Lack of higher level versions of some spells?

Post » Fri May 11, 2012 2:42 am

I haven't had much time to play this weekend, so I'm still very low level and been mostly exploring.
I absolutly love what they have done with magic! Vast improvement over previous TES games I have played.. Mages feel powerful and magic is fun. Dual wielding also helps, of course.

I have a concern, though. I've heard from some higher level players that there are no higher level versions of certain spells. For example, the Flames spell doesn't scale up and eventually if you want to stick to fire you have to switch to the Fireball spell. Meaning, if you liked the gameplay style of Flames, unfortuanetly you have to give that up as you get high level.

And without a spellmaking system, there seems to be no way to fix this. I suppose for PC players a mod might eventually do it, but it seems like a pretty big hole in the spell system.

Can anyone confirm this, or otherwise give me your thoughts on the issue? Thanks.
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Sarah Evason
 
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Post » Fri May 11, 2012 5:30 am

No higher level mages have an opinion on this?
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Stu Clarke
 
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Post » Fri May 11, 2012 3:52 am

No higher level mages have an opinion on this?

Dual Wield spells?
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Jynx Anthropic
 
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Post » Thu May 10, 2012 10:44 pm

None at all, your spells don't level with you. Playing a mage actually gets harder the higher the level. It's doable, but nowhere near as easy as the other play styles. Seems to be the general consensus on the forums. Warrior > Thief > Mage.
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Bloomer
 
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Post » Fri May 11, 2012 8:34 am

Your spells don't scale, but as a level 28 Spellblade-esque character, I don't seem to have many problems, as there are plenty of ways to increase your overall destruction damage by base amounts, instead of a specific skill.
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Prue
 
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Post » Fri May 11, 2012 5:44 am

Well i think that we should be able to use spell tomes once to lean the spell and then you have to find three more and use them up to max its effectiveness. So to get a spell to full power you'd need 4 tomes. But the spell would be considerably more powerful. That would balance magic out while still making you work for it and save for more spell tomes.
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Agnieszka Bak
 
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Post » Fri May 11, 2012 7:30 am

Well i think that we should be able to use spell tomes once to lean the spell and then you have to find three more and use them up to max its effectiveness. So to get a spell to full power you'd need 4 tomes. But the spell would be considerably more powerful. That would balance magic out while still making you work for it and save for more spell tomes.
This is an awesome idea.
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Skrapp Stephens
 
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Post » Fri May 11, 2012 6:12 am

This is an awesome idea.
Got the idea from Fallout schematics
Each one you find increases the recipe efficiency
This would also provide a cash dump for mages late game and tomes in dungeons would have a purpose
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Chloe Botham
 
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Post » Thu May 10, 2012 10:55 pm

Got the idea from Fallout schematics
Each one you find increases the recipe efficiency
This would also provide a cash dump for mages late game and tomes in dungeons would have a purpose
Send the idea to them? I really like it a lot, oh well will have to wait for mods. Likely.
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Je suis
 
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Post » Fri May 11, 2012 9:14 am

Send the idea to them? I really like it a lot, oh well will have to wait for mods. Likely.
Ummm how exactly would i send it to them?
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leigh stewart
 
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Post » Fri May 11, 2012 10:09 am

Ummm how exactly would i send it to them?
Uh good question. I would think they have an email to contact them by on the main site.
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sophie
 
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Post » Fri May 11, 2012 5:09 am

Remember the perks guys for each type of destruction. Fire, frost, lighting do 25 then 50 % more damage. That will help
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Cool Man Sam
 
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Post » Fri May 11, 2012 9:08 am

Yea, but that doesn't actually scale. It's the same weak spells from the start of the game getting boosted. Meanwhile warriors and thieves have plenty of ways to increase their damage to insane levels. Enchanting is absolutely broken. I'm not saying the mage isn't doable, just not as good at ending combat encounters. The exception is if you focus on conjuration, the things you summon do in fact scale making it the best school by far. Playing on the highest difficulties it's mandatory to use it because mages damage is so low otherwise. Illusion pares with it well to confuse opponents into fighting amongst themselves.
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Zoe Ratcliffe
 
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Post » Fri May 11, 2012 3:22 am

Bumpity bumpity bump
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naomi
 
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Post » Fri May 11, 2012 11:34 am

of course Beth should add more spells in a DLC
Ideas: Seeker Fireball: Shoots a farely weak version of a fierball that flies at the nearest enemy who notices you.
Lightning Coat: Any enemies that attack you with a melee attack take 25 lightning damage
Ice wall: Cast and build a wall of ice, the longer you cast it the higher the wall. Useful for blocking passages and building temporary shelters from dragon attacks.
Snow:Conjures deep snow to encumber your enemies.
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Pants
 
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