Why is Destruction is so lame?!

Post » Fri May 11, 2012 7:39 pm

You could always add enchants to the game that added magic damage to your spells to help keep enchanting for a mage in line with enchanting for a warrior.
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Ashley Campos
 
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Post » Fri May 11, 2012 12:06 pm

Seems like a simple issue to spot - There are essentially 4 ways to directly do damage in the game:

1 - Archery
2 - 1 Handed Weapons
3 - 2 Handed Weapons
4 - Destruction

Sure, Conjuration and Illusion give you mechanisms by which damage can be inflicted, but you're not the one doing it directly.


First Perk of Archery, 1HW and 2HW is a 5 rank increases damage by up to 100% perk. First Perk of Destruction is a 1 rank reduces magicka cost perk. Destruction need 6 perk points spread across 3 perks in the middle of the tree to up Frost, Fire and Shock damage by 50%.

As your Skill increases in Archery, 1HW and 2HW, your damage goes up. As your Destruction Skill goes up, your mana cost by spell is reduced.

Archery, 1HW and 2HW can get a new weapon that increases their damage potential. Destruction has a limited spell spell selection, and does not have higher level versions of the same spell.

Archery, 1HW and 2HW can use the Smithing Skill to create and enhance their weapons. Destruction can not.

Archery, 1Hw and 2HW can use the Enchanting Skill to directly enhance their Weapons to do more damage. Destruction can not. Enchanting can be used to enchant other equipment to also enhance damage output for Archery, 1HW and 2HW. Enchanting can be used to enchant other equipment to increase Magicka regen and reduce Magicka cost for Destruction.


I could go on but I believe this list covers the main reasons why Destruction falls behind. Archery, 1HW and 2HW can all have their damage enhanced in a multitude of intuitive ways, and they all stack. Destruction has very limited ways to increase its damage potential, and it simply can't keep up with the weapon based skills in terms of sheer damage output.


My fix -
As your Destruction skill increases mana costs go down and damage goes up.
For each "Rank" perk (Novice, Apprentice, etc) mana costs are halved for that rank and damage of all Destruction spells goes up by 20% (stacking up to 100% at Master Destruction).
I would leave the element specific +50% damage perks as is.

Even with all this, I'm not sure Destruction would keep up with the extreme stacking capable with Smithing, Enchanting, Alchemy and a Weapon based skill, but I think it would definitely narrow the gap for most people, and be a whole more intuitive. You could use Alchemy and Enchanting to help boost your Destruction by a bit for more Damage, like you can with a Weapon based skill, but you still don't get direct enchantments on your "weapon" and you don't get new higher level versions of the same spells like you can with weapons.

YES.

You understand perfectly, and kudos for typing it out in such a coherent and concise manner. As for the Enchanting/Smithing imbalance - all Bethesda need to do to even it out is to patch in items with "+Destruction damage" enchantments. Then, bingo. Destruction damage increases can be stacked on multiple armour pieces, just like archery/melee damage.
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Samantha Pattison
 
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Post » Fri May 11, 2012 2:30 pm

Edit: Double post.
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Sophh
 
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Post » Fri May 11, 2012 10:29 am

So... who's making the mod so I can track their progress in all of my spare time?
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Wane Peters
 
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Post » Fri May 11, 2012 12:13 pm

I like option B as a sort of additional set of perks, but these are all over-complicated ways of fixing a very simple problem. There's clearly a graded damage curve for bows and melee weapons, whereby increasing your 2-handed weapon skill from 20 to 21 makes your battleaxe do a little bit more damage, and a battleaxe will do a lot more damage with a 2-handed skill of 100 than with a skill of 20, even without any perks.

Why can't the same system be applied to all spells? So (pulling numbers out of thin air here, just placeholders):

- Flames does 8 DPS at Destruction 20 (pulling numbers out of thin air here) but does 40 DPS at Destruction 100
- Summon Familiar summons a ghost wolf for 30 seconds at Conjuration 20 with an attack rating of 10 and armour rating of 20, but for 150 seconds at Conjuration 100, with an attack rating of 50 and an armour rating of 100?

It seems so obvious to me, but what do I know...
I could have sworn I listed the method you described (waking up). It's a good suggestion to. I'm torn between your or B. I think your suggestion is the most efficient but a little on the boring side. It all depends on how much they want to put into fixing the system.

Edit
Are the developers even aware of the problem? If so can they send us a message or something that magic will get some tweaks?
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Kaley X
 
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Post » Fri May 11, 2012 11:13 am

No, i already tried fire.
Maybe i need to point in the 1st post that i am playing on master, on novice/apprentice/adept i believe Destruction is not so lame, simply because mobs have much less hp.
But we a talking about max difficulty here.
The game is already proving to be exploitable enough. Now you want to make it easier even at the highest difficulty level even though you have posted that on lower difficulties it isn't "lame". Even other people are not having the problem.

