Spell Creation is an integral part of TES magic!

Post » Tue Jun 05, 2012 12:20 am

You realize that spell creation is in no way mutually exclusive with the new casting methods, right? In fact, spell creation would have been amazing in Skyrim if we could have played around with things like healing runes or fear flamethrowers. Stripping customization is never the right direction, especially in a role playing game.

If Spellmaking can be made in such a way that it is compatible with the current magic gameplay mechanics, then I am all for it.

But I can think of many reasons why they wouldn't be compatible, and why Spellmaking was eliminated.
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Emma Louise Adams
 
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Post » Tue Jun 05, 2012 1:17 am

no matter what you think about spell creation negative OR positive.....that sorta thing should ALWAYS....ALWAYS be an option...that said they will bring it back eventually
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Liv Brown
 
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Post » Tue Jun 05, 2012 10:40 am

This is the right direction to take, and offers more flexibility than Spellmaking ever could, it just simply wasn't utilized to it's full potential.
What makes you think spell creation was utilized to its full potential? It suffered somewhat from only having three types of spell delivery, but with the spell delivery methods in Skyrim, a spell creation system would've provided mage players with a ton of freedom. How can less choice be the right direction in a sandbox game?

You mentioned how spell creation wouldn't have provided more mage builds. Well, what about the streamer-mage, who only uses flamethrower-type spells? Spell creation would've allowed such a mage to not only use all the elements but also remain viable.

What about damage-over-time combat mages? Cast a relatively cheaper DoT spell and then tank it out as the enemy runs out of stamina or health. Cast a magicka-drainer on the wizard and then tank out his damage spells behind your own magic and elemental resistance.

How about the trap-based spellsword or spell-rogue who could have all sorts of fun sneaking about and laying down various kinds of runes as either distractions or opening moves? Not much that patrolling wizard can do to avoid a backstab if he walks onto a paralysis rune and if he resists then you haven't committed to open combat yet and can try something else.

How about an archer that throws out a zero damage "ball of slow" to make hitting his targets easier? Or places a weakness to fire rune before revealing his position to the bunch of draugr that he's planning to introduce to his fire enchanted bow? And don't tell me to use poisons instead, because that's an alchemist trade-mark and it's possible that someone would like to RP something that isn't based exclusively on alchemy. Using spells is way cooler than using potions, after all. And weighs a hell of a lot less, and is with you all the time when you've got magicka
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Niisha
 
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Post » Tue Jun 05, 2012 9:36 am

What I didn't like about spellmaking:

1. The optimal way of casting was always to have a selection of spells with slightly different magnitudes and durations. You'd then stack them all up, casting the longest-lasting ones first. It was annoying and tedious. This could of course easily be fixed by disallowing the stacking of similar effects.
2. With linear cost scaling with duration, it was impossible to make long-lasting buff spells that could compare in any way to short-duration ones. For instance, if you wanted to make a travel spell with fortify speed, you'd be best off making it only last for 5 seconds or something. If you wanted one that lasted for 5 minutes so you didn't have to recast it all the time... well, that just wasn't going to happen. This meant that to use buffs effectively, you had to recast, recast, recast, recast, recast forever. It svcked, especially combined with the fact that you only had nine hotkeys (at least in Morrowind, I think there was a mod that let you have more in Oblivion). This could potentially be fixed by making scaling with duration and magnitude (and area would be a good idea too) non-linear. So you could have a 5 minute buff that only cost three times the amount of a forty second buff of the same magnitude, or whatever. I think that optimal/balanced scaling rules would be difficult to figure out, though, since they would ideally remain balanced throughout the whole spell system.
3. There was no room for creativity, because stacking different effects into the same spell actually penalised you i.e. a spell with 5 fire damage and a 1 second paralyse cost more than the individual costs put together. You'd be better off just casting a 2 second paralyse and a 10 point fire damage.

Because of these and other problems, I'd argue that a system with a good variety of fixed but interesting spells would be more interesting than the spell-making system of Morrowind or Oblivion, and it would be much easier to create/balance (let's face it, gameplay and balancing has never been what Bethesda is good at). I don't think that Skyrim achieved this, due to the low variety and generally poor balance. I do however think that the dual casting and the feel/kinetics of spell casting are an enjoyable change over previous games, although dual casting could definitely have been a more interesting mechanic. It would however be difficult but possible to make a great spell-making system, if the various issues could be dealt with.
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vicki kitterman
 
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Post » Tue Jun 05, 2012 5:22 am

individuals not having the creativity to properly appreciate the ingenuity provided for by the spell-creation system in previous TES games arguing that spellmaking is unneeded is funny.

Just because you post 3 times in a row and quote people who agree with you doesn't make you right, or even the majority.
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Christie Mitchell
 
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Post » Tue Jun 05, 2012 12:45 am

I for one am grateful to modders. Why you ask? Obviously, within a weeks time after the CK is released, we will have a full featured spell creation system and most likely, an ungutted enchanting system.

