I will take me a while to get to the final levels of this game with my pure mage simply cuz im playing 3 difrent characters simultaneously;
so I am still very curious to hear how much lower in damage is a one handed - sigle target spell compared to a quick swing of a one handed best quality sword at 100 skill, and a dual casted (perked) spell vs a power attack of the same spell/sword
if for exemple the spell is like 10-20% stronger thn the weapon before gear, and after gear the weapon is 20-30% stronger than the spell, I can live with that, simply because spells give me abilities that melee dont have, like draining stamina and mana, aoe, traps, crowd control and the likes.
would you guys still use magic if it scaled at higher levels? Or do you find weapon combat more fun and visceral
atm I cant stop playing either my sneak/bow sniper char, my sword and board warrior or my pure mage, find them all very unique in gameplay and fun, and this coming from a guy who usually gets anoyed of melee and sneakig around and always plays the caster types.
how do you think spellmaking would work with how spells are in this game? You'd simply be able to create a stronger version of what you've currently got, due to how magic is in the game.
Flamethrower, aoe, fireball, firebolt - they all have different effects and arent simply "fire - on target". There are a bunch of different "ice - on target" and "lightning - on target" spells in skyrim. The spell creator would have to be oodles more complex than morrowind's or oblivion's.
A mod will be released for this so just wait. I don't think its a necessity though, and far too big an undertaking.
Basically, I don't blame bethesda for scrapping the spell maker. I do blame them for not including +spell damage gear
well the spell mechanics didnt change that much, spell crafting is still perfectly doable in skyrim but tbh, it was very overpowered in oblivion, but I digress...
the main feature of spell making was being able to tie and mix max effects of spells, for exemple making a very short debuff in your low dmg, low mana cost spell to couple with your medium or your heavy attacks, the weaker one debuffing gradually your target making it take more dmg while increasing your spell skill above 100 so you could instantly cast your heavy custom spell next at much lower mana cost while your target takes increased damage.
my favorite feature of any rpg I played by far, even if like said too overpowered when used right, I was ok with it being gone cuz frankly the dual cast system coupled with perks is awesome, and I was hoping for magicka debuff spells but so far only seen poisons :/
I really hope the final rank spells arnt as weak as some people are making it believe.