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: t
he 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.