Spell Creation is an integral part of TES magic!

Post » Tue Jun 05, 2012 1:37 am

If spell power levelled up with the player then there would be much less of a reason for spell making.

I see your point, but I don't completely agree with it. Yes, if spells leveled with you, players might find spells more useful. However, the main thing that has upset many people is the removal of many spells/enchantments from previous games. Many players want to go the extra mile in customizing their magic-wielding character, but the removal of many useful and entertaining spells/enchantments makes it more difficult to make a unique character. Bringing back those spells/enchantments would make spell-making "less-needed," but combining that added variety with spell-making would solve everything. And besides, I don't even understand why spell-making was removed in the first place.
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Dylan Markese
 
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Post » Tue Jun 05, 2012 4:06 am

bring back spellmaking, even if its DLC you have to pay for.

SPELLMAKING IS AN ESSENTIAL ASPECT OF THE ELDER SCROLLS SERIES
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tegan fiamengo
 
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Post » Tue Jun 05, 2012 11:27 am

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

Runes offer so much potential in spell creation. Like having healing runes placed for yourself or allies, or a slow rune to stop a charging enemy.
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SexyPimpAss
 
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Post » Tue Jun 05, 2012 10:58 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

There is SOME variety. But, nothing like what previous titles had. Summons are rather nerfed, you can't just 'summon' a zombie, you have to have a nearby corpse to re-animate. A fair selection of spell effects are gone. Feather, chameleon, to name just two. You can't create custom spells. Everyone has the same. No possibility of combo spells. No "weakness to fire" on your fireballs. Etc. The magic system in skyrim is LESS than what it was in previous games, and in this case, it is NOT better. In Oblivion, you could play a dedicated un-armored spell caster, and actually expect to have a viable character. (and not whack your companions dead with the higher level AoE spells, which is about your only choice for quick kills.)

New restrictions on what enchantments you can put on which items. Only one magic ring. Fewer armor pieces to enchant. (a continuing trend in ES games....... significantly fewer 'clothing/armor' slots than morrowind.)

Some folks think 'it's fine', I would bet a good majority of players that actually have some experience with the older games, don't think it is all it is cracked up to be. Some of the mechanics are neat, and yeah, I like those, but, nothing they added would PRECLUDE the option of making your own. Maybe I want a flamethrower that does 20 points per second? Or a Fire Rune that does 200 points, in an AoE. None of which I can do with the current system.

Yes, modders will fix this. Thank the Nine. Erm.... Eight...... Whatever.
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Dorian Cozens
 
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Post » Mon Jun 04, 2012 8:42 pm

Edit: There, fixed it. Way to have the editor use one kind of code for editing and the boards use another one Bethesda.

Well, there is a lot of variety in some ways (like how to use spells), but we did lose the ability to use it to it's full potential. Here's just a few things that could do if they integrated spellmaking with just the new features (Won't include redundant "Upgrade Spells"):
  • Useful Rune possibilities - Soul Trap, Fear/Fury/Calm/Rally, Mass Paralyze, Banish/Expel Daedra, Circle of Protection
  • Useful Target Spells - Oakflesh, any other beneficial spells that aren't available to cast on allies (Not including ones that require channeling like Wards)
  • Useful Channel Spells (Like Flames) - Wards or any other beneficial spells that can currently only be channeled on the player. Also, Chain Lightning
And things that we could do with old features back:
  • Touch - Any of the spells besides runes, channel spells, or things like Guardian Circle
  • Open Lock - So mages don't have to level a skill they don't need
  • Burden - Was always useful as a cheap paralysis spell, could be again if it's tweaked for balance
  • Feather - Need I explain? Although it can be exploited by making a 1 second Feather spell then fast travelling. Easy Fix: Don't allow Fast travel if you are over your natural carry limit and using a potion or a spell.
  • Increase Acrobatics - Seeing how we don't have Acrobatics, why not just a "Boost Jump Height" Spell that boosts jump height and reduces fall damage?
  • Fortify Speed - Once again, no Speed attribute any more. But an "Increase Run Speed" Spell would be a nice addition.
  • Reflect Spell/Damage - Even capped at 20% this would be a useful spell.
  • Silence - So you don't run into 80 magic using pricks all using Flames on you (Awesome Rune spell)
  • Water Walking - Because why not? Giving an ally the ability to walk on water would be very useful if fighting enemies on the other side of water. No more running around trying to find a way across.


i like this i dont mind the lack of spell creation so much as lack of variety if they either added upgraded flame spells ect... or gave a spell crafting option for ourselves it would help but more spell types would be nice and prefferred to just a custom spell option

with that said i like skyrims system far more than the past few games dont know why everyone acts as if it totally svcks it just needs new content.
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Jamie Moysey
 
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Post » Tue Jun 05, 2012 12:42 am

I agree with the OP. A warrior etc.. can Smith their weapon to make it different, a Mage should be able to create their own spells to make them different.
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Andrew Lang
 
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Post » Tue Jun 05, 2012 11:30 am

bring back spellmaking, even if its DLC you have to pay for.

