Destruction spells are pathetically weak.

Post » Mon Jun 18, 2012 5:09 am

[Post just erased making me look like a jerk]


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scorpion972
 
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Post » Mon Jun 18, 2012 3:27 am

Dude 70 damage is pathetic for a melee weapon, I have 1h swords that do 200+ damage and 2h greatswords that do 400+ damage PER HIT. And thats not counting power attacks, elemental weapon enchantments, AND potion buffs.

Then perhaps the real problem is that they let melee weapons get too powerful.
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Janine Rose
 
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Post » Mon Jun 18, 2012 10:16 am

I'm a level 41 mage. I enchanted my equipment to both reduce the cost of destruction spells to 0% and to resist magic by 70%. I'm having NO problems whatsoever. I can spam "incinerate" and wipe out enemies in seconds. I'm not saying that destruction magic is an easy route, but it is doable. And it's fun too! I'm on Adept difficulty, if that matters. As long as you're utilizing enchanting, you should be good to go.
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james tait
 
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Post » Mon Jun 18, 2012 1:08 pm

I'm a level 41 mage. I enchanted my equipment to both reduce the cost of destruction spells to 0% and to resist magic by 70%. I'm having NO problems whatsoever. I can spam "incinerate" and wipe out enemies in seconds. I'm not saying that destruction magic is an easy route, but it is doable. And it's fun too! I'm on Adept difficulty, if that matters. As long as you're utilizing enchanting, you should be good to go.

In other words, if you're NOT stacking fortify destruction enchants, you're doing it wrong? That's a design flaw. It may be alright for that style of play to be an option, but it shouldn't be the ONLY option.
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Emma-Jane Merrin
 
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Post » Mon Jun 18, 2012 5:24 pm

I'm a level 41 mage. I enchanted my equipment to both reduce the cost of destruction spells to 0% and to resist magic by 70%. I'm having NO problems whatsoever. I can spam "incinerate" and wipe out enemies in seconds. I'm not saying that destruction magic is an easy route, but it is doable. And it's fun too! I'm on Adept difficulty, if that matters. As long as you're utilizing enchanting, you should be good to go.
Its a shame we have to have another skill to make one useable at higher levels. Destruction should be completely viable without the need for enchantment, enchanting should supplement it you should not have to basically require it.
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Blackdrak
 
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Post » Mon Jun 18, 2012 3:55 am

Post has hit it's cap

Cheers
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Matt Bee
 
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Post » Mon Jun 18, 2012 2:32 pm

Ok new rule: You can't complain about destruction being weak when your using things you learned at level 1 up until you're past level 20.

"My level 1 magic spell does nothing against a level 50 dragon! DESTRUCTION IS NERFED!"
then give me a skill i can learn with level 50 damage that plays like the only good spells you get imo that you can just spam and don't get frustrated when you deplete 75% of your mana and haven't hit s**t.
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Jeremy Kenney
 
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Post » Mon Jun 18, 2012 12:38 pm

then give me a skill i can learn with level 50 damage that plays like the only good spells you get imo that you can just spam and don't get frustrated when you deplete 75% of your mana and haven't hit s**t.
The entire magic system is limited, you should be able to create your spells how you want them.
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Natalie J Webster
 
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Post » Mon Jun 18, 2012 2:33 pm

A ranged weapon with zero weight and unlimited ammo of varying effects would, in a first-person shooter, probably be the weakest weapon in the game.
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Misty lt
 
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Post » Mon Jun 18, 2012 5:18 pm

Dragons are overgrown cliff racers. I better be able to one shot those pricks by the time i'm level 50.

So, you want to one shot dragons, eh? Let's see:

Ancient Dragon = 3000+ health ( 2x on master )

So you're basically asking for a 6000+ damge dealing destro spell?
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Silencio
 
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Post » Mon Jun 18, 2012 9:40 am


The entire magic system is limited, you should be able to create your spells how you want them.
I agree for conjuration you should be able to change your summons strength for destruction dmg ect this way conjuration, alteration, and destruction could be usable at high levels
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Chris BEvan
 
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Post » Mon Jun 18, 2012 5:57 pm

I agree for conjuration you should be able to change your summons strength for destruction dmg ect this way conjuration, alteration, and destruction could be usable at high levels
Not only that give us the spell types we lost. That would really open back up our option as mages.
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Charleigh Anderson
 
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Post » Mon Jun 18, 2012 12:59 pm


Not only that give us the spell types we lost. That would really open back up our option as mages.
yeah I say for the next game instead of enchanting give us spellmaking for our crafting skill smithing increases a warriors dmg and armor, alchemy gives thieves poisons and temporary boosts to health one handed Ect, and what does enchanting give mages? 0% mana cost that we shouldn't need in the first place if the game was balanced properly it makes more sense too
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Roy Harris
 
