Why is Destruction is so lame?!

Post » Fri May 11, 2012 1:07 pm

Shelved the Mage, yes it was "viable/doable" on Master....but getting weaker as I leveled wasn't exactly fun. I have master spells, my damage is not increasing....however mob HP is increasing. I like the feeling of getting stronger, not weaker = like every other RPG. Doable but Simply not enjoyable.


Currently playing my Paladin until mods come out.
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Myles
 
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Post » Fri May 11, 2012 6:48 pm

That depends... Are there spells like Firebolt for later levels? Sometimes I don't want to blow up every single person in the room, especially if friendly fire is an issue or if I don't want to havok every single item in the room everywhere. Sometimes I want precision.

I'm only at Apprentice level in Destruction, and have seen only Apprentice spells so far. Are there higher expertise spells that still offer the precision of the area effect spells?
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Becky Cox
 
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Post » Fri May 11, 2012 7:39 am

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.



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.
Again don't just think about destruction. A melee user will augment his primary skill with smithing or enchanting to get more damage.
Likewise a mage should augment their primary skill with conjuration, alteration etc..

You cant expect to MOD destruction to be the one all fix and therefor have it be overpowered without any other skills in the mix..
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kyle pinchen
 
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Post » Fri May 11, 2012 12:04 pm

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.

Absolutely right. It's so obvious really. There are so many good posts on this thread, you wonder why better levelling wasn't implemented?

Spells should get cheaper and more powerful as you improve, not just cheaper.

Swings and roundabouts, in TES4 mages were over powered, this time round they're underpowered, which is a damn shame because I like a pure mage character but ho hum.

What does p*ss me off though is the magicka regeneration bonus bug. That's inexcusable
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jaideep singh
 
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Post » Fri May 11, 2012 11:58 pm

That depends... Are there spells like Firebolt for later levels? Sometimes I don't want to blow up every single person in the room, especially if friendly fire is an issue or if I don't want to havok every single item in the room everywhere. Sometimes I want precision.

I'm only at Apprentice level in Destruction, and have seen only Apprentice spells so far. Are there higher expertise spells that still offer the precision of the area effect spells?
Yeah expert lvl, Incinerate ,Icy Spear ,Thunderbolt.
60 base damage plus 50% damage from perks.
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SWagg KId
 
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Post » Fri May 11, 2012 8:54 pm

That depends... Are there spells like Firebolt for later levels? Sometimes I don't want to blow up every single person in the room, especially if friendly fire is an issue or if I don't want to havok every single item in the room everywhere. Sometimes I want precision.

I'm only at Apprentice level in Destruction, and have seen only Apprentice spells so far. Are there higher expertise spells that still offer the precision of the area effect spells?

Nope, you have to use firebolt FOREVER :laugh:
And your damage can only get worse.
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Elle H
 
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Post » Fri May 11, 2012 2:55 pm

Again don't just think about destruction. A melee user will augment his primary skill with smithing or enchanting to get more damage.
Likewise a mage should augment their primary skill with conjuration, alteration etc..

You cant expect to MOD destruction to be the one all fix and therefor have it be overpowered without any other skills in the mix..
You really, really don't get it.

There are these things called stream spells. You get them early on and they do alright in the early levels. You get to level 30. The spells do the exact same damage. Now you no longer get to use stream spells anymore because they hit like an ant hits a Sequoia.

Can you see where there is a major issue here? I use destruction along with the other schools. But if you look at the system they are using for destruction spells, it is ludicrous and a huge oversight. Spells should scale.


Please read worloch's and Sammuthegreat's posts on page 3 for detailed information about the subject.
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Chris Ellis
 
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Post » Fri May 11, 2012 10:29 am

Break the game by doing 4 grand soul enchants with full enchant perks for 100% total cost reduction for destruction spells and manatroubles are over.
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Ash
 
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Post » Fri May 11, 2012 2:32 pm

Break the game by doing 4 grand soul enchants with full enchant perks for 100% total cost reduction for destruction spells and manatroubles are over.
Mana is not the issue. After a while, mana is easy come, easy go.
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Marie
 
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Post » Fri May 11, 2012 1:16 pm

Break the game by doing 4 grand soul enchants with full enchant perks for 100% total cost reduction for destruction spells and manatroubles are over.

