be interested to hear if you feel like things improve after the update. There are a few other goodies for spellswords in the works as well.
First of all thank you for your very detailed answer. I already used the tactic of exploiting attack of opportunity with power attack and a cast of a touch spell. That gives combat a deep tactical note when you combine it with the stagger cd of blade and blunt and makes for a good gameplay experience. It somehow did not occur to me to use flames / great flames for this I always used them as kind of a gap closer attack while moving into the enemy. But thinking over your reply makes me realize what maybe gave me the conclusion of spells being weak when not dual cast. A one handed cast of firebolt at range can’t compete with a attack of opportunity touch spell in damage. But iam realizing now that it shouldn’t - it’s a safe range dmg option when you need it and not your main focus because after all iam a melee with spells. I think now that design makes a lot more sense to me now. I have not explored weakness to elements/magic till now - I favored the direct t hit dmg but should give it a try, good advise. Iam exited to hear about that update it sounds really good. On a note I know it’s rng but I could not find an item to disenchant for destruction power until now still waiting to be lucky. Resource management for spellswords was made really good for me with artificer I grabbed the ring of Hircine for the 100 stamina and could focus on leveling health and Magicka because of that. I will give feedback when the update lands.
another thing I thought about in case of destruction are the non elemental spells. You added a bunch but they are kind of unsupported, maybe it’s better because the work around lifesteal I don’t know. Same case for the vampire spells in the destruction category. Do you have thoughts about that?
> One of the things that I've noticed over the past couple of years is that mechanics that are obvious to me in Blade & Blunt (Attacks of Opportunity exist, so exploit them as much as possible) aren't necessarily as obvious to all players, so in the next update to Adamant I am integrating some Blade & Blunt concepts more thoroughly into Adamant. As an example, several of the bash perks will trigger specifically when bashing an enemy who is power attacking, drawing a bow, or casting a spell.
Firstly, I haven't ran Destruction magic in Simonrim yet, but here is how I perceive it as a player.
I think one of the reasons for this is that while the practical use of spellsword (1h+destruction simultaneously) is not that obvious, its opportunity cost compared to going for more focused builds is more than evident.
You have to go for two skills that do the same thing and take a lot of resources, while having no clear synergy with each or through other skills aside from the enchanting tree. You also have to force yourself into melee with no convenient way to block, which puts more pressure on your defensive budget. I would also assume that you'll still get punished by AoOs by casting spells this way.
Pure archetypes (1h or destro) are way more straightforward, and require less resources to work with.
Also, how stagger generation from Destruction: Impact compares to stagger generation from 1h? I have no experience here.
I don't really try to argue, it's just an observation of why some people perceive it this way.
I think if this were a major barrier than spellsword would be less popular than it is. I think players think that swords are cool and spells are cool and don't want to be forced to pick between them.
This isn't false but there's a really good solution to this: wards. Wards are extremely strong in Simonrim, and not only do they protect you from AoS by default, they also can become competitive w/ shields under some situations. You need to put a little thought into your build to get them there, but it's not exactly difficult to do (Pilgrim of Mara or Heavy Armor will both do the job, for instance).
Yes, resources are the single biggest barrier to spellsword play, and this is somewhat at odds w/ the fact that I'm trying to make Stamina management harder for mages. (I've considered completely halting Stamina regeneration while casting spells, for instance, and the main reason that I haven't pulled the trigger on that is that I don't want to hurt spellswords, especially before I have a chance to distribute some bonuses to them in A6). However, again, this is definitely a solvable issue, as Health/Magicka/Stamina bonuses are abundant and it just takes some buildcrafting. A High Elf who takes the Mage Stone and Pilgrim of Mara and then wears Light Armor, for instance, and then uses Destruction and Restoration, will have lots of Magicka and Stamina resources, and should be able to keep themselves alive with healing. Similarly, an Imperial who uses the Lady Stone has quite a hefty stat spread and makes the early game really easy.
Take everything I say here with a tiny bit of asterisk because I've noticed some problems in the existing Impact implementation that I am fixing for the update, but in general:
Impact is a 50% chance on cast of dealing a 75%* stagger, but you need to dual cast (relatively Magicka intensive, and takes both hands).
