Magic - is destruction viable now?

Post » Thu Jun 14, 2012 3:21 am

Plus, mages don't need to wear robes, there's no penalty for wearing armor :tongue:

Not quiet true, alteration magic penalises you for wearing armor by cutting the protection of skin spells massively.
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Jessica Lloyd
 
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Post » Thu Jun 14, 2012 8:10 am



Not quiet true, alteration magic penalises you for wearing armor by cutting the protection of skin spells massively.

Oh yeah, :P alteration is the exception though.
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Nany Smith
 
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Post » Thu Jun 14, 2012 1:08 am

I thought this discussion was about destruction
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Jessica Thomson
 
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Post » Thu Jun 14, 2012 1:12 am

I'm in agreement that the mechanics were poorly done, but I can't understand how strong you want the spells to be, if you care to explain that, specifically how much extra damage do you want?

Bandit marauders have around 450 health, so 5 single casted expert spells will kill one. Similar to deathlords, they have around 700 health but have a fire weakness, so a few expert spells will take one down. I think that damage is enough, but how much do YOU think is necessary?

The main problem is the cost, with cost reduction equipment at high levels destruction usage is fine. But you shouldn't need those enchantments to use it at higher levels, the destruction expert spells cost the same as the conjuration expert spells, this is ridiculous considering you need to continually recast the destruction spells. I've never said "don't do anything to destruction" like you claim I have, I've said the damage is fine, a small boost wouldn't be the worst thing, but too much and it will be overpowered.

I think the best change would be to change the formula for determining the destruction spells cost, add a fortify destruction damage enchantment (so everyone's happy), limit fortify [magic school] to 50-75% and reduce the effectiveness of the stagger perk. But I'd rather they just increased the effectiveness of the perk to +35% then +70%, which I think is good enough combined with reducing the cost of the spells, any more and you will be one hitting everything on adept, I can't see how strong you want it to be.
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LuCY sCoTT
 
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Post » Thu Jun 14, 2012 12:37 am

What I want is at very least identical mechanics to the NPC's for players. That means scaling damage. That at least give the semblence of balance, and starts to work towards resolving some of the issues the school has.

As for your other suggestions Bobjim I would need to read over more and do some mental math to consider those changes. Though on face value they appear to be some good idea's towards resolving it.
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Lynette Wilson
 
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Post » Wed Jun 13, 2012 5:29 pm

Weapons scale alot and they get alot of "extra" damage through perks. Does magic get any extra damage through perks?

Also, people are arguing that mage needs to employ all schools of magic in order to do well. Let's do a comparison to melee then. Does a 1H+shield character need to bother with dual wielding, 2H weapons, archery, light armor AND heavy armor, all to do well?

Not really, I did very well with my thief using only dual wield + bows. I'm not even going to mention the armor since mages need to use robes just as melee needs to use either light or heavy armor. But again, light+heavy armor is increased via perks... what about cloth armor? Do you get any perks that increase the effect on worn cloth armor?

To me, being mage seems like alot of, as others mentioned, hoops to jump through just to be even close to competitive with straight up melee.

Magicka is eaten up too fast.
Need to rely heavily on crafting (enchanting / alchemy).
Need to use every school in order to be comparable.
No way to scale up the damage as there are no perks that alter it.

Overall it seems to be a gimped playstyle which is best used as an accessory to your melee build. Using restoration for healing yourself and companion, or fearing undeads and so on can be useful.... but by the end of the day the mobs die by the sword (or axe, or mace). Everytime I tried to use destruction the damage is pitiful. If I blow away half the magicka on destruction spells on a fairly tough mob they might be at half health... then I slam a mace in their face two times and they die, at nearly no stamina cost. Why would I go through all the hassle of having a dozen favourites slotted when a simple mace does a more effective job at killing the enemies?

The whole point is... why bother with the destruction when other methods (bows and melee) are clearly more effective and nearly effortless (compared to all these hoops you have to jump through to make the spells do their job properly).

