Is magic still gimped?

Post » Fri Jun 22, 2012 1:26 am

What about spells from the other schools of magic?

OP is asking about/concerned for destruction. Destruction is what everybody is usually talking about when discussing "gimped/weak/nonscaling/crappy/limited/underpowered.. Ect " magic in this game.
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Dan Wright
 
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Post » Fri Jun 22, 2012 12:13 pm

OP is asking about/concerned for destruction. Destruction is what everybody is usually talking about when discussing "gimped/weak/nonscaling/crappy/limited/underpowered.. Ect " magic in this game.
so true needs more spell selection, also no direct damaging(health, magicka, and stanima) or poison spells.
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Jaylene Brower
 
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Post » Fri Jun 22, 2012 9:03 am

I just found destruction to be weak in master difficulty. Well, it is supposed to get weak, dont?


Edit: yes, poison and debuff spells would be cool.
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nath
 
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Post » Thu Jun 21, 2012 11:36 pm

so true needs more spell selection, also no direct damaging(health, magicka, and stanima) or poison spells.

There should be both poison and magic damage lines. Poison would be more of a damage over time, and magic would be just pure magic energy, with no secondary effects (but generally people have lower resists).
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butterfly
 
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Post » Fri Jun 22, 2012 12:16 pm

There should be both poison and magic damage lines. Poison would be more of a damage over time, and magic would be just pure magic energy, with no secondary effects (but generally people have lower resists).
I ws thinking a spell that directly damage your opponents magicka lvls so they are drained or just destroyed
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Lovingly
 
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Post » Fri Jun 22, 2012 11:51 am

Magic was never gimped.

It plays exactly how the developers intended. :biggrin:

Az

I hope you're joking. As it stands Destruction is the most useless and broken aspect of magic in Skyrim. Anyone who says Enraging enemies and watching thier conjured minions do all the work while they sit back and throw paper wads must've suffered a sever head injury. Mages should feel powerful with thier primary source of damage, what's the point of kill cams if it takes five different steps to make Destruction viable? Reduce spell cost to zero and the "viable" option is only partly solved and I hope you like casting the same spell 300 times becuase that's where you're headed.

And don't get me started about your master level spells. Firestorm? More like wave your arms around and get smacked into a stagger, better start flapping you're arms again little bird, becuase the only way that spell will do damage "close range" is if by accident it flings an 80mph melon cart striaght at that Draugr.

Every magic skill is awesome, except the one that matters the most....

RIP: Drain/Absorb spells, you will be missed. My priest from Oblivion would like to thank you for your previous services.
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Milagros Osorio
 
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Post » Fri Jun 22, 2012 9:38 am

The limited functionality of destruction caused its poor scaling at high levels and incredible initial cost has been a barrier to my enjoyment of the game. The small defects in this game are just made way more jarring by the quality shown in other areas...especially the other magic schools, illusion and conjuration are both pretty fun and powerful. I have to game the system when using destruction and it breaks my immersion. I have a hard time believing the tedium and power gaming required to utilize destruction is intentional by the developers. The idea that the developers made a questionable design choice isn't that far out, they did put steel plate on the light armor side of the smithing tree after all.
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Mandy Muir
 
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Post » Fri Jun 22, 2012 2:34 am

My solution to solve the issues with destruction damage is to have each of the level perks, novice - master, raise the damage of all lesser spells by somewhere in the range of 5 to 10%. So when I take the Apprentice perk all my novice spells get a damage bonus of 5 to 10% and when I take the Adept perk apprentice goes up 5 to 10% and novice goes up another 5 to 10%. This would keep the early spells viable for late game play and would also bump up damage output as you level. It also keeps later spells from becoming overpowered as Expert spells will only get one damage boost from taking the Master perk.

Some may argue that this turns all spells into Expert spells but I disagree. You still must reach each level to gain access to that particular level's spells. All this does is simply make all spells viable for late game use. Think of it as training your spells up as you use them. Novice spells are still spells you learned as a Novice but by the time you get to the end of the game you have trained them enough that they become more powerful. It would keep things like Rune spells useful throughout the game instead of them becoming totally useless as they do now. It would also scale all damage a bit to make it more useful as enemies become tougher.
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Tiff Clark
 
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Post » Thu Jun 21, 2012 9:24 pm

Then my copy of Skyrim will continue to collect dust.

