Spell Creation is an integral part of TES magic!

Post » Tue Jun 05, 2012 7:57 am



When I use smithing to upgrade my sword, it still looks and swings the same way, but that doesn't bother me, cause now I know everytime I swing it, it does more damage, and I feel better for it.. I'll be damned if they removed that feature, just to "streamline" it for the next game.

I'm not a magic user, but after reading this thread, I scratch my head at people who are defending the removal of something that could have resulted in DEEP customization for magic users.

Don't worry about how it worked in the last game, just imagine how it would have worked in this game.

for example: A rune spell that poisons, followed by a rune spell in the other hand that makes the target weaker to poisons, cast in a tiny little corridor... (unless those rune spells are already in the game, then disregard my example and think up your own.)

Not to mention all spells in Oblivion didnt "have the same animation", like the person you quoted says.
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sam
 
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Post » Tue Jun 05, 2012 7:02 am

if bethesda or modders could make a spellmaking feature that worked with the new spells and spell effects I would be a very happy mage
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A Dardzz
 
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Post » Tue Jun 05, 2012 10:25 am

At this point, after seeing the magic in Skyrim, I would gladly pay for a spellmaking dlc.
To put the magic back into TES.

Sadly, that might have been the main reason for removing it.

Uldred
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Alexandra walker
 
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Post » Mon Jun 04, 2012 11:53 pm

I just want to point out that light armor is not an inherent part of playing a ranger or rogue. Such characters often go without any armor at all. I never use armor, of course, but you can also see this element in various stories that have ranger and rogue types of characters.
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le GraiN
 
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Post » Tue Jun 05, 2012 6:25 am

The "logical" reason is that I don't believe it would be very compatible with the dual casting system. I believe by creating customized spells, it would cause technical issues with the gameplay mechanics.

For instance, one exploit of the Spellmaking system that I despised, was the ability to fully level up one skill (let's say, Illusion), and mix your Master spell effects with the spell effects of another, untrained school, and be able to use high end spells of your untrained school.

Example:

If I am level 100 Illusion, I can cast a Master level On Target Frenzy spell. This means that the spell is now considered an Illusion spell, thus casting off of my Illusion skill.

Great, right?

But what it also means is that I can combine it with an Expert level Destruction spell. I am a Novice in Destruction.

But because the Illusion effect is greater, the spell works off of my Illusion skill, allowing me to cast powerful Destruction spells well above my level.

Now combine that with the current casting system, and dual casting perks, etc... and you have a mess on your hands.

There's also the fact that, specific spell effects have specific casting types. I.E.: Wards are a specialized, constant casting type. There are constant cast damage streams. Runes. "Hold to cast" spells like Detect Life. Instant casts like summons. Reanimations.

The Spellmaking would get all wonky, as certain spell types would be more customizable than others, leaving certain mages unable to access Spellmaking. For example, what would a Necromancer benefit from Spellmaking, when the reanimate spells are pretty specific in what they do?

You wouldn't be able to customize a bunch of different spells. How could you customize a Ward spell with a Rune cast? How could you combine a reanimate with Detect Life?

The previous system, because it was incredibly simple, made itself much more compatible to Spellmaking. This newer system is much more complex, so Spellmaking would have to walk a delicate tight rope to work properly. It wouldn't be fully customizable like versions past.

And if it's between evolved gameplay mechanics, or Spellmaking, well, I'll take the newer mechanics everytime out.

That's not to say Bethesda implemented the newer mechanics as well as they could. They left out tons of spell effects that should have been in. But out of the 2 choices, they made the right one.

I just don't see how Spellmaking would work with the current mechanics, without being incredibly toned down. Which people would be [censored]ing about that anyways.

Yes, there could be some cool things that could be done with Spellmaking, even with the current mechanics, and I am not against a Spellmaking feature in future DLC. But Spellmaking as we've known it would not work in Skyrim.

