Heres what pisses me off about this game .. wheres the natur

Post » Mon Jun 11, 2012 4:08 pm

Druidic spells would effect the laws of nature, like I said the world can evolve. Unless you like living in a backwards society where the rule of the jungle, not man is the one we abide by.

Seriously? You are talking about a game world where armor and weapons have not changed in anything but name for thousands of years.
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Lillian Cawfield
 
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Post » Mon Jun 11, 2012 3:28 pm

This. What better "class" to summon forth a blizzard than a Druid/Shaman type character. Don't have to make a new school for nature magic either. Damage nature spells would fit in Destruction, A vines/earth spell that immobilized would go under alteration. Various summons, as mentioned already, like Spriggans would go under Conjuration.

In the end, I don't know if I really care if they added it. I don't feel like I need the magic system to be like D&D or other traditional "fantasy" games. And there is enough to RP a Druid already with imagination.

One of the problems with that, however, is that the way the skill/perk system is currently arranged, you'd have to crawl through all of the various perk trees and buff several skills only to get one or two "useful" (RP-wise) spells/perks from each. That'd be tough to do under the current system ... I'd think. Thus the argument for a seperate school -- i.e., skill.

I've never been one to use a lot of, nor rely on, destruction spells, so I have a hard time commenting on that school in general. But like many, and involving a school I did use a lot in Oblivion, I'm disappointed in the small variety of summons spells. I think the missed an opportunity to create a seperate school for necromancy so that both it and conjuration could remain relatively robust with variety.
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brian adkins
 
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Post » Mon Jun 11, 2012 10:26 am

i think it could be woven into the current structure...conjuration could have swarm of bee's (maybe stupid example). destruction could have creeping mould (like a vampiric drain effect)....anyways having it as a seperate tree is no more drastic than having vampirism or lycanthropy be it's own perk tree.
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MARLON JOHNSON
 
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Post » Mon Jun 11, 2012 10:18 am

It is easy to roleplay a Druid in this game

You just need to be selective with gear, spells and shouts.

Hey look, that guy is dressed in Fur armor, buffed himself with oaflesh, is using a spirit bow and did the animal allegiance shout.... I don't think I've ever seen him in any city either.
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Flesh Tunnel
 
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Post » Mon Jun 11, 2012 4:46 am

i think it could be woven into the current structure...conjuration could have swarm of bee's (maybe stupid example). destruction could have creeping mould (like a vampiric drain effect)....anyways having it as a seperate tree is no more drastic than having vampirism or lycanthropy be it's own perk tree.
It could be woven into destruction well the nature elements anyways, similar to the spriggans swarm attack.
Any summoning should be tied in the conjuration.
It would add a little variety to the bare bones magic system.
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SWagg KId
 
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Post » Mon Jun 11, 2012 8:59 pm

Not only nature spells, TES series has a terrible lack of many others kind of magic. For example ( a very used one) Destruction, you have forst, fire, and bolt, where are gravity based spells? where are water , ground, air (as curious thing exist a shout based on air) , dark , holy, poison (naturish) , space, time spells? I know this isn't FF but , A little of variation is too bad?
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cosmo valerga
 
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Post » Mon Jun 11, 2012 3:32 pm

(as curious thing exist a shout based on air)

If you think about it, quite a few shouts are sort of air-based. Elemental Fury, Clear Skies, Whirlwind Sprint, Storm Call, Unrelenting Force, and maybe even Throw Voice.
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Marlo Stanfield
 
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Post » Mon Jun 11, 2012 1:24 pm

Not only nature spells, TES series has a terrible lack of many others kind of magic. For example ( a very used one) Destruction, you have forst, fire, and bolt, where are gravity based spells? where are water , ground, air (as curious thing exist a shout based on air) , dark , holy, poison (naturish) , space, time spells? I know this isn't FF but , A little of variation is too bad?

Well, many other rpg count lighting as air magic, where it is power from the sky... and yes, i really want to see more different elements than just fire frost lighting...

Especially air (wind) element i desire most~ it will be nice if a wind enchantment on weapon which ignore % of armor and makes longer weapon reach will be perfect...
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Natasha Biss
 
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Post » Mon Jun 11, 2012 7:30 pm

Unless you like living in a backwards society where the rule of the jungle, not man is the one we abide by.