And to be honest, sometimes when I'm fighting Hagravens, even with Resist potions active, it feels like their fireballs are doing twice the damage that my own does. What gives? Dunno if anyone can confirm or figure out how much damage they do compared to player fireballs... but would be fun to know.

Are you serious?
You are trying to compare a one handed shield character with destruction.
One handed and shield is two skills plus the armor you are wearing makes three skills.
Destruction is just one skill.
Many people including myself add other skills to destruction such as conjuration.
How is that any different than useing one handed,shield and armor.

I agree the cost of magick is alot,but the cost is easily reduced with perks and or other gear.
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City Swagga
 
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Post » Thu Jun 14, 2012 12:14 am

I guess you can use heavy armor as a mage if you prefer to have no magicka regeneration, or no resists on your armor.

Anyways, if someone actually believe that Destruction is damage wise comparable or a viable option to melee weapons then I guess we shouldn't burst their bubble of happiness.

Would advise those people to actual try swinging a 2H or dual wield to figure out exactly how much more effective it is.

Also, several people have already gone over the numbers for destruction vs melee and proved that the damage is inferior.

I would have expected a mage to do significantly MORE damage than a melee at the cost of taking significantly more damage if getting hit, especially in melee. If you can two-shot something with an axe, I would expect the same mob to be oneshot by a fireball. But in this game it seems you throw your armor away so you can start using a mechanic that offers you less damage output.To me that is just completely wrong.

Sounds like a complete lose-lose scenario to me, or a win-win scenario if you go from mage and destruction to melee and actual armor.
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Jamie Lee
 
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Post » Thu Jun 14, 2012 3:01 am

Are you serious?
You are trying to compare a one handed shield character with destruction.
One handed and shield is two skills plus the armor you are wearing makes three skills.
Destruction is just one skill.
Many people including myself add other skills to destruction such as conjuration.
How is that any different than useing one handed,shield and armor.

I agree the cost of magick is alot,but the cost is easily reduced with perks and or other gear.

I see what you are saying.

Alright, lose the shield.

Now only dual wielding. Dual wielding is mathematically proven to be THE highest damage output build in the game.

As for armor, it doesn't matter if you wear light or heavy because the armor cap is 567, which you can get with light armor anyways, making heavy armor somewhat pointless aside from looking cool.

So dual wield vs destruction... light/heavy armor vs alteration.

Which of these are going to "win" in a straight up comparison? Will dualwield outdamage destruction? ... will Light/heavy armor provide more defense than alteration?
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IsAiah AkA figgy
 
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Post » Wed Jun 13, 2012 5:23 pm

It's all different role plays.
I enjoy melee characters as well,but I don't want to be one all the time.
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Lori Joe
 
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Post » Wed Jun 13, 2012 6:40 pm

Which of these are going to "win" in a straight up comparison? Will dualwield outdamage destruction? ... will Light/heavy armor provide more defense than alteration?

Alterations master spell is a straight 85% damage mitigation. Which means its giving you 567 armor, however it only last for less than a minute and requires both hands to cast, and takes several seconds to cast. Its a big hoop for no reason.
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Chris Ellis
 
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Post » Wed Jun 13, 2012 10:13 pm

. . .

Also, alot of us don't want to level Conjuration and Illusion. Both schools beat the game for you without you ever lifting a finger. Want to test it? Make a character that uses ONLY Conjuration. Dremora Lords and ranged damage pets will beat anything in the game for you. Illusion will make quick work of any room full of enemies without you doing anything. How does this change the state of Destruction magic? It doesn't. As for those saying they don't use enchanting/alchemy to make Destruction viable on Master difficulty. You're obviously not at a high level yet where enemies out scale your skill. You're supposed to get stronger as you level, but by the time you're in your upper 50s your Incinerates will only tickle the strongest of enemies. Nobody wants to sit there and whittle down a mob for 5 minutes straight, that's not fun, that's torture.

. . .

Again, I agree with you. My criticism applies only to the school of destruction. Sure, a mage can invoke other schools to help him out. But that's not the point of this discussion. (See thread title.)

. . .

