-100% magika cost: feature or bug?

Post » Thu May 31, 2012 2:11 am

Then you weren't trying hard enough, in oblivion even without cheating it was easy to get overpowered spells. You just had to learn how to use the custom magic system to make the most powerful spells possible and that could still easily be done without exploits like stacking weakness to magicka effects.
But you could do this based on choice and how you roleplay. I lived the open ended nature of Morrowind and Oblivions magic systems. It gave us mages choices. Not to mention them games also had more spells to use. I chose the spell I wanted to create based on how powerful ky mage was not everybody I crested was powerful and not everyone was weak either.
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AnDres MeZa
 
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Post » Thu May 31, 2012 11:17 am

Then you weren't trying hard enough, in oblivion even without cheating it was easy to get overpowered spells. You just had to learn how to use the custom magic system to make the most powerful spells possible and that could still easily be done without exploits like stacking weakness to magicka effects.
But you could do this based on choice and how you roleplay. I lived the open ended nature of Morrowind and Oblivions magic systems. It gave us mages choices. Not to mention them games also had more spells to use. I chose the spell I wanted to create based on how powerful ky mage was not everybody I crested was powerful and not everyone was weak either.

OP, I would say its there for choice. You do not have to use it, some of my people will use it some will not.
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Patrick Gordon
 
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Post » Thu May 31, 2012 2:17 am

Yeah.. and I'm sure that 100% Chameleon and 100% Magic Resistance in prior TES games was also a mistake, right?

No. Beth offers you choices so you can play as you like. You have to figure out all the game mechanics in order to create the character you want to play based on how you build and develop the character. It's really pretty simple, but it's something most companies do not do.

I play pure mages, usually destruction, and I have no problems even on Master. No problem surviving that is. Now, max difficulty in TES games (and FO3, for that matter) is actually badly done just like it is in other games by other companies with almost no exceptions. Bungie had it right with Halo; different difficulties scale the composition of enemy groups in Halo, not simply change the damage done and received. Valve gave less battery power in the original Half-Life. Doom 3 removed the health packs (but then screwed up by having your health steadily decrease to 25%... sigh).
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tiffany Royal
 
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Post » Thu May 31, 2012 12:54 am

Yeah.. and I'm sure that 100% Chameleon and 100% Magic Resistance in prior TES games was also a mistake, right?


They probably were, considering chameleon is axed, Invis doesn't even truley make you invisible anymore or truley able to vanish, and magic resistance is capped at 85% in Skyrim.


I play pure mages, usually destruction, and I have no problems even on Master. No problem surviving that is.

Do you have destro-cost reduction items?
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Mimi BC
 
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Post » Thu May 31, 2012 4:54 am

Bad design, more like. Almost no way to increase spell damage, but ability to render mana irrelevant? Yeah, that's the best way to ensure playing a mage is exciting, challenging and fun. Clearly. Honest. No sarcasm here.

Challenging is not the same as fun. SOME people find challenge fun. However, others do not. Other people find other elements such as narrativee fun, but there are people who find narrative boring.

I have no problems enjoying playing my mages in Skyrim.
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Jarrett Willis
 
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Post » Thu May 31, 2012 3:26 am

Nobody said you have to use it. A bunch of people complained on how spell making was so overpowered, and look what happened to it.

*cough* You honestly believe that's why they axed it?
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Samantha Mitchell
 
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Post » Thu May 31, 2012 8:57 am

As I'm sure most people know by now, at max level you can enchant -25% casting cost for any magic school. On 4 items. Meaning spells of that school no longer cost magika. So I have around 450-500 magicka, and at most I'll summon some atronachs or use quick heal besides destruction magic. I feel like I broke the game. Going to play on higher difficulty to see if it balances out a bit, but honestly it seems pretty broken. Now I get to boost my HP and Stam for no reason?

What would really kill me tho is if the next patch removes this feature and then I'll have wasted many levels on HP/Stam.

It seems like for other classes it's not so bad. Warriors boosting HP or Stam isn't changing a fundamental aspect of their class. Nor would a theif boosting bow dmg or sneak.

I think up to 50% reduction from enchanting is more reasonable - making it 1/4 of default cost if you include the novice/adept/master etc perks which take 50% off the top. Also adding +dmg enchants would be nice.

Thoughts?

I think it is appropriate, considering how much destruction damage has been nerfed.

Have you also noticed how npc mages never seem to run out of magicka, even when using those magikca hungry ward spells.
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Bee Baby
 
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Post » Thu May 31, 2012 2:06 am

With bethesda the line between bug and poorly thought out feature is blurred to meaningless.

