Well a warrior does have higher defence, and higher damage... that may be true, but a warrior has to get up an personal with an enemy. A mage doesn't. It's risk versus reward.
Keep in mind you're arguing in a direction that may actually be the wrong way to take this. Perhaps what is game breaking isn't the fact that mages spells don't allow them to kill something in one blast, but that a warrior can cheese a few mechanics to kill something in one kill.
I for one enjoy a game that keeps things challenging, as opposed to a game that makes things a cake walk.
The question needs to be posed, by what criteria do we evaluate your request to change how magic works? Do we evaluate it based on relative comparison of strength? Or do we evaluate it it by gameplay?
See you're validating your argument by saying warriors can do something a mage cannot. That's probably not the best way to win this debate. And given how Bethesda has created this game, I don't think they're number one priority has been comparitive strength of potential builds.
RATHER
I'd guess they are evaluating the game based on game play alone. Of course that is a more subjective topic to debate, but focusing on the game play and game design will be more rewarding and fruitful in the end. (If you ask me.)
Hmm, I am not used to seeing this type of discussion on this forums, so I'll bite... discussing things only on gameplay alone (the mage's one) and leave the warrior experience out of this.
1. We have enemies power/hitpoints scaling with your level. As I advance in levels I know I'll have a tougher time (see number two)
2. We have static numbers for spell damage.
3. We have pretty high mana cost for these spells, even if you take the tier perks. This coupled with the second fact, it gets more aggravating - as you have to increase your number of casts.
4. Mana regen found in abundance on robes doesn't seem to work in combat, or as someone said it in this thread gets cut by a large percentage.
5. Impact perk completely destroys the fun, after the novelty wears of. Keeping an enemy staggered 100% of the time, even of you have to hit him 6 times it's not very good for the overall experience.
6. Using Enchanting magic school, not exploiting - you get 0 mana cost for any given Destruction spell... even if it's Expert or Master. Why invest in mana as a mage? Why put on a robe with mana regen (that is not working in combat) when you can put a full plate armor on, or whatever you think is cool?!
7. Almost all the different magic tiers have different spell mechanics: continuous 'flamethrower', cloak spell ,runes, walls, AOE, single target spells. Why do we throw the cool mechanic wise spells later in the game and have to rely only on the highest tiers spells? The are not variations of the same spell.
8. Most of the enemy mages have a a ward up 90% of the time. In a tough fight with several enemies, I rely more on my companion or on a summon than on my own damage dealing spells.
Maybe I forgot some things, but overall I think this game doesn't have a very good design, at least in the progression part. The mechanics are nice... the gfx are cool. And I know a couple of things about game design and what is fun game experience