There are four main direct forms of damage in this game:

One-Handed
Two-Handed
Archery
Destruction

The first three not only scale up in damage as their corresponding skill level increases, as well as having a plethora of perks to boost their damage, but other skills benefit them greatly as well. Sneak allows them to do more damage. Enchanting/Smithing/Alchemy all allow them to do additional damage.

Destruction's means of boosting damage? Alchemy, and 1 perk per elemental type, damage unaltered by skill level.

There's the clearest summary of the inconsistency that I've seen yet. Thanks.
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Roisan Sweeney
 
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Post » Thu Jun 14, 2012 7:16 am

I guess you can use heavy armor as a mage if you prefer to have no magicka regeneration, or no resists on your armor.

Anyways, if someone actually believe that Destruction is damage wise comparable or a viable option to melee weapons then I guess we shouldn't burst their bubble of happiness.

Would advise those people to actual try swinging a 2H or dual wield to figure out exactly how much more effective it is.

Also, several people have already gone over the numbers for destruction vs melee and proved that the damage is inferior.

I would have expected a mage to do significantly MORE damage than a melee at the cost of taking significantly more damage if getting hit, especially in melee. If you can two-shot something with an axe, I would expect the same mob to be oneshot by a fireball. But in this game it seems you throw your armor away so you can start using a mechanic that offers you less damage output.To me that is just completely wrong.

Sounds like a complete lose-lose scenario to me, or a win-win scenario if you go from mage and destruction to melee and actual armor.

I try to read yout posts and not slam my face into my laptop...
There ARE perks that increase damage for destruction.
You CAN enchant your armor with both resists AND magicka regen (man you know nothing)

And btw you can wear armor or use mage armor (its called alteration) to negate damage at an equal level to a dual wielder..

And I am done reading this post cause you don't play skyrim enough to talk about this subject.
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Cat Haines
 
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Post » Wed Jun 13, 2012 4:52 pm

None of those are needed, the only requirement is fortify magic enchantments for higher tier spells, which you can find without investing in enchanting. 90 damage spells do more than enough damage, considering how fast you can fire them.

You have no idea how effective destruction is, you clearly haven't used it for long, you just jump on the hate bandwagon blindly. How strong do you want the 90 damage expert spells to be? 150 damage? If it was 150 damage you could probably kill a deathlord in 2 dual casts on master, if they increased damage they would overpower it.

The problem is the magicka cost, not damage.

Welcome to hoop B bob. Aka whittling enemies via the stagger perk and severely reduced magica costs.

oh- 150 damage does not kill a deathlord on master, (let us remember that our damage rates are halved on master bob) not.. even.. close..
I have a great idea of how effective destruction can be (with and without a scale mod) clearly you are not in a position to judge me, and you just jump on the "destruction is fine" bandwagon blindly. I love ad-homenim arguments.

Asking us for what we would consider a set damage for the spells is missing the point again. Scaling is what is needed, scaled systems slide, you are just suggesting another cap - which is the current problem.
What is overpowered? isn't that for the user to decide with every other weapon form except destruction? Overpowered is not for you or anyone else to define, it is a reachable number for the single player to decide for any form of melee/bow damage, but not fixed damage destruction.
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Thema
 
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Post » Thu Jun 14, 2012 12:53 am

Who says you can't make Destruction OP?

100% cost reduction and Impact. Done.

Which is exactly why my Destruction mages don't abuse those features.

Udey, I haven't ever used the 'hoops' you mentioned. Hey, everyone who is complaining about Destruction, how about a little less hyperbole, please? It is not necessary to chug Fortify potions every 30 seconds; it is not necessary to get your casting costs to 0%; it is not necessary to use other schools of magic. Just play the game. But if you want to be a Destruction mage, you will need to focus on Destruction. Otherwise, you can expect it to lag behind your other skills in terms of effectiveness.

Call it 'jumping through hoops' if you want. Seems like common sense to me.

And I don't think I've seen anyone who 'defends' Destruction saying that they are dead set against changes to the school. I'd love to see more spells, or spellmaking. And I will grant that cost reduction is sort of an odd way to reward advancement in a particular skill (then again, that's the way it's been at least since Morrowind).