A One-handed weapon's power attack will deal a 50% stagger, or a 75% stagger if the enemy is either out of Stamina, or if it's an Attack of Opportunity. In A6 maces will do a slightly more stagger (75% -> 100%), so you might take a mace to leave larger openings for yourself at the cost of attack speed.
Both of these sources of stagger slow the enemy for a few (3-4) seconds after staggering them, and both of them have a five second cooldown before they can be triggered again. One advantage that power attacks have over Impact is that you can decide when to trigger them (such as when an enemy is in a vulnerable state, such as drawing a bow or casting a spell). By contrast, Impact is harder to control and more expensive (re: Magicka) to pull off, but a little stronger. Incidentally, I am nerfing Spell Surge from 25% to 20%, which is the lowest number that can create the results I want, where dual casting becomes "more efficient" than single casting (at 2.5x / 2.4x). I am also shuffling the order of the perks around a bit.
*If you're not familiar w/ my language re: stagger, the magnitude of stagger is expressed via percent: a 75% stagger is a "heavier" stagger than a 50% stagger, which results in a longer animation and thus a longer window of vulnerability.
All of this is why the two biggest things I'm doing for Spellsword in A6 are:
In addition to this, I'm making it so that Respite will finally add a Restore Stamina effect to the Regeneration spells, which are my 120 second "healing over time" spells, kind of like a Healing version of Oakflesh. (The magnitude of these spells is changing a bit, so the amount of Stamina restored will be modest; in addition, since Scrambled Bugs will be required for A6, I won't need to worry about the vegetable soup bug). Oh, and the Circle of Stamina/Circle of Strength spells will be switched to Restore 10/20 Stamina per second instead of being a boost to your regeneration. This, in addition to some stuff I'm doing with Magicka (Circle of Magicka/Wisdom, Equilibrium, etc) should give spellswords more options for active resource management and should make it a little easier to handle their three stat spread.
Together, Spell Blade and Spell Strike will put a lot of emphasis on staggering enemies with enchanted weapons, and then exploiting that stagger with Destruction spells.
I should also mention that I consider Enchanting very important for spellswords, and a lot of their best features are enchantments (Absorb Magicka, Weakness to Elements, etc) and enchantment-related effects such as Azura. Also, nothing in this post has referenced alchemy, which is absolutely insane for any build that is stat-hungry, as you can chug potions of Health/Magicka/Stamina to your heart's content.
I see. Weird because if I disable it, the speed reverts back to normal. Most likely a load order thing like you said however. I use Vortex, which organises things automatically, though it may still be worth looking into.
3265 comments
Thanks for your interest in my work! Check out my Discord Server if you want to keep up with what I'm doing next. I also have a Patreon if you'd like to follow me and support me there.
I will play around with xEdit then. wish me luck :)
Somebody would creat really light vanilla perk overhual. The system is actually the best one with exception of few perks such as bone braker, critical strike dmg scaling (needs some buf but not so massive one as all perk overhauls has), arcane blacksmithing lower required lvl (40 is ideal in my opinion). Also the shout recharge time reduction is great idea as speach is usless skill late game. But the bufs are far too strong in every perk overhaul, breaking the game in combination with enchanting (which needs nerf actually or all the unique enchantements in the game needs to be buffed a bit).
Do I see things correctly though, that the unarmed damage does not scale with equipment anymore, just with the heavy armor skill? That would be a bit of a let down since it loses the feeling of equipment hunting as an iron glove will be as effective as a dragonbone glove... Also, how does that scaling work exactly? Beast races have more default unarmed damage, so is the scaling additive or multiplicative? The latter would make beast races significantly more viable permanently, I suppose, but those races would probably be the ones that don't want to wear heavy gloves...
The question about scaling would remain though - also in Hand to Hand there is no equipment that increases damage, right? It is just skill level based then. And how is the scaling exactly?
We use these settings of Poached Bugs:
[Fixes]
improveAllEnchantmentEffects = true
perkEntrySpellCasterFix = true
powerAttackStaminaRequirementNPC=true
powerAttackStaminaRequirementPlayer=false
[Tweaks]
poisonsUseOtherResistances = false
scrollsGrantExperience = false
stavesGrantExperience = false
staffExperienceIgnoresEnchantmentCost = false
perkEntryMultipleSpellsApplication = false
accumulateMagnitudeScaling = false
reflectDamageLimitRemoval = true
Should we enabled some of the tweaks? We use most of Simonrim.