For those unwilling to accept that its possible, maybe you should check some of the mods that have been made for Fallout 3/NV or Oblivion or Morrowind. I know i know...its a lot of work and you would rather just say that its OP or some other BS excuse. Who cares if its fun, right? Just as long as you get to say that it shouldnt exist...
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Emmi Coolahan
 
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Post » Tue Jun 05, 2012 12:42 am

individuals not having the creativity to properly appreciate the ingenuity provided for by the spell-creation system in previous TES games arguing that spellmaking is unneeded is funny.

Just because you post 3 times in a row and quote people who agree with you doesn't make you right, or even the majority.

And just because you make baseless assumptions about someone's ability to capitalize on a feature to make you feel better about yourself doesn't make you right.
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ezra
 
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Post » Tue Jun 05, 2012 2:11 am

I for one am grateful to modders. Why you ask? Obviously, within a weeks time after the CK is released, we will have a full featured spell creation system and most likely, an ungutted enchanting system.

For those unwilling to accept that its possible, maybe you should check some of the mods that have been made for Fallout 3/NV or Oblivion or Morrowind. I know i know...its a lot of work and you would rather just say that its OP or some other BS excuse. Who cares if its fun, right? Just as long as you get to say that it shouldnt exist...

Us console users should be able to get spell creation too! I think spell creation should be a standard game feature, considering it's been in every TES game (besides Skyrim).
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lolli
 
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Post » Tue Jun 05, 2012 6:18 am

I love magic in Skyrim. The point is that you can only do two things at once. All created spells would need to be one effect only and would have major restrictions to fit with the scheme. Any kind of spell creation would be pointless since spells level with you.
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Christine
 
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Post » Tue Jun 05, 2012 12:43 am

I love magic in Skyrim. The point is that you can only do two things at once. All created spells would need to be one effect only and would have major restrictions to fit with the scheme. Any kind of spell creation would be pointless since spells level with you.
uhh, spell's don't actually level with you. They change with perks, yes, but not with your level
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Sxc-Mary
 
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Post » Tue Jun 05, 2012 2:04 am

The point is that you can only do two things at once.
So if you're using a ward in one hand and casting a spell that damages both health and magicka then, in your book, it would be against the whole concept of spellcasting in Skyrim?

All created spells would need to be one effect only and would have major restrictions to fit with the scheme.
Or the scheme would need to be something that is less blatantly silly.

Any kind of spell creation would be pointless since spells level with you.
Except spells don't level with you. You need perk investments to even make it seem like they level with you, but fact is that they don't. Calm works on targets below level x and then you can take perks to make it x + 8 or x + 10 or even (x+10) * 2, but the base x is totally independent on your level. Healing spells heal for a set amount of health. Destruction spells do a set amount of damage. And so on, and so forth. There's absolutely no spell leveling taking place, save becoming able to cast different, supposedly stronger spells as you level up, at the cost of the previous spells becoming antiquated and useless.
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Kat Ives
 
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Post » Tue Jun 05, 2012 10:00 am

I've lost hope in Bethesda's ability to make an interesting character system. I don't believe for a minute there will be spellmaking DLC, and even if there was, I probably wouldn't buy it. By that time, there will be mods that do it way better.
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Alan Whiston
 
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Post » Mon Jun 04, 2012 9:29 pm

i would say that spellcraftig is essential for a wizard and i am right behind the TE
i don't want to start a flamewar but i belive it is due to the limited input mechanisms the consoles have... and the very wrong assumption that games need to be simple.

ps: sorry for awkward english.
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Kelsey Anna Farley
 
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Post » Tue Jun 05, 2012 12:22 am

i would say that spellcraftig is essential for a wizard and i am right behind the TE
i don't want to start a flamewar but i belive it is due to the limited input mechanisms the consoles have... and the very wrong assumption that games need to be simple.

ps: sorry for awkward english.
Well the official reason was that it was "spreadsheety". But if there wasn't a way to scientifically reverse engineer, break down, and make your own spells how would anyone have ever been able to make spells in the first place?

So magic becomes a science? Big deal, it just joins the ranks of Enchanting, Alchemy, and Smithing.
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NeverStopThe
 
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Post » Tue Jun 05, 2012 6:33 am

Removing spellmaking gutted a unique magic system. It was one of the worst decisions Beth has made. Whoever suggested that should be fired.
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REVLUTIN
 
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Post » Mon Jun 04, 2012 9:36 pm

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.

You are playing an pure destruction mage at high difficulty?