I can't speak for anyone else, but one of the reasons I even bother posting in these threads is because I see so many outrageous comments from people claiming that Destruction is impossible to use without exploiting x, y, and z that I feel I just have to come on and mention how my own experience has shown me otherwise. Who wouldn't love to see higher-level rune spells? But does the fact that they don't scale mean that they're useless? Not really.
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Sophie Miller
 
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Post » Thu Jun 14, 2012 2:54 am

The cost is the problem, yes. But as I explained in a previous post, there needs to be a sense of progress. You get weaker as you level, instead of stronger. I personally do not lower the cost of schools by more than 50% so Magicka actually matters for me. I'm playing the game as it's supposed to be, not lowering the cost of spells to the point where every increase in magicka you ever used is rendered useless. So on Master difficulty, my magicka runs out much quicker.

As has been pointed out, Destruction is viable on any difficulty as long as you have alchemy in the early stages to support it and enchanting throughout. But the thing is, that doesn't apply to any of the other schools. Just taking the cost reduction perks in Illusion, Conjuration, etc. is enough to support the skill without having to grind the crafting skills. Before I started enchanting the daylights out of stuff with my destruction characters I was having to take along 40+ restore magicka potions per mission. That was ridiculous. If someone's saying they don't use any of the crafting skills to support their Destruciton mage on Master difficulty.... I have a hard time believing that.

And no bonus for sneak attacks. That doesn't make a lot of sense.

And this may be an odd complaint, but the dual cast perk that staggers every opponent, every single time was poorly done. There should have been a perk similar to archery where you can stagger most opponents 50% of the time. Or better yet, a series of perks where one handed casts have the chance to stagger 10%, 25%, 50% of the time--or something like that.

The friendly fire issue in regard to harming your followers is also a problem. Area spells are great but using them in a dungeon when you have a follower is a non-starter. The enemy can use them with impunity, not harming their cohorts, so why can't we?

Still though, I've managed to have a lot of fun with my Destruction-using characters as long as their enchantments can get them through most fights.

There seems to have been a lot of fighting and compromising behind close doors during the development of this aspect of the game because it's so inconsistent with all the other skills. Someone earlier pointed out that maybe Destruction is actually the only balanced skill in the game while all the others are unbalanced, thereby making Destruction the black sheep. That seems to be a solid insight.
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Leah
 
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Post » Wed Jun 13, 2012 8:39 pm

As has been pointed out, Destruction is viable on any difficulty as long as you have alchemy in the early stages to support it and enchanting throughout. But the thing is, that doesn't apply to any of the other schools. Just taking the cost reduction perks in Illusion, Conjuration, etc. is enough to support the skill without having to grind the crafting skills. Before I started enchanting the daylights out of stuff with my destruction characters I was having to take along 40+ restore magicka potions per mission. That was ridiculous. If someone's saying they don't use any of the crafting skills to support their Destruciton mage on Master difficulty.... I have a hard time believing that.

40+ restore potions - that is ridiculous! What kinds of spells were you using, man?

I won't say I never used restore potions, but I found that by going slowly through dungeons, letting my Magicka recover, casting runes strategically, and using spells of varying Magicka cost in different situations, I was able to go very far without needing to chug. The exception would be boss fights, which only makes sense - I'm able to fling damage at a bad guy essentially with impunity and dodge his attacks easily, so it makes sense that the game would make me burn some of my resources during an intentionally tough fight.

And if all else fails, that's why you have shouts, scrolls, staves...
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dean Cutler
 
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Post » Thu Jun 14, 2012 8:12 am

40+ restore potions - that is ridiculous! What kinds of spells were you using, man?

I won't say I never used restore potions, but I found that by going slowly through dungeons, letting my Magicka recover, casting runes strategically, and using spells of varying Magicka cost in different situations, I was able to go very far without needing to chug. The exception would be boss fights, which only makes sense - I'm able to fling damage at a bad guy essentially with impunity and dodge his attacks easily, so it makes sense that the game would make me burn some of my resources during an intentionally tough fight.

