» Mon Jul 30, 2012 9:14 pm
Let's look at each individual school and determine if it's overpowered:
Conjuration - can be incredibly strong, two dremora lords make short work of anything, they also are unaffected by the difficulty slider. Now can it be overpowered? Hell yes. The dead thrall spell with high level enemies, let's use forsworn as examples. You can have two forsworn ravagers which dual wield and use a bow, you can smith every weapon and armor piece and enchant them all, you then end up with followers that kill everyone in two bow shots as they're unaffected by the difficulty slider.
Illusion - one word, mayhem. When perked up even as a non-vampire (25 base + 12 = 37. Then +10 against humans or x1.25 against undead) it affects human enemies up to and including level 47 and undead enemies up to and including level 46. As a vampire and when taking the perks as a necromage vampire the spells affect everything that isn't immune. Level 47 is enough to affect bandit marauders (25) arch level warlocks (46) and just about every human enemy that isn't a hold guard. The level 46 undead affects all draugr deathlord, all vampires except volkihar (48) master volkihar (53) and the two new dawnguard high level vamps. So you have a spell you can cast at the beginning of a dungeon, has an incredibly huge radius, so enemies tear themself apart before you even get near.
Alteration - paralyse. Arguably the strongest spell in the game, renders enemies useless for 15 seconds with the perk (increased further with necromage). I don't think I need to explain why that's incredibly strong.
Restoration - well I'd say indefinite healing to be powerful, potions run out, magicka doesn't (it does, but it regenerates straight away). It's not overpowered in the damage sense, but it's strong enough.
Destruction - the crux of this thread I'm sure. 90 damage spells (100 incinerates with the aspect of fear perk, 105 with the perk as a necromage vamp) is high enough. Let's look at most enemies:
- Bandit marauders 450 health so 5 expert spells can take one down, 10 spells (9 with incinerate) on master. These spells can be fired incredibly fast, so you can take that BM down in mere seconds on master.
- Draugr deathlord, with necromage and perked fire spells, these things go down in less spells than the bandit marauder. So we're talking seconds to take one down.
- Vampires are weak to fire, and spells are boosted by necromage, so like draugr your incinerate is hitting at least 200 damage at every shot, 550+ per dual cast. These spells absolutely destroy these enemies.
- High level dragons, these things are damage sponges, huge health pools and all you have to boost your spells is the weakness they have to one element. But with constant firing of single spells you can take these down in a good 10-15 seconds on master, which is good enough.
Now destruction isn't as strong as melee that's been crafted to be strong, but that's the terrible crafting system being overpowered, not destruction being underpowered. To be honest destruction outclasses archery in every non-sneak situation, you can cast so many spells on the time it takes to load a fire a bow. The real problem is the magicka cost of the spells, but the damage over time is strong even on master. Most people who say stuff like 'destruction is weak' I doubt have even used destruction at high levels, well I have plenty of times and the damage is more than enough for the highest levels on master.
The game needs some serious balancing, especially reducing the effectiveness of the crafting system, but none of the magic schools are underpowered.