Cyrodill used to be a jungle. Argument=invalid
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Anna S
 
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Post » Mon Jun 11, 2012 7:16 pm

Druidic spells would effect the laws of nature, like I said the world can evolve. Unless you like living in a backwards society where the rule of the jungle, not man is the one we abide by.

Dude I completely agree with you, and don't let them discourage you. This is a perfectly valid point and it should have been included in all TES games!
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Lakyn Ellery
 
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Post » Mon Jun 11, 2012 8:51 am

Druidic spells would effect the laws of nature, like I said the world can evolve. Unless you like living in a backwards society where the rule of the jungle, not man is the one we abide by.

Affecting the nature would be alteration.
And as other say class based spells will have some issues like no classes in the game, the spell effect in it self is interesting and Midas magic has something like it.
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cheryl wright
 
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Post » Mon Jun 11, 2012 6:29 am

Ok, then let me ask you this:

If you are inside a castle on the second floor, where did your vine come from?

And nature/balance isn't a school of magic.

Of course I suppose waving you hand to heal yourself of fatal injuries or pulling a Palpatine and shooting lightning out of your hands is way more realistic. Face it, TES is a fantasy world (an illogical one at that), therefore arguments saying that something is illogical or unrealistic are not valid since chances are you can find something way more unrealistic already in the game.
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Dona BlackHeart
 
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Post » Mon Jun 11, 2012 5:13 pm



Cyrodill used to be a jungle. Argument=invalid
The area to the west is all supposed to be a lush forest crammed chock full of vegetation, even tho Oblivion did not give us a very good look at how that place was described to be.
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Dalia
 
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Post » Mon Jun 11, 2012 4:46 am

So I guess you just wanted a thread where people agree with you and only give their opinions on the matter if you approve of them?

I think he wanted a thread where people provided arguments that made sense.
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Chloe Lou
 
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Post » Mon Jun 11, 2012 7:59 pm

It could be woven into destruction well the nature elements anyways, similar to the spriggans swarm attack.
Any summoning should be tied in the conjuration.
It would add a little variety to the bare bones magic system.

i agree, but this "system" needs variety.
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Ally Chimienti
 
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Post » Mon Jun 11, 2012 7:00 pm



i agree, but this "system" needs variety.
Oh I agree the magic system is pathetic, I am always advocating it needs to be improved with all the old spell types and spell creation we add those back and magic would be great again.
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Gill Mackin
 
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Post » Mon Jun 11, 2012 12:55 pm

So I pretty much agree with the disagreers but Im gonna try to back this guy.

I believe nature magic could fit into the lore but not as a school of its own. I believe nature spells could fit into the restoration school (since it is the school that has to do with life's energies). Technical wise it would work as by studying restoration you are able to not only just heal you can actually feel the energy of life (ie animals, plants, other people). Then using what you learned detect the plants and turn your magika into life energy to grow the plant at an exponential rate.

Now for the lore. Before man and mer were able to cast lightning and conjure deadra(sp?) They only had their what they could make with their own two hands, weapons and plants. Alchemist spent a great amount of time cultivating and working with plants. They discovered that by adding some of their magika into the plant they could make it move or add energy to cause it to grow faster. Unfortunately for the Nirn alchemists tend to be to secretive so only a select few would be taught their way to pass it down. Then destruction magic and the other schools began to spring up and captured much of the worlds attention and the ways of the druids/alchemists faded into the shadows of memory.
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louise hamilton
 
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Post » Mon Jun 11, 2012 2:47 pm



There is nothing to disagree about here, those disagreeing just want to disagree.

So you said the world could evolve, unless you were one of those "backwards" people?