And if all else fails, that's why you have shouts, scrolls, staves...

I use the spells that I'm supposed to be able to use at X level. When I have Incinerate available to me I shouldn't have to rely on slowly chipping away with Firebolt dual casts; I should be able use Incinerate. The skill isn't broken though; there are ways to make it viable. It was just that on my first playthrough I didn't realize the enchants that were available to me, so I used the hell out of alchemy to support my Destruction habit. It was time consuming, expensive, and frustrating.
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Nuno Castro
 
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Post » Thu Jun 14, 2012 5:59 am

Thanks... so basically, unless you mod it, building a character around magic is pointless.


Some of my favorite characters are mages (pure mages and hybrid mages). Just depends on your playstyle. If you want nothing but destruction then you might be disappointed, but far from pointless
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Joe Alvarado
 
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Post » Thu Jun 14, 2012 6:38 am

Welcome to hoop B bob. Aka whittling enemies via the stagger perk and severely reduced magica costs.

oh- 150 damage does not kill a deathlord on master, (let us remember that our damage rates are halved on master bob) not.. even.. close..
I have a great idea of how effective destruction can be (with and without a scale mod) clearly you are not in a position to judge me, and you just jump on the "destruction is fine" bandwagon blindly. I love ad-homenim arguments.

Asking us for what we would consider a set damage for the spells is missing the point again. Scaling is what is needed, scaled systems slide, you are just suggesting another cap - which is the current problem.
What is overpowered? isn't that for the user to decide with every other weapon form except destruction? Overpowered is not for you or anyone else to define, it is a reachable number for the single player to decide for any form of melee/bow damage, but not fixed damage destruction.

This man, has hit the nail on the head. Nobody realizes that your damage is reduced as your difficulty is raised, so it isn't actually doing as much damage as it says it does. Also, things like Ancient Dragons have up to 3k health. So yeah, that's a crap load of dual casted spells to down one, while a sneak attack from a bow can kill one in as little as one hit if made OP, or as little as 5 hits if you don't abuse things.

The main problem is the cost, with cost reduction equipment at high levels destruction usage is fine. But you shouldn't need those enchantments to use it at higher levels, the destruction expert spells cost the same as the conjuration expert spells, this is ridiculous considering you need to continually recast the destruction spells. I've never said "don't do anything to destruction" like you claim I have, I've said the damage is fine, a small boost wouldn't be the worst thing, but too much and it will be overpowered.

I think the best change would be to change the formula for determining the destruction spells cost, add a fortify destruction damage enchantment (so everyone's happy), limit fortify [magic school] to 50-75% and reduce the effectiveness of the stagger perk. But I'd rather they just increased the effectiveness of the perk to +35% then +70%, which I think is good enough combined with reducing the cost of the spells, any more and you will be one hitting everything on adept, I can't see how strong you want it to be.

I agree with you on the bolded items.

Who says you can't make Destruction OP? 100% cost reduction and Impact. Done.

Because whittling down an Ancient Dragon with stun locks for 5 minutes is fun. The only OP part about Destruction is unlimited stun locking. The damage isn't OP, Impact is.

Who wouldn't love to see higher-level rune spells? But does the fact that they don't scale mean that they're useless? Not really.

Even if you cast a rune-spell in advanced before a pull and allow yourself to regen magicka, it does such mediocre damage that after a while you start to just say screw it and stop doing it.

I have already shown many times that mathmatically destruction is inferior to all other direct damage skills, this is fact. It the crux of why people dont like the damage and magica usage of destruction because its mechanics are terrible. Your point is that you dont want strong magic, and no one else should have it, thats it. There is no logic behind this statement. Mages are the definition of glass cannons, able to deal out insane levels of damage but fall to pieces when in physical combat. However in Skyrim is the complete opposite. The no longer dish out the damage that melee or ranged combat does, even WITHOUT exploitation of broken mechanics that weaponry has.

