How is Destruction broken?
simple, it's not
also, most people usually complain about everything in this game is overpowered, but as soon as they find something a little less overpowered they gonna cry like little kids, weird nuff
What a terrible post. You're generalizing, you're saying that all who see a flaw in a mechanic are whiners, you're insisting that seeing a flaw is to "cry like little kids", and you're not explaining why a seemingly flawed mechanic isn't actually flawed. You offend a lot of people and you bring nothing new to the topic. If flaming was allowed, rest assured that you'd be ashes at this point.
I don't know that Destro svcks because I haven't tried it yet, but math would seem to indicate that it's by default a bit weaker than it should be. Mages have crap defenses so they should do more damage to compensate. My Breton warrior has a good defense and it will only get stronger with loads of health, loads of options to disable enemy attacks (fus roh da, shield charge, slow time, and eventually you can add illusion to that mix), maxed magic resistance (Breton, Lord stone, Mara quest, 2x Alteration perk), elemental resistance from a shield perk, more elemental resistance from remaining enchant slots on equipment, and of course armor that ends up reaching the cap.
Helm: Fort Illusion, Fort Archery
Armor: Fort Illusion, Res Poison
Gloves: Fort Archery, Fort 1H
Boots: Fort 1H, Res Shock
Ring: Fort 1H, Fort Illusion
Amulet: Fort 1H, Fort Illusion
Shield: Res Fire, Res Frost
In other words, there's just enough room for crazy resists, +160% to one-handed damage, -100% casting cost for illusion spells, and +80% damage for bows. And mind you, I'm not even exploiting alchemy for that. I've got a mind-numbingly strong defense already and it's only going to get worse. Which begs the question of why my main offensive skill, one-handed melee, is doing more damage than wizard spells tend to do? True, I'm only hurting one enemy at a time, but that enemy definitely is hurting and he's not hurting me back at all. Complete safety is only a shield block away and that shield is out at all times.
To be even more blunt, my warrior build is very much a safety first defense build. I'm going 5:3 health and stamina, so eventually I'll even have a ridiculous 600 health behind all that defense. It's the equivalent of a D&D tank. It makes no sense that I can out-damage a magic artillery build. Find me any other system where the max defense build isn't also low on damage while glass cannons actually do less damage than max defense.
Now you might suggest using potions. Yes, you could use a bow to apply first weakness to magicka and then weakness to an element. A bow... Right. And while you're fiddling with your bow and applying weaknesses one at a time, I'm simply walking into combat and start killing the enemy. You might use a potion of fort destro, which would boost your damage. Then I'd use a potion of fort one-handed damage and still do more damage. In other words, potions or no potions, as long as you only use Destro for damage and I only use a sword, then I'll do more damage because there's a vastly higher number of passive boosts to weapon damage than there are to spell damage.
Fixes? There are quite a few. Let Destro skill affect spell damage, let Destro enchants affect spell damage, or let players upgrade spells so old novice and apprentice spells don't end up being useless and adept spells can be raised to expert or master level. Obviously, this would have to be balanced somewhat, but having your old firebolt and flamethrower spells end up doing solid damage as you grow better with destruction would go a long way in making people feel more powerful, and upgrading the current stables to master level damage outputs while remaining at original efficiency levels would probably solve the complaints about Destro.