I'm not inherently against Spellmaking being in Skyrim, granted that it's actually done well and works with the dual wield casting mechanics...
But I disagree that Spellmaking is "integral" to TES magic, and I think what it is actually capable of is grossly over exaggerated on these forums.
Heh, of course Nell. If gamesas decided to only put one race, one weapon, and no spells into the game, you'd be fine with that as well. You're the kind of RP'er who prefer a book full of blank pages because then you can just imagine everything else, and I'm guessing you have a blast RP'ing in the various GTA games, where there's little done by the devs to interfere with your stories.
That said, it's kind of hard to get around the fact that spells are stupidly limited in Skyrim. There's no good reason that we can't get to balance casting cost vs damage of a flame thrower spell. There's no good reason that we can't get a fireball with as much or little damage of the type we want it to be. There's no good reason why we can't make a paralysis rune spell. There are so many absolutely terrifically cool options that we don't get to play with, and it's frankly quite hard for me to take it serious, when some people suggest it wouldn't matter at all, because we're just as well off with gamesas deciding everything for us.
The guy is saying that you don't need more variety with all the variety you've given in the game. Despite the fact that we're not given any variety. Conclusion: Dude has to be paid by gamesas to spew such obvious nonsense. You're agreeing with him 100%, so, ehm, yeah...
No it didn't. You continue to throw this claim around, but it is 100% false.
Spellmaking did not allow you to do things that were not already possible without it. All it allowed you to do was combine and tweak those things.
So when playing with LEGO, having the individual pieces lying in piles or combining them into something cool is the same thing? Having individual spell effects is like individual LEGO pieces. They might be fancy but there's only so much fun to be had. The real fun is, and the real feeling of being a true mage, is when you get to combine your effects into a whole that is decidedly greater than the sum of its parts.
Imagine just how cool it is to add a four second paralysis effect to a fireball. Costs a bit more but you can cast it, do some hurt, and get plenty of time to reposition yourself. How about a weakness spell and a fireball? Maximum damage. How about slow and a fireball? But all that isn't possible. You can almost pretend to do it by dual casting fireballs with the stagger perk, but that requires you to dual cast. With Skyrim's system and spell creation, you could've cast a stunning fireball with one hand while healing or holding a ward in the other. If you can honestly say you don't think that option would've been awesome then I submit that you're a sad excuse of an RP'er and that your sole reason to be on this forum is to brown-nose gamesas. Sorry.
You can play the same exact builds without Spellmaking than you can with it. Spellmaking doesn't add new and unique builds. You are still using the same limits of spell effects from the same handfuls of schools. Nothing changes with Spellmaking.
Nothing can change if you're unwilling to think outside the box. Your box is whatever gamesas says it is, and so you refuse to do anything that might bring you close to one of the sides, much less peak through any holes in the cardboard.
If you really can't see how a good number of spell delivery methods (flame thrower / stream, rune, explosive ball, center on player, touch, targeted bolt, targeted AOE) combined with the solid number of spell effects can be combined with Skyrim's dual cast system could be combined into something vastly greater than what is actually in Skyrim, then I pity you. I'm hardly creative and I can see vast options for funny combinations. Combinations that really would make you feel like a badass arch-mage.