SPELLMAKING IS AN ESSENTIAL ASPECT OF THE ELDER SCROLLS SERIES
Spell creation is the backbone of the magic system in The Elder Scrolls.

Without it magic is crippled, we cannot customize our characters the way we choose for them to be.
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James Baldwin
 
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Post » Tue Jun 05, 2012 1:59 am

i feel that they removed it because of the spell creator in oblivion where every hand made spell had like 5 effects but graphically came down to a red, blue or whatever colored ball or hand. if they were to have done that with skyrim, the spell effects, while amazing, would have been to much graphically for the designer and they would have had to have made at least 300 different spell looks for the various combinations of spells. while i would obviously love that, i would settle for single effect spells that i can custom make so i could have a flamethrower do more damage at level 61 or so on instead of spamming incinerate.

edit: i would also like the return of some of the spells from oblivion like water walk and open locks...
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Monika Krzyzak
 
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Post » Tue Jun 05, 2012 4:23 am

Removing spellmaking gutted a unique magic system. It was one of the worst decisions Beth has made. Whoever suggested that should be fired.

Firing is too good for them.

With spell making we would not have the destruction is broken discussion

QFT.

Unfortunately I think Bethesda removed spellmaking to keep magic under powered. Do you think Bethesda would cut magic so thoroughly and then let that work be undone with spellmaking? Magic was nerfed because Shouts risked playing second fiddle or even being outright ignored if Skyrim had a strong magic system. With Shouts being central to the plot of Dovahkiin, Bethesda could not allow magic to be powerful, otherwise the whole story of the MQ wouldn't be reflected in the game.

So Bethesda designed the gameplay mechanic of magic around the story, ignoring basic rules of design such as balance* and resulting in a completely unsatisfying experience for the followers of a very popular subset of the RPG genre.

[*Don't try to convince me Bethesda ever focused on balancing Magic for the game, my mage drop out only needs to look at the 2751 damage she inflicts with her dagger to know that you're full of it.]
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Monique Cameron
 
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Post » Mon Jun 04, 2012 11:52 pm

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


The problem is not the variety. The problem is that spells don't scale. Yes, I have runes and flamethrower spells but they become USELESS at certain levels. The system is fine, the new animations are awsome. They just need to fix scaling (or simply add spellmaking).
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Rhi Edwards
 
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Post » Mon Jun 04, 2012 10:43 pm




The problem is not the variety. The problem is that spells don't scale. Yes, I have runes and flamethrower spells but they become USELESS at certain levels. The system is fine, the new animations are awsome. They just need to fix scaling (or simply add spellmaking).
They could have had the same spell types with varying levels of power for purchase like in the older games, and we should also have the old spell types that was removed and spell creation for customizations sake.
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Jerry Jr. Ortiz
 
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Post » Tue Jun 05, 2012 6:35 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.

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.
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Javaun Thompson
 
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Post » Mon Jun 04, 2012 7:44 pm



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.
I agree with you on that.

There is no logical reason for the lack of spell creation.
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Damien Mulvenna
 
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Post » Tue Jun 05, 2012 6:36 am

Integral? I never even used it when I could.

^This

However I would like it back just in case one year I decide to use it.
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Hearts
 
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Post » Tue Jun 05, 2012 12:23 am

bring back spellmaking, even if its DLC you have to pay for.

SPELLMAKING IS AN ESSENTIAL ASPECT OF THE ELDER SCROLLS SERIES

No, it's not. It might have been one of your favorite aspects (as it was one of mine) but it is in no way "essential".
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Ymani Hood
 
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Post » Mon Jun 04, 2012 11:22 pm

You'd be better off asking all of those people that whined that it made their single player game overpowered...
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CORY
 
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Post » Tue Jun 05, 2012 10:32 am

I agree with you on that.

There is no logical reason for the lack of spell creation.

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.
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Josh Trembly
 
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Post » Mon Jun 04, 2012 10:47 pm

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.
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victoria gillis
 
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Post » Mon Jun 04, 2012 11:50 pm

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.
pretty much this.
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A Boy called Marilyn
 
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Post » Tue Jun 05, 2012 2:19 am

I don't believe they tacked magic on as an afterthought, I think it was cut back in an effort to finish the game so their adverts could have a lot of 11's in them. I mean, the game has clearly been rushed. lots of things are missing (the much vaunted economy system for example, marriage consisting of more than turning a NPC into a crazy stalker, etc). I think it was going to take too much time to balance magic properly, so they cut back the number of spells so they could balance them better.