By every measurable way Destruction is inferior not only to combat skills but to other schools of magic. The thing the majority of gamers want is BALANCE not uberleetness. One way of adding that is to give the players the SAME scaling destruction damage that the NPC's already have.

So it boils down to;
1.) Desctruction isnt balanced proprely ~ PC vs NPC
2.) Destuction isnt balanced properly ~ school vs school
3.) Destruction isnt balanced properly ~ damage per magica
4.) Destruciton isnt balanced properly ~ Combat vs magic

So no Destruction magic is not OK.

And explain how a damage increase or scaling would negatively impact YOUR gameplay? If you dont want to do more damage you can easily handicap yourself as you clearly do with melee/ranged combat since you consistantly say that anyone using crafting skills to increase damage/resistance as they are intended to be used is exploiting the game.

Agreed. I handicap myself all the time with melee weapons so I don't become overpowered, but the fact of the matter is: the option is still there if you want it. I don't see why it would be bad for Destruction to have the same options. Hell, even with how Destruction is currently, I handicap myself because I don't like Destruction spells costing 0 so I only reduce the cost by 50% max. Doesn't mean I don't want scaling.

Scaling is the least of Destruction's problems. Or I should say, Magic's problem in general. There is a serious lack of spell variety, and we can only hope that DLC will add new spells because the variety in this game a joke. When I heard they were taking away spellmaking in Skyrim, I was 99.99999% sure they would have a huge amount of spell variety to make up for it. Then I played the game and after a while I got all the spells and realized how lackluster Magic it is.

Magic is still my favorite thing in TES, and I will continue to make my main characters magic based, but Skyrim is very disappointing in that aspect, and everyone who has ever had love for the Magic aspect of TES will surely agree with me on one thing: We need more variety.
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REVLUTIN
 
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Post » Thu Jun 14, 2012 2:40 am

Nothing has changed about the entire magic system.

The entire system is one dimensional and offers nothing Elder Scrolls mages are used to where is all of my effects and spell creation.

OP destruction needs to have something with it to be effective, it cannot stand on its own very well. You have to have enchanting to reduce the cost of the later level spells that is essential and have alchemy is always a bonus for any mage as well.
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gemma king
 
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Post » Thu Jun 14, 2012 5:47 am

Thanks... so basically, unless you mod it, building a character around magic is pointless.

Guess I'll stick to a regular hack'n'slash build with some accessory magic then.
No a destruction mage is very viable, but you need a second school like conjuration or illusions as a back up
Also don t expect. That you can just walk into a room and start to cast fireballs ,
You will die alot if you do ,
Playing a mage needs a complete different aproach than any melee or archer character
If you still not satisfy there are mods that gives you the avility to scale destruction magic in a very limited way, while they do wonders for a low lvl mage they still relative unbalance destruction magic at high lvls ,
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Lori Joe
 
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Post » Wed Jun 13, 2012 6:24 pm


Scaling is the least of Destruction's problems. Or I should say, Magic's problem in general. There is a serious lack of spell variety, and we can only hope that DLC will add new spells because the variety in this game a joke. When I heard they were taking away spellmaking in Skyrim, I was 99.99999% sure they would have a huge amount of spell variety to make up for it. Then I played the game and after a while I got all the spells and realized how lackluster Magic it is.

Magic is still my favorite thing in TES, and I will continue to make my main characters magic based, but Skyrim is very disappointing in that aspect, and everyone who has ever had love for the Magic aspect of TES will surely agree with me on one thing: We need more variety.

Agreed! The loss of Spell crafting is a massive loss, and made a lot worse by the fact that that we have very few spells. The lack of spell variation has led to another thing I dislike and that is a ABC spell system, where if one enemy is uses Ice you use fire. I think they did this to make up for the fact that magic has been butchered in Skyrim. If they did not want to put much effort into the magic side of the game, and it shows with the College of Winterhold as that is short, then they could have at least gave us a spell crafting alter. It would have allowed us to keep this magic system at least slightly fresh from playthough to next. I have found my self playing more battlemages then pure mages as the magic system is horrible and makes it hard to play a pure mage, just based on that fact my mage has to be dump as hell not to be able to summon a scamp.