Enchanting was just as crazy in morrowind. Modders are always the one to fix it.
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Tracey Duncan
 
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Post » Thu May 31, 2012 11:39 am

You can only cast two schools without magicka so you still need your wide magicka pool to summon master level thralls, casting a guardian shield etc. It doesn't break the game at all yet i'm not sure it was intended or not.


Um...no. All you have to do is carry around gear that has -100% manna cost for all schools, and everything becomes free (do it on cloths and jewelry and it's like 10-15 weight). All it does for combat is require a little more micro.
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Siobhan Wallis-McRobert
 
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Post » Wed May 30, 2012 11:01 pm

Um...no. All you have to do is carry around gear that has -100% manna cost for all schools, and everything becomes free (do it on cloths and jewelry and it's like 10-15 weight). All it does for combat is require a little more micro.


If that's the way to "break the magic" ssytem that's advocated, I think the problem is not the game but the mentality.
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Jessica Stokes
 
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Post » Thu May 31, 2012 12:22 pm

If that's the way to "break the magic" ssytem that's advocated, I think the problem is not the game but the mentality.

That isn't the way to break the magic system. Enchanting is. Doing that just allows you to be a mage that uses all schools of magic in a broken state.

The problem with enchanting is that 100% reduction to manna cost comes unbelievably naturally. You might not set out to break the game, but anyone with any sense at all will, just by naturally following the best path for a pure mage.
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~Amy~
 
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Post » Thu May 31, 2012 6:44 am

The problem with enchanting is that 100% reduction to manna cost comes unbelievably naturally. You might not set out to break the game, but anyone with any sense at all will, just by naturally following the best path for a pure mage.

Then is it really breaking the game? The developers must have seen clearly what they were making possible, so I'd say this exactly what they intended.

In regards to the title, I guess that would make my stance "feature."
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Abel Vazquez
 
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Post » Thu May 31, 2012 1:40 pm

It's a single player game. I like all the exploits you can get into with it.

Wait till the constuction kit come out if you want to see horridly overpowered stuff...

Hell, if you are on a PC, just hit the ` key and make yourself a god...
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Symone Velez
 
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Post » Thu May 31, 2012 1:42 am

Then is it really breaking the game? The developers must have seen clearly what they were making possible, so I'd say this exactly what they intended.
intended or not, it does break the game - it essentially made my character immortal and can be done very easily/by mistake. Much like sneak/dbgloves.
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Kathryn Medows
 
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Post » Thu May 31, 2012 2:13 pm

dudes... what is this? The WoW forum?????
This isn't the WoW forum!?!? Damn, I must have taken an arrow to the knee for nothing! (Back to adventuring!)

lol...

The first problem, is that they keep using levels (1,2,3...) then nearly nullify them for everything logical... replace them with broken and backwards skill-systems... and still use formulas for levels, that we can't see, are irrelevant to the game, and keep messing-up the skills in the process...

That is like making you stronger, and the enemies better at defence, at the same time... One or the other, not both, or it becomes impossible to balance. (They NEVER had a balanced-system, in any game.)

Same with EXP, when games use it... They continue to multiply and multiply and multiply, until you are level 100+ and trying to track 999,999,999,999,999-EXP, and determine which next point should level you up... That is the most horribly abused system ever invented, and backwards to any form of reality.

In reality, you don't LEARN by repeating any task. You do get better, SKILL, but you don't learn a damn thing. You only learn by failure... and THAT is your leveling limitation... The better you get, the less you fail, the less you learn, the more skillfull you get. You never get to 100% EVER... There is no such thing.

You also forget, or loose skill if you don't do things often... Like riding a bike. Sure you can get on and ride... but you can't do back-flips as well, if you haven't done it in years.

EG... You are skill 0 to start... You fail... Your EXP goes up to 10... You learned from your mistake... Now you do it without failing... You learn nothing, but your skill goes up... you do more damage or whatever, that 10% of the time. Now you fail again... You now learned... and go up... Etc.. until you get to 90%... and now your skill is high, and you fail less, thus, you learn less, and it becomes harder to get better than you are. However, you continue to perfect it with each swing, until you are at 100% of the ability, which is still compared to the oppositions 100%, which truly turns your skill into 50% at an equal level... yet you are not more than 99% when faced with someone with a skill of 1% who you are fighting.. like a bunny, which you can still fail at... but not a tree, which has 0% skill in defence. (You are 100% sure to damage the tree with a skill of 100% or 1%)
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Avril Louise
 
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Post » Thu May 31, 2012 3:20 am

Sooo... don't use the equipment?