QFT. This just had to be resaid. And I agree completely. I was never much into spellcasting, because it appeared very "low end" with the default spells. You basically had to use spellmaking in order to make something useful, and then there were exploits all over the place. As for lost spell effects - I'm glad glad glad - finally the mages aren't the uber specialists in everything, instead they have been handed a selected toolbox they have to utilize - just like other arch classes. And as for pure destruction mages - that concept sounds bad to me as there is no "pure swordsman" (with NO other skills to back him up) that would be easy to play either.

Since the invention of magicka regen (now all regen) magic needed a complete revamp, and we got it, and I totally love it. Btw, I didn't miss "spell creation" in Role Master either, and that was a helluvalot deeper in mechanics (for obvious dice reasons) than a CRPG will ever be. Remember other earlier (non TES) games where magicka didn't regen? Even as a mage you had to put some thought into how you're gonna spend your reserve, and potions weren't all that frequent a commodity. Did Gandalf throw spells east and west every 10 seconds? No. Maybe we should start playing like mages and not magic spammers. TES didn't help.
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Rebecca Clare Smith
 
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Post » Tue Jun 05, 2012 10:17 am

Maybe we should start playing like mages and not magic spammers.

Maybe you should play the game how you want to and stop trying to force your play style onto everyone else.
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Big Homie
 
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Post » Tue Jun 05, 2012 7:31 am


A vampire can cast Absorb Health on me, but I can't cast it back. All Khajiit have Night Eye, but there's no equivalent spell. The effects are in the game, but not for a mage.

I've played two mages now in Skyrim, and a dozen or more in the previous games. Skyrim's magic is fun, and I still like playing a mage, but I can't help but feel the lack. Something is missing, and if you can't see it, I don't know what to say.

I acually like that part believe it or not, some spell effect should be special and only avalible to supernatural things like vampires or something inherent like khajiit night vision.
A mage having acess to everything always bugged me abit.
But since they added that 100 point light armor perk, i was hoping sanctuary would've made a come back. Awell, mods might fix it
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Sophie Payne
 
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Post » Tue Jun 05, 2012 9:01 am

I used spellnaking in Morrowind extensively and a little less so in Oblvion because I liked what was there more. I'm sorry its goen and their are soem effects I'll miss ( not attribute damage, I really really hated that) But I like the present systm alot. I can do things I couldn't do before and their are some very interesting combinations. it sure feels like I have tons of options. Aside from open lock and persuasion spells I'm not missing anything and its not a crisis anyway.

I get folks miss spellmaking and so do I but I heartily disagree the present systm is bad. Seems very good to me.
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LuBiE LoU
 
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Post » Mon Jun 04, 2012 11:39 pm

Spell Making is an integral part of TES PERIOD.
No it isn't. Maybe it was, but it isn't (anymore). Same can be said about stupid absorb fireball grinding in TES at Daggerfall times. It was integral, then found stupid (even if many players probably enjoyed this obvious leveling exploit) and removed. I don't say I agree with all changes, but this one made the game better imho. It put magic back into the game, as the spells are quite powerful out of the box (I don't agree on destruction being underpowered, we're just forced to combine it with other magic schools just like fighters have to combine skills as well), rather than power playing the spell creating system in order to have useful spells come out of it.
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tannis
 
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Post » Tue Jun 05, 2012 8:29 am

Spell making was an integral part TES. The magic in magic was spell creation. A tangible representation of the Arcane, through study, philosophy, Ethos, and scientific logic. The Spell Making Altar represented spell creation and manipulating the Magicka of Mundus on an intelligent level. Whether spell creation was mathematically difficult (requiring actual 'intelligence') or not, which it wasn't. Since it was, and RPGs are, representations.