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Post » Mon Jun 18, 2012 12:59 pm

yeah I say for the next game instead of enchanting give us spellmaking for our crafting skill smithing increases a warriors dmg and armor, alchemy gives thieves poisons and temporary boosts to health one handed Ect, and what does enchanting give mages? 0% mana cost that we shouldn't need in the first place if the game was balanced properly it makes more sense too
we should not take out enchanting we could use it to buff our mages and other characters. That is the thing, Bethesda keeps cutting things then adding in smaller amounts other things that is kind of just fluff. Enchanting was useful in Morrowind as a skill and useful in Skyrim as a skill, also alchemy seems more like the scientific side of magic. Balance is a matter of opinion and limitation based on what the player wants in his game based off of roleplaying his or her character. With spell creation and the old spell typrs we could have things added, that does not mean something has to be removed from the game.

I want more not less, I do not want to have to sacrifice anything else, I do agree we should not need the magic reduction to make higher level spells viable.
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Kayla Oatney
 
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Post » Mon Jun 18, 2012 6:57 am


we should not take out enchanting we could use it to buff our mages and other characters. That is the thing, Bethesda keeps cutting things then adding in smaller amounts other things that is kind of just fluff. Enchanting was useful in Morrowind as a skill and useful in Skyrim as a skill, also alchemy seems more like the scientific side of magic. Balance is a matter of opinion and limitation based on what the player wants in his game based off of roleplaying his or her character. With spell creation and the old spell typrs we could have things added, that does not mean something has to be removed from the game.

I want more not less, I do not want to have to sacrifice anything else, I do agree we should not need the magic reduction to make higher level spells viable.
yeah but then the 1 crafting skill per archetype thing would be ruined I think we should have enchanting as a "neutral skill" a skill for all archetypes as well as lockpicking type skill that has branches for all archetypes such as warriors smashing locks theifs picking locks mages using spells and have a different minigame for each. oh and also speech warriors intimidate thieves persuade and mages use intellegence each having different outcomes
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Avril Louise
 
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Post » Mon Jun 18, 2012 2:30 am

yeah but then the 1 crafting skill per archetype thing would be ruined I think we should have enchanting as a "neutral skill" a skill for all archetypes as well as lockpicking type skill that has branches for all archetypes such as warriors smashing locks theifs picking locks mages using spells and have a different minigame for each. oh and also speech warriors intimidate thieves persuade and mages use intellegence each having different outcomes
That is an interesting thought, the one crafting skill for each archetype is something I do not really care about as you use one for any really for roleplaying reasons. I also refuse to be limited by how the system is, I want to create my own limits.

I think we need some neutral perks like carry extra weight, magic regeneration, something like higher jumping.

We need options and we should not have to have something taken out or dumbed down to have something else put in the game.

The feature sets should be expanded on.
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Matt Bee
 
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Post » Mon Jun 18, 2012 3:32 pm

I dont know if you know this but mages have range, pets, quicker healing, and many other things...
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Eilidh Brian
 
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Post » Mon Jun 18, 2012 5:57 pm


That is an interesting thought, the one crafting skill for each archetype is something I do not really care about as you use one for any really for roleplaying reasons. I also refuse to be limited by how the system is, I want to create my own limits.

I think we need some neutral perks like carry extra weight, magic regeneration, something like higher jumping.

We need options and we should not have to have something taken out or dumbed down to have something else put in the game.

The feature sets should be expanded on.
yeah you ever wonder why archery is in the warrior archetype instead of sneak well they needed an even number presumably but yeah I thought of an idea of neutral perks in another thread unlike how skills level you get Exp for quests and exploring and use that Exp for perks like resist magic, sprint speed ect
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meg knight
 
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Post » Mon Jun 18, 2012 8:12 am

yeah you ever wonder why archery is in the warrior archetype instead of sneak well they needed an even number presumably but yeah I thought of an idea of neutral perks in another thread unlike how skills level you get Exp for quests and exploring and use that Exp for perks like resist magic, sprint speed ect
Something should determine how you could get the neutral perks for sure.

Archery in combat is asinine, they need to give us back our old skills, and not try to throw things under one archetype so we could have more options for customization.
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brenden casey
 
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Post » Mon Jun 18, 2012 5:19 pm

So, to summarise:

Magic users have far more diversity & resources at their disposal, far more in the way of tactical advantage. And yet, the only thing that seems important is that they cannot whack an enemy as powerful as a warrior can.

Different gameplay man, different gameplay. Isn't that what TES is all about? I have failed to see any reason why a mage should be able to whack an enemy like a warrior can. I have failed to see why a pure destruction mage build should be a viable option, when a pure 2-handed warrior is not (no armour or anything else etc). I have failed to see how the insistence that mages should tank should be taken seriously. Mages, aren't they the wise guys who are more intelligent than average? I don't see much evidence of that here, only complaining that the game isn't built for them.

