There are two solutions to this:
1. Reintroduce spellcrafting, the thing that made the system you have now still balanced. It's less than ideal, and winds up with players having 200 of the same spell, just with minor differences in the numbers. Still, this actually makes sense.
2. Make magic scale. You don't even have to make it scale to your skill level, you can scale it to your maximum magicka, which would be somewhat more balanced. A rage spell could affect targets up to level magicka / 30 or something. You could make fireballs deal 50 + (Magicka / 10) damage.
Alternately (and potentially even more aesthetically pleasing), you can just let players create enchantable equipment that simply increases the power of certain schools. Let me hold in my off-hand a staff, magic tome, orb of power, perfume censor, talisman, lucky coin, purse, protractor, whatever, and let it have a "Increases X school spells magnitude by Y%". You could require the dual-wielding spell perk before you can hold one if you want to make that perk keep making sense. Your wizardy off-hand item does nothing but provide that passive benefit, and can be forged and enchanted using the same mechanics that let weapons get so overpowered. (Alternately, you might get to "block" with that off-hand token by using an alteration-based telekinetic blast that knocks an enemy off balance if you time it to just before they hit you.)
Using either scaling off of character level or equipment, you don't even need those duplicate spells that clutter up the menus, you just use a basic-level spell that simply scales to your level. All you really need is variations on damage over time or area of effect. (And theoretically, we shouldn't even need some sort of spellcrafting station, either, we could theoretically just go into the menu, and punch a button to say "conserve magicka, reduce the area of effect to half" or "I don't care how much it costs, broaden the area of effect" or "deal damage over time" or "double the duration" or even a "regenerate health over time" spell.
Then, you can actually give us back our useful utility spells, (although I do like that "transmute" was added, although that seems somewhat obviously abusable). If nothing else, the drain health, stamina, and magicka spells (and you get a drain health spell for being a vampire, so it's not like you can't do this...) weakness, resistance, reflect, fortify, water walking, etc. are all missing. What's wrong with feather, anyway? You practically need the carrying capacity as a mage. Just because you removed mysticism doesn't mean you have to remove two school's worth of spells (alteration and restoration were especially hard-hit).
While we're at it, why only Destruction runes? Why can't we cast paralyze runes or rage runes? Or walls of force that monsters have to bash through to get to us? You finally start giving us some alternate ways to cast spells, and then you cleave off half the spells you would most obviously want to use them with...
Once the SDK comes out, PC players will be able to get pretty much all this through mods, but console players won't. I kind of feel sorry for them, but at the same time, I have no idea why people buy this for console in the first place, as basically just providing the platform for the modding scene has always been the best part of Bethesda's games.

 » Sun May 13, 2012 5:12 am
  » Sun May 13, 2012 5:12 am 