And just so it does not get lost: In Hand to Hand there is no equipment that increases damage, it is only skill level based, correct? And what is the scaling formula exactly?
Edit: I found the poached bugs simonrim file, gonna use that.
For verifying that DLL works, just check that Lockpicking gives Security XP and that punching enemies gives Hand to Hand XP.
Re: Hand to Hand, there's no damage weapon that gives unarmed damage. You get damage scaling through a mix of the UnarmedDamage AV and perk-based increases. I believe your UnarmedDamage AV is 40 at 100 Hand to Hand, and you had a +50% Modifier, for a "tooltip" damage of 60. There are other sources of base Unarmed Damage (Werewolf, Jone & Jode/Sheor) that will also be multiplied by 50% from the mastery perk, kind of like Smithing, and then there are effects like the Alteration perk that gives elemental damage. (By the way, I think there's a file related to the Hand to Hand VR mod page that hides or removes that perk? But with Poached Bugs, you can ignore that file.)
So the skill based dage scaling is just added to the character unarmed dmg right? So beast races will have 5 more damage plain and simple, unless you're a werewolf, but these 5 extra damage are going to be not that relevant after you skilled up.
Adamant/Mysticism/Thaumaturgy have been an amazing setup to play with, and I'm not sure I'll be going back. It feels like I'm actually playing Skyrim again (which, in hindsight sounds weird but you know what I mean) and I'm enjoying it more than I thought I would. Once I have time to sit and parse the wall of text that is Scrambled Bugs, I'll have to start slotting in the rest of the set.
Props to you, Simon & Co :)
thx and awesome work
One of the best ways to play a spellsword is to use your Stamina to power attack enemies, and then punish those enemies with spells while they are staggered for a 50% damage boost. Obviously this will work pretty well with touch spells, but it also works extremely well with concentration spells too (concentration spells having no cast time currently makes them especially good for this).
One of the things that I've noticed over the past couple of years is that mechanics that are obvious to me in Blade & Blunt (Attacks of Opportunity exist, so exploit them as much as possible) aren't necessarily as obvious to all players, so in the next update to Adamant I am integrating some Blade & Blunt concepts more thoroughly into Adamant. As an example, several of the bash perks will trigger specifically when bashing an enemy who is power attacking, drawing a bow, or casting a spell.
As part of this, I will be adding a two-rank spellsword perk to Destruction that will serve as a counter-point to Spell Surge and Impact. This perk will give +25/50% damage to Destruction spells against staggered targets, as long as you have a weapon in your hand. This will serve as a buff to the playstyle I mentioned above, but it will also point users in the right direction if they're trying to figure out "how" to play their spellswords, and I hope it helps make some of the mechanics click more smoothly for people.
In general I do consider the Touch spells to be primarily designed for spellswords (as you can imagine, this perk will be especially good for them), but I don't necessarily want you to feel locked into using them. I am making some changes to them designed to make them work a bit better for spellswords, including slight reductions to expert and master spell potency (90 -> 80 and 120 -> 100) in exchange for cost decreases across the board, since spellswords tend to struggle a bit w/ resources. This should make them feel more in line with other spells, especially at higher levels where their damage went to the moon a bit.
I'm interested to hear your thoughts on this and whether things feel better to you after you've explored some of my suggestions (or whether you've already done some of things and still feel dissatisfied). I'll also be interested to hear if you feel like things improve after the update. There are a few other goodies for spellswords in the works as well.
another thing I thought about in case of destruction are the non elemental spells. You added a bunch but they are kind of unsupported, maybe it’s better because the work around lifesteal I don’t know. Same case for the vampire spells in the destruction category. Do you have thoughts about that?
Firstly, I haven't ran Destruction magic in Simonrim yet, but here is how I perceive it as a player.
I think one of the reasons for this is that while the practical use of spellsword (1h+destruction simultaneously) is not that obvious, its opportunity cost compared to going for more focused builds is more than evident.
You have to go for two skills that do the same thing and take a lot of resources, while having no clear synergy with each or through other skills aside from the enchanting tree. You also have to force yourself into melee with no convenient way to block, which puts more pressure on your defensive budget. I would also assume that you'll still get punished by AoOs by casting spells this way.