I have a mod for scaling magic but it really is needed in the default game.
Spell crafting is needed, desperately!
A LOT MORE SPELLS! LOADS, never spot making them Beth as right now we have about 9 lol.
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Charlotte Henderson
 
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Post » Wed Jun 13, 2012 10:40 pm



Agreed! The loss of Spell crafting is a massive loss, and made a lot worse by the fact that that we have very few spells. The lack of spell variation has led to another thing I dislike and that is a ABC spell system, where if one enemy is uses Ice you use fire. I think they did this to make up for the fact that magic has been butchered in Skyrim. If they did not want to put much effort into the magic side of the game, and it shows with the College of Winterhold as that is short, then they could have at least gave us a spell crafting alter. It would have allowed us to keep this magic system at least slightly fresh from playthough to next. I have found my self playing more battlemages then pure mages as the magic system is horrible and makes it hard to play a pure mage, just based on that fact my mage has to be dump as hell not to be able to summon a scamp.

I have a mod for scaling magic but it really is needed in the default game.
Spell crafting is needed, desperately!
A LOT MORE SPELLS! LOADS, never spot making them Beth as right now we have about 9 lol.
I agree with you, The loss of spell creation was a tragedy for ES mages, it allowed us to customize our mages to how we truly wanted them to be. It also allowed great roleplay value by allowing us to create spell combinations that fit their build and specialty.

Then we have list several useful effects, water walking, dispel, touch spells, poison, drain fatigue and health and so on to name a few. Being a mage is very one dimensional and offers little variety compared to what we had in the older system.
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Crystal Birch
 
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Post » Wed Jun 13, 2012 11:08 pm

Because whittling down an Ancient Dragon with stun locks for 5 minutes is fun. The only OP part about Destruction is unlimited stun locking. The damage isn't OP, Impact is.

Didn't say it was fun to spam Impact. Again, that's why I don't do it with my characters. I take the perk, but you honestly don't need to use it all the time. Maybe if you're playing Master... and if it's too hard, just turn the difficulty down.

I'll grant you that Destruction damage isn't OP. But Destruction itself allows you to dish out damage from a distance in relative safety, at high speed. What sort of checks should be on a character who has that kind of ability? To Udey, who said it was missing the point to ask for a damage cap - actually, no; there are caps on everything, really. A game is built within parameters. To say there should be no ceiling at all is.... well, that's what we seem to have gotten with dual wielding+smithing+enchant+alchemy, etc.

Again, I keep wondering how many people actually play a warrior who never uses smithing or enchanting or picks up an enchanted sword. Or swigs a Fortify One-handed potion every now and then. What sort of damage can you do with an unsmithed, unenchanted, unfortified sword? (I'm asking because honestly I don't know - all of my warriors use at least Smithing, and if they don't enchant, they usually use enchanted gear they find. This seems perfectly natural to me, and also seems to indicate that this is part of the design for the Destruction skill as well)

I entirely agree about spell variety and spellmaking. Of course, with spellmaking the problem is that many many spell effects have been gutted.

In Oblivion, I could make a kickass Destruction mage with spellmaking - you would go the whole 'Weakness to Fire 100% for X seconds; Fire Damage 30 pts for x seconds' route. With that kind of setup, you could drop pretty much anything. I wouldn't mind seeing something like this coming back in Skyrim, but now 'weakness to x' is only an alchemy effect, not a Destruction effect. Which is pretty lame.

So before we see any spellmaking options, we're going to need more spell effects. Not just more spells - more spell effects. Then everyone can make their uber-ridiculous god-mage.
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Kelly Upshall
 
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Post » Thu Jun 14, 2012 4:36 am

@jaber-

Are you not aware of the restoration loop? Which effectively removes all caps (to damage)
Your response leads me to think you are not.

Now most use that to break the game, but it is also that loop that lets a low level armor be great or an iron sword be sharper than daedric. An anology would be a powerful beam (read novice) spell- but there is no scaling, so everyone
Drops the novice spray spells (except fire with aspect i know)
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