Still ignoring me huh?
You exploit.....I mean play your game how you like and let us hope they fix Destruction so we can have our way to.
And stop (Anyone not just you.) implying we all want 1 hit kills. We just want Destruction to scale fairly like other weapons. Too much to ask?
You exploit.....I mean play your game how you like and let us hope they fix Destruction so we can have our way to.
And stop (Anyone not just you.) implying we all want 1 hit kills. We just want Destruction to scale fairly like other weapons. Too much to ask?
As per suggesting that you want 1 hit kills, please help me out here.
I come up against one of those undead with the horned helmets on, which are supposed to be one of the more challenging encounters by design. I shoot it 4 - 7 times, it dies. Is this not enough? The lesser creatures in the dungeon die in 1 or 2 hits. Is it not acceptable for a monster thats is be design supposed to be harder to kill, take longer than the trash that dies when you look at it harshly?
I've seen the video where a guy 1-shots a dragon. No, I can't do that, granted. But then I've seen videos where archery takes just about as long or longer to kill a dragon as destruction does. And I can kill a dragon extremely quickly. Maybe dual-wield kills them much faster. But from what I've seen dual-wield is in its own little realm of overpowered damage even compared to bows and two handers. Destruction looks perfectly fine compared to others.
My take on all of this is that dual-wield is overpowered if anything and needs to be nerfed/modded to not trivialize the game. Two-handed, archery, and destruction seem perfectly fine to me. I mean, if you're willing to enchant and use mana pots from time to time.
Its when people speak badly of destruction, and the only argument that they can make is that enchanting is cheating, or that destruction pales in comparison to dual-wield single target damage (which everything does, not just destruction) I am not left thinking that destruction need a damage improvement. I do a ton of damage so I really cannot relate to the people saying it needs to do more. I'm on master diff and its still really not that challenging. I do not use conjuration either.
Now don't get me wrong, have I not from the very first post in this thread stated that the magic system in this game is weird? It is heavily dependent on enchanting, nobody will argue against that. Should it be less enchanting dependent? Absolutely.
Will mods fix that for console players? Not a bit. Do the current mods really add anything? I don't think so. I think what needs to happen is that a mod change the whole system or at least offset most of the enchanting dependency. The vast majority of magicka consumption reduction should come from perks, and enchanting mana reduction items need to be both more powerful and most importantly HARD CAPPED.
Something like 85% magicka usage reduction from the novice/apprentice/adept/expert/master perks, and for the rest boost the fortify enchantments by a large amount but have them capped at say, 10%.
Then make them additive. Ex: 80% + 15% instead of 85% * 10%
So if you had a 1000 mana master tier spell someone not perked shouldn't be able to use it, but they can in perked it costs 150 mana, and at least they could cast it without enchantments, but if they wanted to chain cast it they'd have to do something like 2x 5% enchantments it would only cost them 38 mana.
Additionally add mana regen enchantments that work in combat. The decision between mana consumption reduction, maximum mana pool, and in-combat mana regen needs to be a valid decision. Right now there is no contest, fortify magic school wins by leaps and bounds.
I'm not a fan of the current magic system. But, you can make it work. I'm a long time fan of

For those players that cannot mod, I can only refer them to my original post.
Happy Thanksgiving!