People complained about similar stuff in past games like 100% magic resistance or 100% chameleon, etc.

The option to break the game is there, but the option to ignore it is also there. I would suggest you bury that knowledge because, in my opinion, your game doesn't sound very fun anymore..

Edit: In response to your edit, I think your suggestions are reasonable. Not everyone will agree, but a mechanic that completely nullifies other mechanics (raising your Magicka every level for instance) has no place in a balanced game.
Reading that is easy, but when people such as myself and the poster are given the opportinuty to become 100% immune to something, i will take it, even if I think its overpowered. Its like spellmaking in oblivion, or grinding levels, you could make any spell do instant death at a very low level, and youre invincible etc...

I know I SHOULDNT use it, but i cant stop myself, which Is why i think we need options for a custom game setup
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Dalley hussain
 
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Post » Thu May 31, 2012 3:49 am

intended or not, it does break the game - it essentially made my character immortal and can be done very easily/by mistake. Much like sneak/dbgloves.

So, people grind out a craft, than complain it is too powerful?

How can people stand to sit at a craft station for hours clicking a button?
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Multi Multi
 
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Post » Thu May 31, 2012 1:46 pm

Personally, I have no problem with there being -100% magicka cost (granted, I think it should cap at 95 or so, but still).

What I have a problem with is that this is the only way to improve magic. I mean... really?

Instead, why not add something like this:

Empower [School] - adds a certain percentage of power to that school's spells. For destruction, this would be damage, for conjuration it'd be the strength of the conjured entity, etc...
Magnify [School] - adds a certain percentage of duration to the school's spells. For destruction, this would be how long the foe is engulfed in flames, how much slower the person gets from ice, how much more magicka is drained from lightning, etc... For other duration based spells, it extends the length of the duration.
Fortify Magical Range - For limited range spells, such as Flames, Sparks, Soul Tap, etc it'd extend the range of the spell by a certain percentage.

See, the problem isn't that you can max it out. The problem is that you don't get the choice to approach it differently - in order to enhance it, that's the ONLY thing that'll work on it. If we had more options, it'd not be an issue. Do you want infinicasts of that spell type? Well, sure, you can have it... but you'll miss out on making it stronger or enhancing its effects. In other words, the problem isn't the crazy regen + crazy low spell cost combo itself, but the fact that it's a forced build, and nobody likes that.
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Nicholas C
 
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Post » Thu May 31, 2012 3:34 am



See, the problem isn't that you can max it out. The problem is that you don't get the choice to approach it differently - in order to enhance it, that's the ONLY thing that'll work on it. If we had more options, it'd not be an issue. Do you want infinicasts of that spell type? Well, sure, you can have it... but you'll miss out on making it stronger or enhancing its effects. In other words, the problem isn't the crazy regen + crazy low spell cost combo itself, but the fact that it's a forced build, and nobody likes that.

Very key point.
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Connie Thomas
 
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Post » Thu May 31, 2012 6:06 am

It's definitely a problem and should be capped at 75% but the feature is optional, which means that you don't have to build your character that way.
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Natalie Taylor
 
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Post » Thu May 31, 2012 9:09 am

After the holidays, we’ll continue to release regular updates for the game — through full title updates, as well as incremental “gameplay updates” to fix whatever issues come up along with rebalancing portions of the game for difficulty or exploits. We plan on having a lot of these, not just a few. Overall, you should expect updates to be hitting the PC and Steam earlier and more often, as that’s a process we control. Console updates will follow, as they must be certified and processed by those manufacturers.
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Stacey Mason
 
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Post » Thu May 31, 2012 5:45 am

75% is still pretty expensive. I like the idea of 90%, and then being able to reduce that remaining 10% to 5% with the perk for it. Makes magic affordable for wizards and spellswords, but still quite pricy for warriors who haven't invested in magicka, magicka regen, and the relevant perk to reduce the cost.
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Chris Guerin
 
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Post » Thu May 31, 2012 9:40 am

How about the ability to have spells that have a REDUCE RESISTANCE component, something that is very common in many RPGs to help with High Level content.

Please dont say "this isn't an MMO" again people. Morrowind had this and is NOT an MMO. :)

DEBUFFING MOBS is key to high level RPG play and making it distinct from low level play where debuffs are not needed.
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Lloyd Muldowney
 
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