As I stated before removing spellmaking would make magic boring, yes we have some new effects like the runes, wards and the flamethrower however most of it's pretty weak as we have no option for tuning it, why not an high damage short lived rune, run away from enemy turn around and cast.
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Conor Byrne
 
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Post » Tue Jun 05, 2012 10:51 am

I can see the point made about spell creation, but in a game where you can conjure up ghostly swords, emit flames frost or electricity from your fingertips, heal yourself through a spell, raise the recently dead, etc....it is patently obvious that there is variety in the magic system. You may not like the selection and it could be better. But to say there is "no variety" is an overstatement made to emphasis a point, and that's all it is. I went shopping for Xmas tonight. There was "nothing on the shelves". Well, of course there wasn't literally nothing on the shelves; I just didn't want to buy any of what was left.

Similarly, you guys are saying there is "no variety", when there in fact is a variety, and (hopefully) you are fully aware of that. You're just not satisfied with it and that's fine; but please don't ask me to agree that "no variety" exists
Obviously it's variation however compared to previous games where you could fine tune any spell damage, duration and area off effect and combine any of them it's almost no variation.
With spell making we would not have the destruction is broken discussion, just create an more powerful spell, yes it would cost way more mana so reducing casting cost would be critical.
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carly mcdonough
 
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Post » Tue Jun 05, 2012 1:18 am

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.

Well as it was in Arena, Daggerfall, Morrowind and Oblivion we might say it's pretty integrated.
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Shelby McDonald
 
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Post » Tue Jun 05, 2012 7:54 am


Well as it was in Arena, Daggerfall, Morrowind and Oblivion we might say it's pretty integrated.
Exactly, it's been in every TES game besides the newest one. If anything, Skyrim should have had an even more robust magic system. Instead they gutted magic in almost every way and left us with crappy (but pretty) mechanics and a tiny spell effects list.
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SEXY QUEEN
 
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Post » Tue Jun 05, 2012 11:21 am

Exactly, it's been in every TES game besides the newest one. If anything, Skyrim should have had an even more robust magic system. Instead they gutted magic in almost every way and left us with crappy (but pretty) mechanics and a tiny spell effects list.

Yep. I still do not quite understand their dual-casting system they implemented either. I thought you would be able to combine effects on the fly to create new spells. Fire + Earth = Eruption etc. When two spells do not mix, only the primary hand effect is used. Albeit this is still no substitution for Spell Making, at least it gives you access to a lot more opportunity of spells to cast.
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lolly13
 
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Post » Tue Jun 05, 2012 11:15 am

Although I think Skyrim's system is better than past editions (sans on how spells don't level with you making you weak in higher levels *cough*destruction*cough* and the exclusion of past spells like Dispel) I think Spellmaking should be included in either DLC or future editions simply out of principle.

This is an RPG. I may never make my own spells, but I like the idea that I could if I wanted to become a veritable demi-god that plays the forces of nature like brand new piano. It's a staple.
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Tiffany Holmes
 
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Post » Tue Jun 05, 2012 4:53 am

I think Spellmaking should be included in either DLC or future editions simply out of principle.

This is an RPG. I may never make my own spells, but I like the idea that I could if I wanted to become a veritable demi-god that plays the forces of nature like brand new piano. It's a staple.

Agreed. Spell creation is what made magic in TES games unique. Without it, magic becomes generic and boring.
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Lloyd Muldowney
 
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Post » Tue Jun 05, 2012 6:22 am

I was pretty ambivalent to the removal of spell making at first, sure we lost the fun of tinkering with spells and such but we gained a variety of new spell types such as the thrower, runes etc
But i had no idea that they didn't scale and just become obsolete as you level, i don't know why they thought this was a good idea.

What i would like to see the most is some spellmaking close to alchemy and enchanting where you unlock spell types and effects that you combine to make new ones.
That might be abit far fetched, but i'd frankly be happy with just tinkering with the effects we have, for example i could change ice storm to do fire damage instead, or frenzy and increase their magnitude.
Instead of on target and on touch we'd have channeled,wave,projectile,exploding projectile,rune etc how great would that be? Would atleast somewhat make up for the loss of spelleffects like reflect damage and such.
Some control and flexibility would be such a great improvement to the magic system.
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Shiarra Curtis
 
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Post » Mon Jun 04, 2012 11:04 pm



You realize that spell creation is in no way mutually exclusive with the new casting methods, right? In fact, spell creation would have been amazing in Skyrim if we could have played around with things like healing runes or fear flamethrowers. Stripping customization is never the right direction, especially in a role playing game.
Yes I imagine messing around with the new effects with spell creation. I would also like to have the old effects back combined with the new spells. The magic system in this game could have been excellent, and its never the right decision to remove customization options. For ne at least these games have always been about customizing and playing how you want. Spell creation opened up option for us to customize our mages. I would love to have those options back.
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Lavender Brown
 
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Post » Tue Jun 05, 2012 6:02 am

I really like the idea of paralysis runes. I also miss cast on touch spells, which were the favourite of my battlemage character.
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Rik Douglas
 
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