» Sat Jun 09, 2012 11:16 pm
A thought. And I'm not a numbers cruncher here, but I was wondering if it would have been better to have damage/duration/effectiveness increase with the -cost perks. Like for destruction you would have:
Novice perk: Novice spells cost half as much
Apprentice: Apprentice spells cost half as much. And Novice spells base damage increases by 50%.
Adept: 1/2 cost adept spells, +50% base damage apprentice spells, +75% base damage novice spells.
Expert: 1/2 cost expert spells, +50% base damage adept, +75% base damage apprentice, +100% base damage novice spells.
Master: 1/2 cost master spells, +50% base damage expert spells, +75% base damage adept spells, +100% base damage apprentice spells, +125% base damage novice spells.
Maybe the % would have to be different, but at least there would be some scaling to lower level spells and would work with the +% damage elemental perks too.
For other schools they would be handled like the Fortify potions like increased durations or something.
Again, just a thought, but it seems without even a limited version of spellmaking the new spell system is lacking.