But your damage is still gimped. :laugh:
Doesn't matter if you have infinite magicka if it takes an hour to take something down, because everything can one shot you.
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Ashley Clifft
 
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Post » Fri May 11, 2012 11:18 am

Lightning drains magicka, frost drains stamina, fire is just pure damage. Bears, trolls, spriggans and many other animals are weak to fire. Don't cast frost spells at frost-based enemies. I've found that the right type of destruction spell will kill any creature with less than a third of your magicka

This. You were using the wrong damage type.
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Amelia Pritchard
 
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Post » Fri May 11, 2012 12:14 pm

This. You were using the wrong damage type.
Read all my posts please.
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Sammygirl
 
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Post » Fri May 11, 2012 10:52 pm

This is why it was a bad idea to remove spell making, and removing damage fatigue,health, magicka spells. But Bethesda will not put those back in unless in a DLC. -_- also I understand elemental weaknesses but lighting should be strong anyways, ice can be weak since it is Skyrim, but not weak towards everything. Literally there is no point for ice if you go by damage, sure fatigue damage is good, but I'd rather have seperate spells for that.
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Far'ed K.G.h.m
 
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Post » Fri May 11, 2012 6:23 pm

I know you're on about damage, but you can get more or less free mana by putting healing in one hand, and equilibrium in the other, and cast both at the same time.
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Devils Cheek
 
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Post » Fri May 11, 2012 4:55 pm

Anyone who complains about mana, please enchant your armor. Its not hard, you don't need any perks to get huge returns, especially at low levels. I am not sure what you are doing with all your soul stones, but just a little enchanting and no more mana problems.

DO NOT ENCHANT REGEN!!!. It doesn't work in combat. So why worry about regen when your spells can be made to cost 1 mana. 1 mana isn't so bad is it.? Please enchant, it is a school of magic so your not even going outside your sphere. Feel free to pass this message on.

"Enchanting is a mages friend."

Feel free to say this to yourself, a friend, spouse, coworker, fellow gamer, and your doctor.

Spoiler
Side note: You can get Zero mana cost for all schools of magic if you wish too with enchanting. I won't spoil it by telling you how but its not much harder and does require some perks

Also alchemy is a lot more friendly to mages than I thought. Mana and Fortify pots are mostly useless, but poison can open a whole can of Kick Butt. Definitely creates a play style I have never experienced before.
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dav
 
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Post » Fri May 11, 2012 7:45 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.
+1
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naana
 
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Post » Fri May 11, 2012 3:47 pm

Destruction's a range attack that has regenerating ammo, you never run out. It's not supposed to be as strong as melee, you up close and personal and the enemy can fight back. Destruction's about fighting smart like all the magic skills, it's great at dealing with groups of weaker foes while stronger ones, you'll need to keep your distance. The OP used an ice spell on an HP rich foe with ice resistance, you can't do much that way. I love ice magic because it allows me to out pace the enemies and have a key advantage, if all you care about is doing the most damage, then you're not fit to be a mage, they're about fighting smart.
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Captian Caveman
 
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Post » Fri May 11, 2012 3:55 pm

I am deeply disappointed that I had to stop using Flames and had to start using Firebolt. Fire Rune kicks ass, though.
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Taylrea Teodor
 
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Post » Fri May 11, 2012 5:18 pm

I am deeply disappointed that I had to stop using Flames and had to start using Firebolt. Fire Rune kicks ass, though.
you're gonna have to stop using fire run too, eventually. :sadvaultboy:
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NO suckers In Here
 
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Post » Fri May 11, 2012 1:18 pm