This could be a distinct possibility but they certainly didn't tell US.
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*Chloe*
 
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Post » Tue Jun 05, 2012 12:59 am

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... 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. 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.

+1 :foodndrink:
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MISS KEEP UR
 
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Post » Mon Jun 04, 2012 10:23 pm

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.

I wouldn't be surprised if they tried to make purchasing it a neccessity in order to even be able to use spellmaking like they did with horse barding (armor) in Oblivion. You could buy a horse in the game but you could not partake of any of the armor mods UNLESS you brought the dlc.
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Donald Richards
 
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Post » Tue Jun 05, 2012 10:14 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.

Personally I have been for bringing back Spell Creation this whole time...But, this is the first time I have read someonelay out a well thought out counter, and that should be recognized. Cheers.

That said I can see what your saying, and it makes a lot of sense. Yet, there is a lot of stuff missing that could have made UP for the magic system that was left out.

New casting options were added, there is a better focus on strategy for mages... it's an interesting deviation from the norm.

That said, we have still lost a LOT... that could have been made up for the loss of spell creation, yet wasn't included.

I really think that Magic mods will quickly overpopulate modding sites, because there is so many directions we could have been provided yet weren't. Before I continue on that though, I don't think Bethesda put anything to gather poorly. Everything they put into Skyrim was thought out and for the most part appreciated. And, often, the more is better (Which is integral to the arguement for Magic creation) isn't always true.

The issue here is that for a game that is so devoted to making an immersive working world... the removal of something like this, seems counter to their goals. It's not like, no one makes spells, you get spells from that Cat in the College of Winterhold, and he says: "Oh try out these spells I have made." Why can't he do it, but we can't?

Also, going back to the: Well there are new types of spells you can cast, liek Runes and whatnot... yes, that is true, but 64 is a pathetic number of spells, when spaced out over as many schools of magic as it is, and your only left with a couple of chocies at level of how you can do something. Destruction levels as follows: Flame-thrower, projectile flame ball, projectile explosive flame ball, flame cloak. Then there are alternatives for Frost and Lightning. This is rather standard, but thats it. For a SCHOOL OF MAGIC, that seems rather... limited. What about some sort of destruction magic that uses streams of air to slice stuff up? What about pure energy of some flavor that disintegrates? What about elemental combinations like a wall of air that shoves you back, intensifying inner heat to make you combust, draw out all the water from your body to dessicate you? All of these things could have varying strengths from: A mild annoyance, to life threatening. What about pure magical energy instead of just elemental?

There is variety, but there isn't choice. if there were many more options for spells or effects of spells, I for one would forget about Spell making, like I did Attribute points.

Here is something else, even if you didn't have mad variety: Why not have more combinations of magic? If I cast a flamethrower and palpatine fingers at the same time... Well then people are effected by ligthning and fire. Thats boring. What about if I cast a summoned boulder at someone, and use a fireball at the same time? Two seperate spells again, wow again boring.

now, what if I were to combine fire with boulder and throw a fireball weight of 75lbs at someone's chest? That is awesome.

yes, I know I am saying: "What if we added stuff from the game Magicka into Skyrim" but why the hell not? Why the heck didn't we at least take SOME directions from that game's system? if we're going to loose spell making and variety of effects, why can't we have combination effects or counters... or SOMETHING like that?


The point I'm trying to get to here, is that even with the new system... there is SO MUCH MORE they could have made out of it, but didn't. They could have made it freaking amazing, but instead it is... Good, but still a shadow of what it could be. I would rather magic creation copy and pasted with no alteration out of Oblivion (Which was inferior to most other systems IMO) than what they have now!
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james kite
 
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Post » Tue Jun 05, 2012 9:25 am

New system MAIN con:

You're basically stuck using high level spells,since the beginning ones don't scale and can't be changed

Old system MAIN con:

MAgic was pretty much limited to "alright, so I'll cast the same spell as before, BUT, I did "intense studies" in order to make the ball GREEN and paralyse my enemy (for 1 second...)


Basically, both systems are SERIOUSLY flawed.

I don't ask for complete spellmaking, that was just a lame excuse for the svckish spells in the default game. I'll only ask for SOME way to modify the basic values. You know, make that flamethrower some more than a level 1-2 spell...

OOOORRRR

make them [censored] scale!




Is it SERIOUSLY THAT [censored] hard to code?
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Robert Bindley
 
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Post » Tue Jun 05, 2012 8:44 am

Spell Making is an integral part of TES PERIOD. For them to remove it shows that no one on the Dev Team have any idea of what TES should include.

My mage doesn't feel like a mage without it. I hate having to buy spells from everyone else instead of being able to make my own when I'm the freaking Arch-Mage.
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Kit Marsden
 
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