There are many solutions brought forward, and are yet dismissed ("impact perk is so booooring etc"), The only solution I can offer is: just play the damn game man, within the game's limits. So it's more difficult being a mage, isn't different gameplay what we want?

I see a large portion of the forum complaining that Skyrim is too easy, it's possible to OP yourself easily. I see another large portion complaining that mages cannot achieve the same OP potential. Whatever.
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Alkira rose Nankivell
 
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Post » Mon Jun 18, 2012 12:40 pm

As I keep pointing out, the mage is the architypical "glass cannon" class. Able to dish out extreme levels of damage but get in close and its curtains. The problem is that in TES mages are not glass anymore. By wearing armor we get identical levels of protection to other classes. And due to low damage output from destruction are now longer cannons. Added to that is that other schools such as illusion and conjuration are far more powerful than destruction, which makes destruction the weakest of the attack magic schools.

We are not saying we should get uber leet spell damage. We just want a level playing field across all spell schools and skill tree's.
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Christine
 
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Post » Mon Jun 18, 2012 3:57 am

I find myself using bond weapons on my mage character more than I use spells.

Like the golden gun and the RP90?
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LuCY sCoTT
 
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Post » Mon Jun 18, 2012 5:50 pm

So, to summarise:

Magic users have far more diversity & resources at their disposal, far more in the way of tactical advantage. And yet, the only thing that seems important is that they cannot whack an enemy as powerful as a warrior can.

Different gameplay man, different gameplay. Isn't that what TES is all about? I have failed to see any reason why a mage should be able to whack an enemy like a warrior can. I have failed to see why a pure destruction mage build should be a viable option, when a pure 2-handed warrior is not (no armour or anything else etc). I have failed to see how the insistence that mages should tank should be taken seriously. Mages, aren't they the wise guys who are more intelligent than average? I don't see much evidence of that here, only complaining that the game isn't built for them.

There are many solutions brought forward, and are yet dismissed ("impact perk is so booooring etc"), The only solution I can offer is: just play the damn game man, within the game's limits. So it's more difficult being a mage, isn't different gameplay what we want?

I see a large portion of the forum complaining that Skyrim is too easy, it's possible to OP yourself easily. I see another large portion complaining that mages cannot achieve the same OP potential. Whatever.

Pure destruction build refers to only destruction AS A COMBAT SKILL. There are 5 combat skills, destruction, conjuration, 1h, 2h, archery, and 4 out of 5 can do decently by themselves -provided of course that the player has invested in other defensive or utility skills as well. But destruction is useless by itself, at least until you reach high levels... when I invest in destruction perks, robes etc, fail to kill even the weakest Draugr, then just conjure 2 swords and charge screaming "Victory or Sovngard!!!" and butcher them all with minimal effort - and mind you, no armour and no 1h perks - then something is majorly wrong with Destruction.
And getting OP at late game is ok - yeah, you're the mighty Dragonborn that put down a god-Dragon, of course at high levels it's normal to be OP... but a Destruction mage cannot be as OP as the other 4 damaging skills... for example, an archer could have enchanted their gear with a total of +800% archery and +200% stamina regen, and with archery and other skills/perks that means that they can fire arrows doing 1000 damage each, that will stagger any enemy they don't 1-shot, and -paralyze any enemy they don't stagger for like 10 seconds, WHILE IN SLOW MOTION!. Do that with a destruction mage...

Destruction should be as good by itself as it is coupled with other magic skills, in the same way that 1-h by itself is just as good as 1-h coupled with a shield... But it isn't...

Also, mages don't have more recources than melees... a Destruction mage is about as good in restoration/conjuration etc as a thief or an archer, and has pretty much the same spells as they do...
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m Gardner
 
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Post » Mon Jun 18, 2012 8:45 am

On the topic of Enchanting...it just seems more mmo-ish with its recipes. Remember Morrowind, where you could enchant things based on what spells you knew instead of preset recipes? Even Oblivion wasn't so bad.
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Lilit Ager
 
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Post » Mon Jun 18, 2012 9:04 am

On the topic of Enchanting...it just seems more mmo-ish with its recipes. Remember Morrowind, where you could enchant things based on what spells you knew instead of preset recipes? Even Oblivion wasn't so bad.

It allowed for some seriously OP gear making players invincible. EG I could wear clothes with shield spell enchants and have better armor rating than the best warrior could manage wearing the best gear. And/or make myself undetectable with chameleon.

I think the new pre-set system is fine, its just needs tweaking and adding to.
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Hella Beast
 
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