And as far as magic leveling with you for more damage.. You already have perks to lower the consumption of magicka and to buff magicka. So it seems to me the more you can use destruction spells the more damage you can inflict...

Heaven forbid if you want to not only use the spell forever, but also have it be 10x damage.
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Jesus Duran
 
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Post » Fri May 11, 2012 2:23 pm

I am sad, because a lot of people dont see this problem in depth.
Look at this link: http://www.gamesas.com/index.php?/topic/1266212-2469-armor-3199-damage-using-smithing-alchemy-enchanting-only-31-perks/
What do you see there?!
Exactly! The synergy of ALL 3 crafting skills, that work together to improve weapon DAMAGE. But wait! There is more! In game we have items that increase weapon DAMAGE!
But wepons damage is much weaker then spell damage you will say!
NO!
As you can see in that link, a dagger could deal 171 damage! A dagger! Not a greatsword!
Even master lvl destruction spell dont do such damage! And you need some seconds to cast them.
But can we ,spellcasters , improve our spell damage? No! After you get perks for 50% damage output for fire/frost/lighting we cant do nothing.
There is a special potions for busting damage output, and still weapon damage will be a lot bigger then spell damage.
Look at that link (1242 damage this daedric bow! 3199 this two handed sword!!)
I dont know who was testing balance for this game, but it is safe to say that they failed (atleast for the max difficulty).
:thumbsdown:
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Chloe Lou
 
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Post » Fri May 11, 2012 4:07 pm

Again, it doesn't matter if you kill something with 500 health by doing 501 damage or 1000 damage. Claiming that Destruction (or magic, in general) "lags behind" is beside the point. Mathematically, it may, but that really doesn't matter when something is dead, after all.
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Greg Cavaliere
 
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Post » Fri May 11, 2012 9:05 am

Again, it doesn't matter if you kill something with 500 health by doing 501 damage or 1000 damage. Claiming that Destruction (or magic, in general) "lags behind" is beside the point. Mathematically, it may, but that really doesn't matter when something is dead, after all.

But the idea is they are not dead so it does matter :laugh: or barely fazed.
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YO MAma
 
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Post » Fri May 11, 2012 8:52 am

By comparison to warrior and stealth styles, magic has a pathetic potential damage output, and for one very simple reason - the spell's effectiveness/damage doesn't scale with your skill level...

This is the problem right here.

You can all rant on about your anecdotal encounters about how weak/powerful destruction is, but that is all subjective. I don't care how much damage you think you're doing with destruction; If you pick up a melee weapon, I guarantee you that you can do more.

It's a fact that melee does more damage with a substantially smaller investment. This should not be the case. Destruction doesn't scale and thus, it will get weaker as the game goes on.

I know from history that Bethesda is in the habit of letting the mod community do their patching for them. In fact, I can't help wonder if that is the majority of the reason they release the construction set in the first place. But they really need to visit this with an official patch. Magic shouldn't svck like this when compared to the other classes.
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Luis Reyma
 
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Post » Fri May 11, 2012 1:10 pm

Again, it doesn't matter if you kill something with 500 health by doing 501 damage or 1000 damage. Claiming that Destruction (or magic, in general) "lags behind" is beside the point. Mathematically, it may, but that really doesn't matter when something is dead, after all.

that's a lame copout.

people expect efficiency and quality from spending money on a game. saying that 'at least it gets the job done' bs is half-assing it. it breaks the immersion in the game as well, ruining the fun factor
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Lewis Morel
 
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Post » Fri May 11, 2012 6:31 pm

I am sad, because a lot of people dont see this problem in depth.
Look at this link: http://www.gamesas.com/index.php?/topic/1266212-2469-armor-3199-damage-using-smithing-alchemy-enchanting-only-31-perks/
What do you see there?!
Exactly! The synergy of ALL 3 crafting skills, that work together to improve weapon DAMAGE. But wait! There is more! In game we have items that increase weapon DAMAGE!
But wepons damage is much weaker then spell damage you will say!
NO!
As you can see in that link, a dagger could deal 171 damage! A dagger! Not a greatsword!
Even master lvl destruction spell dont do such damage! And you need some seconds to cast them.
But can we ,spellcasters , improve our spell damage? No! After you get perks for 50% damage output for fire/frost/lighting we cant do nothing.
There is a special potions for busting damage output, and still weapon damage will be a lot bigger then spell damage.
Look at that link (1242 damage this daedric bow! 3199 this two handed sword!!)
I dont know who was testing balance for this game, but it is safe to say that they failed (atleast for the max difficulty).
:thumbsdown:

I may find Destruction magic gimped a little, but i would NEVER want it to be as stupidly powerful as that... Thats just dumb.