1. Spellmaking was broken.

Many lame ass games are made because certain fun aspects of a game is thought of as "broken" by such people -.-.
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patricia kris
 
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Post » Fri May 11, 2012 3:40 pm

Destruction's a range attack that has regenerating ammo, you never run out. It's not supposed to be as strong as melee, you up close and personal and the enemy can fight back. Destruction's about fighting smart like all the magic skills, it's great at dealing with groups of weaker foes while stronger ones, you'll need to keep your distance. The OP used an ice spell on an HP rich foe with ice resistance, you can't do much that way. I love ice magic because it allows me to out pace the enemies and have a key advantage, if all you care about is doing the most damage, then you're not fit to be a mage, they're about fighting smart.

You did not address a single point made.
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His Bella
 
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Post » Fri May 11, 2012 4:06 pm

that's the case in every other RPG since forever.

Sneak attacks require sneak, a very big disadvantage.

Frontal power attacks on the other hand do not, and they kill just as quickly since you can simply run up and power attack 1-3x to kill virtually anything. Non dragon/boss of course.
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Jennie Skeletons
 
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Post » Fri May 11, 2012 11:48 am

Sounds like mage is a challenging playstyle and maybe this was intended as obviuosly it was a game breaking playstyle in Oblivion. If you do not want the challenge a pure mage represents please start leveling up your one handed skill as well and add some combat perks. My 10 year old son figured this out after only 45 minutes of gameplay. He uses stealth for the backstabs and finishes them of with destruction magic.

Sounds to me like you want to choose a certain type of playstyle (pure mage) and then whine that it is not as OP as a melee playstyle that relies on leveling up two crafting skills to become OP.

I can whine as well that my paladin who uses block, one-handed, restoration and blacksmithing only isnt as powerfull as my uber asassin that uses dual wielding + bs + enchanting. But why? I can choose my own path and be stupid OP if I want to or I can challeng myself as I go as well.
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Sarah Unwin
 
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Post » Fri May 11, 2012 2:55 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.

This is a percept explaination of the difference.

In it's current format because of synergies using all mages skills except swapping destruction for archery is just better then using destruction and that is a direct ranged damage skill vs a direct ranged damage skill.

It owuld be funny if they fix this by paid DLCing new perks and spells that give destruction more power.
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Hannah Whitlock
 
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Post » Fri May 11, 2012 11:06 am

Sounds like mage is a challenging playstyle and maybe this was intended as obviuosly it was a game breaking playstyle in Oblivion. If you do not want the challenge a pure mage represents please start leveling up your one handed skill as well and add some combat perks. My 10 year old son figured this out after only 45 minutes of gameplay. He uses stealth for the backstabs and finishes them of with destruction magic.

Sounds to me like you want to choose a certain type of playstyle (pure mage) and then whine that it is not as OP as a melee playstyle that relies on leveling up two crafting skills to become OP.

I can whine as well that my paladin who uses block, one-handed, restoration and blacksmithing only isnt as powerfull as my uber asassin that uses dual wielding + bs + enchanting. But why? I can choose my own path and be stupid OP if I want to or I can challeng myself as I go as well.

Most of the complaints stem from not understanding the new mechanics and thinking outside the box. I bet most of these haven't even been to the college. As soon as the bartender mentioned it, I was off to college.

The real complaint is not OP but the fact that one of the schools ( a popular one) no longer functions if you wish to go high level. Not that its weak or difficult but literally has 0 effect. Especially if you put a lot of perks into that said skill.

So is it a bug, is it intended? Comparatively is seems like a bug but still grievous for the hours wasted to find that you are now very gimped and unable to use your chosen path. A little late to start swinging that 1h around at that point.

TES was always about the OP anyway. That's why they refused to add any sort of multiplay because it was not supposed to be balanced, although the skill sets were very balanced.

In Oblivion the most powerful character ended up being enchanted melee too.
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WTW
 
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