Spell Creation allowed outside the box thinking, personal customization above and beyond niche archetypes, new strategies, play-styles and a feeling of corporeal accomplishment, creatively.
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Jimmie Allen
 
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Post » Mon Jun 04, 2012 11:37 pm

I doubt we'll see it return - Bethesda seems fairly contemptible against their fans that have the audacity to ask for series defining features to remain in future games. The only somewhat plausible excuse is that spellmaking unbalances the game - which the current crafting skills have already done a fine job at that. Oh well, at least us PC gamers don't have to accept "no" for an answer, although it svcks for the console jockies.
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Megan Stabler
 
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Post » Tue Jun 05, 2012 7:25 am

No it isn't. Maybe it was, but it isn't (anymore). Same can be said about stupid absorb fireball grinding in TES at Daggerfall times. It was integral, then found stupid (even if many players probably enjoyed this obvious leveling exploit) and removed. I don't say I agree with all changes, but this one made the game better imho. It put magic back into the game, as the spells are quite powerful out of the box (I don't agree on destruction being underpowered, we're just forced to combine it with other magic schools just like fighters have to combine skills as well), rather than power playing the spell creating system in order to have useful spells come out of it.

Can the same be said now about Smithing?

Uldred
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Richard
 
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Post » Tue Jun 05, 2012 11:29 am

This is all your opinion. It still doesn't negate the fact that spellmaking should be an OPTION for those who wish to use it. As you would have the option not to or not to "abuse" certain mechanics.

Did you even read what he wrote? It doesn't sound like a "personal opinion" at all, but rather some very good understanding on how systems work, and in this case, doesn't blend well at all with the old magic system.

I'll never get my head around those who think less choice/less player driven content is better in a sanbox, open world game
I guess that's why Bethesda develops games and all we can do is talk about it ;) I couldn't cast spells in GTA either, and the game didn't hurt because of it, did it? It's a sandbox, open world, and also single player, with no sense of realism. Things have to make sense.

I have to agree, spell creation should be in there to mix things up a bit, playing a mage is boring IMO, not enough variety, again the warrior gets smithing, why no spell creation.
and lastly i believe if Oblivion or Skyrim was your first TES game, then you proably don't know what your on about.
Mages got enchanting? And I started with Daggerfall thank you very much. Even that was somewhat lacking compared to earlier systems (even CRPGs) I've played, but the "true 3D" was what caught my attention and I immediately fell for it. And unlike other games I've played at that time, starting out was actually pretty hard (at least for certain builds). It was a niche game aimed at role players. Today TES is "just an action adventure" lacking solid mechanics, and aimed at casual gamers where the role players are forced to gimp his character and/or imagine the rest.
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Oyuki Manson Lavey
 
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Post » Tue Jun 05, 2012 4:01 am


That belief would be wrong, since both Morrowind and Oblivion were on console, with the latter even being designed for console, and both of those games had Spellmaking.

The "console simplification" argument is 100% false.

That's true, but it may have something to do with console players not liking "spreadsheets" and needing a lot of hand holding. Todd Howard said in an interview that he did not like spell creation because the menu screen for it reminded him of a "spreadsheet" and he wanted all of his menus to be pretty and look like they were designed by Apple.

I play on a console myself and I really wish Bethesda would stop "simplifying" the game by reducing the number of skills and taking away options like spell creation. Spell creation worked just fine on the console and as an option, it could be ignored by those who didn't like spreadsheets or simply did not want to take the time to figure out how to craft good spells.
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James Wilson
 
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Post » Tue Jun 05, 2012 6:48 am

There was no such thing as "Variety" of magic in Oblivion. You basicly had 100 spells all with the same animation that did either x amount of damage at range/self/touch/aoe. The only difference between a level 1 and level 20 spell was how much damage it did. It still looked the same did the same thing just costed a bit more mana.

There really should be a cap on how low mana costs a spell school should have. I'd say 85% like armor rating and magic resist and then add an enchant to increase spell damage to compensate.

That is just not true. Just take a look at the spellmaking page on the USEP and you can see there is a lot more to Oblivion magic than just a bunch of spells that do x amount of damage at range y. There are all sorts of weakness spells, there is the way spells stacked, and chaining spells, not to mention all the fortify spells, the open spells, the waterwalking, and all the illusion spells (demoralize, frenzy, command, paralysis, invisibility, chameleon, silence, etc.). Oblivion has all sorts of creative options, like combining a conjuration with invisibility so you can create a distraction while you sneak off or creating a drain acrobatics spell on self and using it to power level your acrobatics skill to 245 so you can leap small buildings in a single bound. Combine that with a fortify acrobatics spell and you can practicly fly. Morrowind had even more options when it came to spells.