Thanks.
You are going to quit playing based off of someones conclusion?
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Mandy Muir
 
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Post » Fri Jun 22, 2012 3:12 am

You are going to quit playing based off of someones conclusion?

It isn't a conclusion. It is a fact.
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Wane Peters
 
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Post » Thu Jun 21, 2012 10:57 pm

even with destruction still being weak it is still fun to play!
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Nick Tyler
 
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Post » Fri Jun 22, 2012 2:08 am

He is right. Destruction is severely gimped at the moment. The problem could be easily fixed though. Few ideas:

-If perks such as novice, aprenctice, expert, master actually increased your spells' damage instead of just lowering the mana costs.

-Destruction school lacks tactical type spells. In the previous games a mage could have always lower target's magic resistances before launching the actual attack spell. For example: spell1: -50% resistance to fire for 15 seconds spell2: Fireball

-Enchanting is nice, but currently one doesn't have means to effect the spell damage at all. Warriors have their increase weapon damage enchantments, but mages have only enchantments which lower mana costs or increase mana regeneration rate.

-There aren't many ways to buff your character's casting abilities. There are certain potions sure, but how about actual spells? Those would fit perfectly into restoration school. For example: A spell that Increases caster's destruction spell damage 30pts for next 60 seconds

-Destruction school should have more effect types. Before we had spells that damaged target's atributes like health, mana, stamina directly, We had spells that lowered or drained target's abilities or skills for certain period of time, spells that poisoned the target's body or weakened his armor and weapons. In skyrim we have only fire, frost and shock spells.
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TRIsha FEnnesse
 
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Post » Fri Jun 22, 2012 9:44 am

Gimped? Try playing a vampire necromage with 5 pieces of Fortify Alchemy equipment at 33% (which vampire raises to 41%) to create Fortify Destruction potions for 230% for 60 secs (raised to 287% for 90 secs after drinking). Add in the Destruction perks, have 100% magicka reduction via 2 pieces of equipment at 41% reduction with the Archmage Robe (41+41+18=100) and tell me mages are gimped. Obviously you wouldn't need to drink a potion before every fight, just the harder ones. You can destroy pretty much 95% of everything with ease in little time without using a Fortify Destruction potion. Those other 5%, ROFL, watch the carnage. And this is on master.
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Shiarra Curtis
 
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Post » Fri Jun 22, 2012 12:57 pm

@ war-

Read the whole thread first. We are already aware of workarounds (hoops to jump through like a monkey) to make destruction viable. It is pretty obvious those -are- working -around- a system that needs to be scaled but isn't.

The OP asked if they fixed it (scaled it), and they have not.

Other forms of combat do not require a dedicated/required invest in enchanted gear or a craft perk tree, and i dont see many swordsman chugging a fortify1-handed pot every minutes so they can kill any enemy above a standard mook.
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Craig Martin
 
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Post » Fri Jun 22, 2012 12:27 am

I read it. I was rebutting the people above. Crafted gear is useful for any class, especially on master. Unless people purposefully gimp themselves to make it more of a challenge, every class benefits from crafting. My only beef with magic is that it does not scale with skill, but being a mage is not meant to be played by a button pushing monkey. Skill has to be involved with magic.
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Ernesto Salinas
 
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Post » Fri Jun 22, 2012 4:00 am

In Skyrim you eventually reach a point where your Destruction magic cannot get any more powerful (happened to me around level 35), however your enemies continue to scale up.

Nope. Most NPCs don't have levels higher than around 35. This is intentional, and is because at around that level you've pretty much peaked your damage output as you will have maxed your primary combat skill. Crafting breaks this balance, making meleers and archers seem more powerful than mages when in truth they're just broken. Mages are fine.
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louise tagg
 
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Post » Fri Jun 22, 2012 11:42 am

Conjuration is a powerful a ever, dual Dremora Lords for the win.
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Robert
 
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Post » Thu Jun 21, 2012 9:57 pm

Conjuration is a powerful a ever, dual Dremora Lords for the win.
Yeah, it's just as powerful yet it's suddenly boring.
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TOYA toys
 
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