I say we need to take a look into Enchanting~ Surely it will provide the answers we seek~
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Laura Richards
 
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Post » Fri May 11, 2012 9:26 pm

Again, it doesn't matter if you kill something with 500 health by doing 501 damage or 1000 damage. Claiming that Destruction (or magic, in general) "lags behind" is beside the point. Mathematically, it may, but that really doesn't matter when something is dead, after all.
To add to that, I play a mage on master difficulty and am having a ton of fun. But I am more of a multi-faceted mage (although I never use conjuration) and I see the big pitfalls of the destruction tree specifically.

What I find lacking is that I really can't use some spells at some points because they do not scale. So I'm stuck with whatever works at the moment. I really don't even have an option to use stream spells anymore. And that is a disappointing aspect of the way destruction works.
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Lisha Boo
 
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Post » Fri May 11, 2012 5:39 pm

I say we need to take a look into Enchanting~ Surely it will provide the answers we seek~
I agree, but as i said before, i didnt saw any enchat that increases magic damage.
Hope i am wrong.
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Lil Miss
 
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Post » Fri May 11, 2012 7:20 pm

I agree, but as i said before, i didnt saw any enchat that increases magic damage.
Hope i am wrong.
Yeah, console users need Bethesda to look into it. I hope that they do, because there is a real issue with the design of it.

The PC users are waiting for a solution from the mod community. I give it less than a week after the creation kit comes out before there are at least 3 variations on a solution.
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Lisa
 
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Post » Fri May 11, 2012 3:59 pm

This is the problem right here.

You can all rant on about your anecdotal encounters about how weak/powerful destruction is, but that is all subjective. I don't care how much damage you think you're doing with destruction; If you pick up a melee weapon, I guarantee you that you can do more.

It's a fact that melee does more damage with a substantially smaller investment. This should not be the case. Destruction doesn't scale and thus, it will get weaker as the game goes on.

I know from history that Bethesda is in the habit of letting the mod community do their patching for them. In fact, I can't help wonder if that is the majority of the reason they release the construction set in the first place. But they really need to visit this with an official patch. Magic shouldn't svck like this when compared to the other classes.
Magic doesn't need patch. Invest in higher level spells that do more damage. You have magick buffs that allow the spell to be cast longer = more damage. You compare to a melee character, but you forget the big disadvantage with melee. There are no area attacks melee uses. Melee are up close and personnel always getting hit; mages can shoot constant streams from afar.

I use melee, but not at master level. (Expert) I wouldn't expect it to be easier for me at Master level.
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Vickey Martinez
 
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Post » Fri May 11, 2012 9:29 pm

People dont seem to realize that it's not just one handed/two handed that ends up breaking it; its the combo of the various skills that does that. For example, i bet if you went exclusively one handed, you would be about as powerful as an exclusively destruction based mage. Throw in sneak for some chars and that dramatically increases...throw in armorer and it increases even more! Throw in ENCHANTING and it increases vastly more than that.

See, that's one of the main problems here; a broken melee character has 4 skills just backing up their damage output! A destruction mage has...1.
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Baby K(:
 
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Post » Fri May 11, 2012 7:44 pm

Let your magika regen bonuses work in combat. Problem fixed.
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Isabel Ruiz
 
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Post » Fri May 11, 2012 9:55 am

People dont seem to realize that it's not just one handed/two handed that ends up breaking it; its the combo of the various skills that does that. For example, i bet if you went exclusively one handed, you would be about as powerful as an exclusively destruction based mage. Throw in sneak for some chars and that dramatically increases...throw in armorer and it increases even more! Throw in ENCHANTING and it increases vastly more than that.

See, that's one of the main problems here; a broken melee character has 4 skills just backing up their damage output! A destruction mage has...1.

Actually, going exclusive one handed/two handed are worlds better than destruction, on average you can be doing several magnitudes of times more damage once the skill scaling and perks set in :flamethrower:
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sally R
 
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Post » Fri May 11, 2012 8:11 am

People dont seem to realize that it's not just one handed/two handed that ends up breaking it; its the combo of the various skills that does that. For example, i bet if you went exclusively one handed, you would be about as powerful as an exclusively destruction based mage. Throw in sneak for some chars and that dramatically increases...throw in armorer and it increases even more! Throw in ENCHANTING and it increases vastly more than that.

See, that's one of the main problems here; a broken melee character has 4 skills just backing up their damage output! A destruction mage has...1.
You preface your last statement with DESTRUCTION mage. But you don't realize you just disproved your argument because it can be interchanged with ONE HANDED warrior.
Which makes both of these people only use 1 skill.