I like the new spell animations in Skyrim and the new delivery systems like flamethrowing and runes, but I am pretty disappointed that they eliminated spellmaking and hope they bring it back either in DLC or in Elder Scrolls VI.
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~Sylvia~
 
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Post » Tue Jun 05, 2012 4:06 am



The "logical" reason is that I don't believe it would be very compatible with the dual casting system. I believe by creating customized spells, it would cause technical issues with the gameplay mechanics.

For instance, one exploit of the Spellmaking system that I despised, was the ability to fully level up one skill (let's say, Illusion), and mix your Master spell effects with the spell effects of another, untrained school, and be able to use high end spells of your untrained school.

Example:

If I am level 100 Illusion, I can cast a Master level On Target Frenzy spell. This means that the spell is now considered an Illusion spell, thus casting off of my Illusion skill.

Great, right?

But what it also means is that I can combine it with an Expert level Destruction spell. I am a Novice in Destruction.

But because the Illusion effect is greater, the spell works off of my Illusion skill, allowing me to cast powerful Destruction spells well above my level.

Now combine that with the current casting system, and dual casting perks, etc... and you have a mess on your hands.

There's also the fact that, specific spell effects have specific casting types. I.E.: Wards are a specialized, constant casting type. There are constant cast damage streams. Runes. "Hold to cast" spells like Detect Life. Instant casts like summons. Reanimations.

The Spellmaking would get all wonky, as certain spell types would be more customizable than others, leaving certain mages unable to access Spellmaking. For example, what would a Necromancer benefit from Spellmaking, when the reanimate spells are pretty specific in what they do?

You wouldn't be able to customize a bunch of different spells. How could you customize a Ward spell with a Rune cast? How could you combine a reanimate with Detect Life?

The previous system, because it was incredibly simple, made itself much more compatible to Spellmaking. This newer system is much more complex, so Spellmaking would have to walk a delicate tight rope to work properly. It wouldn't be fully customizable like versions past.

And if it's between evolved gameplay mechanics, or Spellmaking, well, I'll take the newer mechanics everytime out.

That's not to say Bethesda implemented the newer mechanics as well as they could. They left out tons of spell effects that should have been in. But out of the 2 choices, they made the right one.

I just don't see how Spellmaking would work with the current mechanics, without being incredibly toned down. Which people would be [censored]ing about that anyways.

Yes, there could be some cool things that could be done with Spellmaking, even with the current mechanics, and I am not against a Spellmaking feature in future DLC. But Spellmaking as we've known it would not work in Skyrim.
I think it could work with the duel casting. But you should be limited by your skill level if I were to mix a frenzy spell with a flame spell, I should have the appropriate skill level in each school that would be easy to add in. I think of the tactical options we could have duel wielding spells could create.

The spell creation could have been added in if they gave it longer in development, but they wanted to rush to get to the cool release date 11-11-11, a once in a life time release date and because of that things were not finished and the game is exceptionally buggy. Anyways if they took the time we could have the charge effects work with charge effects. Then we could hold down a buttun for the thrower and it could be combined with a projectile let's say paralyze and they get stunned and they burn at the same time. We could cast the charge effects of a flesh spell with a frost shield. With some of the old spells, command with courage to boost a targets melee. It would need a slight redesign but it could work they just decided to axe it out. You should also be able to change the magnitude, duration, and area of effect for your spells. You should be able only to combine spells based off your skill level in each school. You should only be limited by what you want for your character your skill level and perks in this game and your magicka reserve.
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xxLindsAffec
 
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Post » Tue Jun 05, 2012 10:32 am

Listen close, child, and I shall tell you the ways to spot a fool:

Firstly, they are stuck in their ways. They repeat their actions, regardless of the result, expecting success.
Secondly, they believe that all they say and do is right and just, without once questioning their own beliefs and motivations.
Lastly, they they ignore the words of those who do not agree with them. Their hubris blinds them to the wisdom of others.