Pure archetypes (1h or destro) are way more straightforward, and require less resources to work with.
Also, how stagger generation from Destruction: Impact compares to stagger generation from 1h? I have no experience here.
I don't really try to argue, it's just an observation of why some people perceive it this way.
I think if this were a major barrier than spellsword would be less popular than it is. I think players think that swords are cool and spells are cool and don't want to be forced to pick between them.
This isn't false but there's a really good solution to this: wards. Wards are extremely strong in Simonrim, and not only do they protect you from AoS by default, they also can become competitive w/ shields under some situations. You need to put a little thought into your build to get them there, but it's not exactly difficult to do (Pilgrim of Mara or Heavy Armor will both do the job, for instance).
Yes, resources are the single biggest barrier to spellsword play, and this is somewhat at odds w/ the fact that I'm trying to make Stamina management harder for mages. (I've considered completely halting Stamina regeneration while casting spells, for instance, and the main reason that I haven't pulled the trigger on that is that I don't want to hurt spellswords, especially before I have a chance to distribute some bonuses to them in A6). However, again, this is definitely a solvable issue, as Health/Magicka/Stamina bonuses are abundant and it just takes some buildcrafting. A High Elf who takes the Mage Stone and Pilgrim of Mara and then wears Light Armor, for instance, and then uses Destruction and Restoration, will have lots of Magicka and Stamina resources, and should be able to keep themselves alive with healing. Similarly, an Imperial who uses the Lady Stone has quite a hefty stat spread and makes the early game really easy.
Take everything I say here with a tiny bit of asterisk because I've noticed some problems in the existing Impact implementation that I am fixing for the update, but in general:
Impact is a 50% chance on cast of dealing a 75%* stagger, but you need to dual cast (relatively Magicka intensive, and takes both hands).
A One-handed weapon's power attack will deal a 50% stagger, or a 75% stagger if the enemy is either out of Stamina, or if it's an Attack of Opportunity. In A6 maces will do a slightly more stagger (75% -> 100%), so you might take a mace to leave larger openings for yourself at the cost of attack speed.
Both of these sources of stagger slow the enemy for a few (3-4) seconds after staggering them, and both of them have a five second cooldown before they can be triggered again. One advantage that power attacks have over Impact is that you can decide when to trigger them (such as when an enemy is in a vulnerable state, such as drawing a bow or casting a spell). By contrast, Impact is harder to control and more expensive (re: Magicka) to pull off, but a little stronger. Incidentally, I am nerfing Spell Surge from 25% to 20%, which is the lowest number that can create the results I want, where dual casting becomes "more efficient" than single casting (at 2.5x / 2.4x). I am also shuffling the order of the perks around a bit.
*If you're not familiar w/ my language re: stagger, the magnitude of stagger is expressed via percent: a 75% stagger is a "heavier" stagger than a 50% stagger, which results in a longer animation and thus a longer window of vulnerability.
All of this is why the two biggest things I'm doing for Spellsword in A6 are:
In addition to this, I'm making it so that Respite will finally add a Restore Stamina effect to the Regeneration spells, which are my 120 second "healing over time" spells, kind of like a Healing version of Oakflesh. (The magnitude of these spells is changing a bit, so the amount of Stamina restored will be modest; in addition, since Scrambled Bugs will be required for A6, I won't need to worry about the vegetable soup bug). Oh, and the Circle of Stamina/Circle of Strength spells will be switched to Restore 10/20 Stamina per second instead of being a boost to your regeneration. This, in addition to some stuff I'm doing with Magicka (Circle of Magicka/Wisdom, Equilibrium, etc) should give spellswords more options for active resource management and should make it a little easier to handle their three stat spread.
Together, Spell Blade and Spell Strike will put a lot of emphasis on staggering enemies with enchanted weapons, and then exploiting that stagger with Destruction spells.
I should also mention that I consider Enchanting very important for spellswords, and a lot of their best features are enchantments (Absorb Magicka, Weakness to Elements, etc) and enchantment-related effects such as Azura. Also, nothing in this post has referenced alchemy, which is absolutely insane for any build that is stat-hungry, as you can chug potions of Health/Magicka/Stamina to your heart's content.
By resources I've also meant the resources of character building: perks, skills, enchanting slots, etc.
These changes also sound pretty good at least on paper.
Thanks for the response.