So there is also a combo affect with mage users if they so choose. Thow in , Restoration = free health. Conjuration = summon creatures for MORE damage, et all


Or would you rather prefer to shoot me with an unbelievable powerful magic spell that takes 90% of my life in 1 second and then summon an atronach at me just for fun?
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Donald Richards
 
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Post » Fri May 11, 2012 9:33 pm

Magic doesn't need patch. Invest in higher level spells that do more damage. You have magick buffs that allow the spell to be cast longer = more damage. You compare to a melee character, but you forget the big disadvantage with melee. There are no area attacks melee uses. Melee are up close and personnel always getting hit; mages can shoot constant streams from afar.

I use melee, but not at master level. (Expert) I wouldn't expect it to be easier for me at Master level.


I carry some agreement with this.

@Djoan - I think you got the idea around destruction all wrong. You're looking to do the most amount of damage with a single shot, when really your focus on destruction should be damage over time. My PC is balanced in one-handed, destruction, and archery. My strategy against single foes usually begins with a rune (Fire rune, you know, like a proximity.) And once they hit that, they are taking constant damage. From there, it's just a swing, not a charged swing, nothing that would fatigue me. Or another another fire spell that does more damage as I use it because the foe is already on fire. Destruction can be incredibley useful in more ways then one, over anything melee.

I honestly think though that anything non-destruction + Sneak = win. Having the ability to drop a rune, and sneak an arrow, to have them become cautious and just walk right over the rune is satisfactory for me. That's my idea of having fun. It's not just about pure crazy ass powered hits and aggression. It's also about how creative you can be during battle. And to me, that's way funner then to just buff myself tremendously and one shot things all the time. That's just boring. Why else would the game leave us with all these forms of combat? ;)
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Jose ordaz
 
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Post » Fri May 11, 2012 8:33 am

IMO you aren't a distruction mage unless you buy and juice all 3 damage types.

Protip: fire doesn't hurt those fire deadra, but a dual-casted ice bolt will 1/2 shot them.

Also Spell making needs to come back because some spells are useless already. Flames/sparks/ice-spray uses no mana and does no damage.
With spell making I could make those spells worthwhile again, at the cost of actually using mana.
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GRAEME
 
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Post » Fri May 11, 2012 11:50 am

Actually, going exclusive one handed/two handed are worlds better than destruction, on average you can be doing several magnitudes of times more damage once the skill scaling and perks set in :flamethrower:
I don't mind at all that melee is stronger at dps than destruction magic. That is totally fine with me. There are advantages to destruction like ranged staggers, slows, mana drain, AoE, AoE slows, and elemental damage for creatures that are susceptible. That more than make up for the raw dps.

But there is still a major issue with the lack of scaling. I just want some kind of scaling for the spells so that the weaker spells are still able to be used at higher proficiencies.
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Mark Hepworth
 
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Post » Fri May 11, 2012 5:52 pm

If you're on PC, I have an idea for a mod once we have the CK out... I can't help with skill scaling, but maybe I can with expertise scaling: make beefed up versions of each spell for sale in spell tome vendors. A Sparks spell that is Apprentice level, a Firebolt spell that's Adept level, etc.

(Expertise level = Novice, Apprentice, Adept, Expert, Master)
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Jeneene Hunte
 
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Post » Fri May 11, 2012 7:49 pm

Magic doesn't need patch. Invest in higher level spells that do more damage. You have magic buffs that allow the spell to be cast longer = more damage. You compare to a melee character, but you forget the big disadvantage with melee. There are no area attacks melee uses. Melee are up close and personnel always getting hit; mages can shoot constant streams from afar.

I use melee, but not at master level. (Expert) I wouldn't expect it to be easier for me at Master level.

I agree that melee characters should be doing more damage; just not THAT much more. Melee damage also happens to scale, and thus provides more damage as the game goes on. Spells do not.

Based on the way it is currently, I would expect that a magic user who knows how to play properly, would not have much trouble with this. I don't suspect they would start feeling cheated until they rerolled as a melee character and came to realize how much easier the game was. I've noticed the majority of people here complaining are the ones who've leveled up both types of characters. There *IS* an imbalance.

I've been playing TES games since Daggerfall, and I play all kinds of characters. I've never really felt cheated by my choice in any game until I rolled a mage in skyrim. I know how to specialize in all magic schools, but that has always been a choice. The previous games drew distinctions between sorcerers, conjurers, invokers and illusionists. They were almost separate subclasses, and did not need the other schools to subsidize their primary one. If I want to play a pure destruction mage, I shouldn't need to rely on conjuration to make it worth while. Destruction should be able to stand on its own against higher level creatures on higher difficulty as long as you make the necessary investments. The problem is, you're only allowed to invest in it up to a certain point, which has a much lower tier then the equal, maximum investment for melee.

This isn't a HUGE issue. I don't want to sound like Chicken Little. Honestly, if they throw in a "increase damage" enchantment aimed at destruction spells, I think it would shut everybody up.
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Thomas LEON
 
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