Interesting
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Brad Johnson
 
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Post » Mon Jun 11, 2012 8:05 am

I have to agree with the OP somewhat as I was also disappointed at the lack of spells and effects available for role playing purposes. It's a shame there aren't more options for druidic style characters since TES's alchemy system is the best I've seen and together with better spells would make for a really interesting playthrough. And while TES does have it's own unique lore it wouldn't be too hard to shoehorn some of the more 'druidic' magics into the current system. Vines, spikes, small earth tremors, animal calling, and shapeshifting could all fit into destruction or alteration quite neatly I think.
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Sheila Reyes
 
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Post » Mon Jun 11, 2012 3:53 pm

unless the golems in daggerfall were atronaches (and im pretty sure they were not, im as sure as someone can get about something without being a fool [not much, tbh]) then there is no lore-evidence of some kind of nature element existing and no new schools will be added because there is alread a few redundancies among them and no mage would decided to make for no reason. although magick is researched and improved over time (although not evident in game, in fact, it is actually going backwards in skyrim since there is someone actually attempting to research proper invisibility and since we cannot even remember the old spells i highly doubt we can learn new ones) there is no atronach of a "nature" element (as far as known lore goes) so there is no "nature" element (again, as far as we know)
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Michelle Serenity Boss
 
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Post » Mon Jun 11, 2012 5:18 am

You know, this thread got me thinking. Why is there such little advancement in terms of knowledge and technology in the ES universe? You'd think that the turmoil following Oblivion and the fighting during the great war would have allowed for new weapons to develop or new tactics to be made. Hell, cannons are used by the Redgaurds but I haven't seen anyone else use them.
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Robert
 
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Post » Mon Jun 11, 2012 12:10 pm

I gotta agree on some points, Nature spells, there are Kyne's peace and other spells like it, but you have to be more specific in what your looking for. (thorns aura? entangling roots?) And, Yes, Bethesda cut a lot of the things that I enjoyed most about TES and even more things that I can't bring myself to understand their reasoning. (See House chests problems) But skyrim has plenty of spells and I think they designed it to be less focused on Magick, seeing as the nords don't like it.
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Sammygirl
 
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Post » Mon Jun 11, 2012 5:21 pm

Listen.

IT DOES NOT FIT WITH THE LORE

There is no precedent, there is no history of it and there is nothing any races tradition that would allow for it. It would make NO sense what so ever.
As for lore evolving... That makes such little sense its funny.
Lore evolution = retcon, which is a devs cop out.
I liked cop out
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FABIAN RUIZ
 
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Post » Mon Jun 11, 2012 6:12 am

Someone seems angry.

Arguably if anywhere the spells would fall under alteration. However there is no precedent in the Lore of someone manipulating nature and controlling vines to choke people out. Maybe an Alteration specialist could do it but it would be incredibly inefficient compared to other things they could use. The Alteration specialist could alter the vine to move as they want but it would not be because of any special connection to nature. It would be because they are an Alteration specialist.

Druidic type magic is not completely outside the Lore though it is kind of a stretch. There is a walking tree city in Valenwood and sentient Hist trees in Black Marsh. Something must be animating the city. Maybe that type of magic can be used on a smaller scale. However that would be a nightmare to animate properly as you cannot summon plants out of thin air. You would have to manipulate existing plants. The OP's best bet is to hope you can summon a Spriggan or something. Which would be kind of odd with the lore.

Besides if you are on PC maybe take a look at this? Maybe that will help. http://skyrim.nexusmods.com/downloads/file.php?id=3413

If you are not...oops. nanananabooboo stick your head in doodoo....jk lol.
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Sammykins
 
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Post » Mon Jun 11, 2012 1:41 pm

Seriously it feels like this game lacks a huge customization option when it comes to classes in this game and so much was stripped, where the hell are the nature spells? Why do I have to wait for modders to add these to the game.. seriously? Is there really somethng so bad about the Shaman/Druid/Ranger playstyle that they cant incorporate nature/nature damage spells, and I dont mean like fire, ice, lightning I know they are apart of nature

I mean like earth spells, or summoning wisps, vines, roots, etc. like a natural druid... Then youll have scrubs say oh well that aint apart of da elderscrolls lore... WTF, you mean game lore cannot evolve? You mean new spells cannot be made? Are you serious? Thats your excuse?

This game needs more spells and of different variety, oh I can play a necromancer and conjur dead all day a long, be a mage and conjur elementals all day long, but when it comes to druid or shaman, WHERE THE HELL ARE OUR AMAZING CONJURS, OUR EARTH ELEMENTALS,

and the familiars? the familiars are a joke, they die in one hit , dont level, dont scale, WHATS THE POINT

You know what.... It just got real in this topic.

I think this guy just wants to shoot green fireballs from his palm like he's playing WoW.
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Vivien
 
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