The people of the court call me a fool, child, and laugh at my jests as they rightly should. When they see me laughing with them they see it as proof of my supposed idiocy. But let me tell you the truth, boy: a jester laughs because the world is full of fools.
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Flesh Tunnel
 
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Post » Tue Jun 05, 2012 11:05 am

Listen close, child, and I shall tell you the ways to spot a fool:

Firstly, they are stuck in their ways. They repeat their actions, regardless of the result, expecting success.
Secondly, they believe that all they say and do is right and just, without once questioning their own beliefs and motivations.
Lastly, they they ignore the words of those who do not agree with them. Their hubris blinds them to the wisdom of others.

The people of the court call me a fool, child, and laugh at my jests as they rightly should. When they see me laughing with them they see it as proof of my supposed idiocy. But let me tell you the truth, boy: a jester laughs because the world is full of fools.
... I think you posted in the wrong thread.
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Janette Segura
 
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Post » Tue Jun 05, 2012 12:56 am

... I think you posted in the wrong thread.

No, I didn't. I see plenty of fools in this thread.
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Ella Loapaga
 
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Post » Mon Jun 04, 2012 10:49 pm

Can the same be said now about Smithing?
I don't know. I've only used it (perked it) once (and only that crafting skill), and it made me overpowered (and no, I didn't attempt to grind). If anything, I'd like to see Smithing brought down wrt power (doesn't make sense that fur and daedric caps at the same level) but instead other reasons for going light was introduced. Like different insulation values against hypothermia and electricity, and/or buoyancy factor, and/or the speed at which items degrades (best armor value could be highly corrosive i.e.), and/or armor DT values (probably hard in this game to achieve, but). Also, smithing is broken wrt believability if you can craft iron daggers to get to skill 100 which doesn't make sense. For those wanting to reach those levels, pay for the training if you don't want to put perks into it. I wouldn't become a good cook by heating pizza every day, but a course in cutlery arts might actually help. You have a choice, make a choice. As long as the choices makes sense, I'm happy about them.

Maybe alchemy and enchanting makes you overpowered too, I don't know, I'm just beginning to go alchemy on a new character (as only crafting skill, limiting myself to fur/leather armor which I will skill up to a reasonable point). It sure feels like alchemy skills up slower than smithing though (which is a good thing, but it could be a false sensation). For my next character I will actually drop down from master difficulty, and try to be less focused on the combat skills which is now kinda forced if you want to survive on that level (at least until you reach 30/40+ levels). Even the less desirable skills have some interesting perks, I'd like to see how they impact the gameplay (other than combat).
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Dale Johnson
 
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Post » Tue Jun 05, 2012 3:00 am

No, I didn't. I see plenty of fools in this thread.
I agree, it is foolish to want less. Especially when spell creation added so much more.
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Andrew Lang
 
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Post » Tue Jun 05, 2012 2:02 am

All they did was add pretty animations. Gow the hell can anyone mistake that for a better magic system. They gutted magic.
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Matt Bigelow
 
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Post » Tue Jun 05, 2012 5:41 am

I agree, it is foolish to want less. Especially when spell creation added so much more.
I concur, I want more options, and spell creation gave us that.
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casey macmillan
 
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Post » Tue Jun 05, 2012 4:10 am

Spell Creation added more to the game, that's a good laugh. The only thing it added was a different effect to a standard spell and a name, otherwise it looks just the same as any regular spell. Only reason people are complaining about it getting removed is for RP reasons and game balance comes before Role Playing any day of the week.
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April
 
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Post » Tue Jun 05, 2012 11:10 am

Skyrims magic system is highly improved over previous games, and I think it was the right move. Spellcrafting is not needed with the variety they've given in Skyrim.

Sincerely,
An avid magic user in previous TES games.


another member here on the board took the time and counted spells from OB and spells from Skyrim...

Oblivion had ca 2000 ( on touch, on target, on self and the several durations counted), Skyrim has 96... and thats that...

why has skyrim only projectiles for example? whats with the on touch? my OB mages were melee mages (only using on touch spells) i cant do that in Skyrim... so yes... its less variety
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Nuno Castro
 
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