It is common knowledge (among we mage players anyway) late game destruction svcks while conjuration is the only way to go. Destruction spells which have a static damage throughout the game is the main culprit. I also noticed that most of the people complaining about this play on Master difficulty.
So now I can see there are two facts which make melee overpowered while magic underpowered:
1. There is almost no cap on melee damage improvement, so you can make god slaying dragon butchering blades of doom and kill stuff very fast even if you play the game on Grandmaster or God difficutlies (if the game has them).
2. There is zero improvement on equipments for spell damage.
Next, about the game difficulty. After some testing, I find what the difficulty actually does (novice and apprentice are ignored):
Adept: 100% damage dealt on you, 100% damage dealt on NPC
Expert: 150% damage dealt on you, 75%~80% damage dealt on NPC
Master: 200% damage dealt on you, 60%~66% damage dealt on NPC
I think the main reason gamesas provides the expert and master difficulty is they are for players who exploited the system out like hell and still wants the game to be challenging. i.e. the guys who used fact 1 above. Because if you use OP system like fact 1, in which you more or less scale YOURSELF up like 500% in strength compared to NPC, then upping the whole game's difficulty seems the only way to go.
Meanwhile, for mage players who rely on destruction magic, it seems (sadly) the default adept difficulty is the only way to go, if you still want the game playing "fair". Because with the broken scaling system with spellcasting right now, magic users are not just gimped by not improving in damage power while NPC arescaling UP, the magic users may actually scaling DOWN (compared to NPC).
Also, there is one very interested aspect that shouldn't be ignored regarding the difference between adept and master. Apparently, the NPC damage reduction applies on all NPC, including your summonings/followers. Which means on higher difficulties, your summonings and followers are MUCH more tougher than on adept or lower. That is one of the main reason why you can and shall rely heavily on summons in higher difficulty levels (the other reason is of course destruction svcks at higher difficulty levels fighting creatures which have essentially three times their HP). You can try to let Lydia fight something tough on different levels. On master she may tank against 3 mobs perfectly well, but on adept she may get slaughtered by some stray saber cat.
This means that if you play on Expert or Master, conjurations and followers will make you feel yourself pretty worthless because your spells can do only pathetic damage while your friends happily tanks and slaughters them, but if you are play on Adept, your minions would fall fast if you don't help them, and you CAN help them because your spells can still do OK damage at adept.
Some advices:
1. Play on adept if you want to have fun (maybe not the full fun, but at least slightly better) as a destruction mage. No reason gimp yourself further by giving a further 40% penalty on your already static spell damage while NPC are already getting higher and higher HP thanks to level scaling.
2. Again, play on adept if you dislike relying on conjuration and followers ("I AM the chosen one, not YOU!"), because they are benefiting from the higher game difficulties while you are suffering from it.
3. It seems many people don't know there ARE ways to increase destruction damage - alchemy. There are potions which can increase your destruction damage by a good percent (at least 20% even if you've never bothered with the skill), and there are weakness to fire/frost/shock/magic poisons. Drink a pot to increase your destruction damage for an extra 40% damage can really help while tougher enemies (it's at least better than drink a dozen of magicka potions during the fight), and if you can get a weakness poison hit on a boss, even better.
STATEMENTS:
The points I've given above do NOT mean I think the game is not broken. Playing as a melee is still much easier than playing as a mage, due to:
1. There are MANY MORE ways to increase melee/archery damage than spell damage. Alchemy, smithing, enchanting, skill levels, perks!
2. There is NO way to increase magic damage permanently. Smithing doesn't help, enchanting doesn't help, skill level doesn't help, perks help, but only at +50% max while physical damage have 100% bonus.
So either:
1. Slap physical damage with the mighty NERF STICK, so warriors and archers and assassins and thiefs will cry that their weapons can't kill dragons because their damage are CAPPED, HAHAHAHA
2. Or, give reasonable permanent bonuses with enchanting for mage skills, so mages can have scalable damage.
Now I think of it, why FORTIFY DESTRUCTION on equipments can only reduce spell cost, but on POTIONS they provide (siginificant as well) bonus damage? I think it's even possible there is a bug involved, like the damage bonus got overwritten because there is a enchantment which reduce spell cost and they have a same enchantment name...


