Magicka Regen?

Post » Wed Jun 06, 2012 12:28 am

I searched around, but didn't see any topics covering this. Why is magicka regen slowed in combat? I honestly don't see any reason for this to be in the game besides to make magic worse. It also makes the magicka regen enchantment worthless. I'm just looking for some sense behind it, because I don't see any.
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Chris Jones
 
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Post » Wed Jun 06, 2012 6:13 am

You only get something like 33% magicka regen in combat. There are several mods that fix this. I recommend them.
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FITTAS
 
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Post » Wed Jun 06, 2012 8:10 am

I searched around, but didn't see any topics covering this. Why is magicka regen slowed in combat? I honestly don't see any reason for this to be in the game besides to make magic worse. It also makes the magicka regen enchantment worthless. I'm just looking for some sense behind it, because I don't see any.
It's just how it is; a Beth game decision. You don't need it much as a mage if you go for spellcast cost reduction. For a non mage it's a pain but manageable .
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Emzy Baby!
 
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Post » Tue Jun 05, 2012 10:29 pm

I searched around, but didn't see any topics covering this. Why is magicka regen slowed in combat? I honestly don't see any reason for this to be in the game besides to make magic worse. It also makes the magicka regen enchantment worthless. I'm just looking for some sense behind it, because I don't see any.

Uh, because otherwise you could just spam spells forever and there would be next to no point in increasing your Magicka or Magicka regen rate?

I don't think people realize just how fast the out-of-combat regen rate is.
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kelly thomson
 
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Post » Tue Jun 05, 2012 11:55 pm

Uh, because otherwise you could just spam spells forever and there would be next to no point in increasing your Magicka or Magicka regen rate?

I don't think people realize just how fast the out-of-combat regen rate is.
yeah it is pretty fast out of combat but from my experiences playing as a destruction mage(doomed from the start) its gets to be a [censored] how quickly you lose magicka in a fight after 5 casts i find myself hiding in a corner hoping my follower will kill somthing
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GPMG
 
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Post » Wed Jun 06, 2012 9:02 am

I highly recommend http://www.gamesas.com/topic/1324130-rel-xso-tweaker-customizer-extender-awesomizer/; among a billion other options, you can customize your magicka regen in and outside of combat.
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Rich O'Brien
 
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Post » Wed Jun 06, 2012 1:47 am

Uh, because otherwise you could just spam spells forever and there would be next to no point in increasing your Magicka or Magicka regen rate?

This explanation seems highly unlikely given the decision to make fortify magic school enchantments reduce spellcasting costs. Even without making yourself a -100% spell cost suit (which allows you to spam spells from that school literally forever even with an empty magicka pool), it's easy to collect enough found items to offset the in-combat regen nerf.

IMO, focusing all magic development solely on cost reduction was a mistake on Beth's part. Use tSSSSS (swaps enchantment and potion "fortify" effects so that enchantments raise damage and potions reduce casting cost) and there's no need for reduced magicka regen in combat.
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phil walsh
 
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Post » Tue Jun 05, 2012 10:17 pm

Uh, because otherwise you could just spam spells forever and there would be next to no point in increasing your Magicka or Magicka regen rate?

I don't think people realize just how fast the out-of-combat regen rate is.

right, because 0 cost enchants don't let you spam spells forever making magicka and magicka regen pointless? out of combat regen doesn't really help when you're in combat. i fail to see how running around waiting for magic to regen is rewarding combat. magic regen nerf is a terrible game design decision. the time we really need those regen buffs is in combat, when it means life or death, not out of combat when it doesn't matter how long i stand around waiting for regen.

and no OP, i have not seen a good justification of it either. nothing official, only the vague "game balance" excuse put forth by forum members.
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Tha King o Geekz
 
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Post » Wed Jun 06, 2012 10:39 am

IMO, focusing all magic development solely on cost reduction was a mistake on Beth's part. Use tSSSSS (swaps enchantment and potion "fortify" effects so that enchantments raise damage and potions reduce casting cost) and there's no need for reduced magicka regen in combat.

Agreed. Right now I think Magick needs a MAJOR overhaul. How it interacts with enchants and items is messed up. How it scales (or doesn't) is messed up. The perks for it are messed up. I find it hard to decide what mod to get for it since there's so much that needs changing. I went with a pretty conservative mod that fixed dual casting and lets the mastery perks give a small damage boost. Any real fix is probably going to have to adjust the cost of spells, magicka cost reducers, scaling, give more damage enhancing options, etc, etc.
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Rudi Carter
 
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Post » Wed Jun 06, 2012 10:38 am

Does the same rules apply for stamina regeneration? It seems to regenerate much slower in combat as well
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Elizabeth Lysons
 
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Post » Wed Jun 06, 2012 1:52 pm

Why is there even an out of combat regen rate?

Who cares how fast magicka is regenerating when the game knows you don't need it. Why have two rates at all?

How about a sword with 500 damage while sheathed but only a fraction of that in combat? it's the same idiotic thing.

Has it ever been confirmed that the in combat reduced regen rate was intended? As a design decision I can't see how any thinking person could have come up with the current situation and thought it all made sense, but who knows......As it is regen is always inferior to spell cost reduction or increased magicka.
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Chris Guerin
 
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Post » Wed Jun 06, 2012 4:34 am

Why is there even an out of combat regen rate?

Who cares how fast magicka is regenerating when the game knows you don't need it. Why have two rates at all?

How about a sword with 500 damage while sheathed but only a fraction of that in combat? it's the same idiotic thing.

Has it ever been confirmed that the in combat reduced regen rate was intended? As a design decision I can't see how any thinking person could have come up with the current situation and thought it all made sense, but who knows......As it is regen is always inferior to spell cost reduction or increased magicka.

Might be better to think of it as an out-of-combat bonus rate so you don't sit around doing nothing waiting for your magicka to regen.
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Stacey Mason
 
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Post » Wed Jun 06, 2012 9:37 am

Might be better to think of it as an out-of-combat bonus rate so you don't sit around doing nothing waiting for your magicka to regen.

Perhaps, but throughout this game the player is given the option to reduce spell costs, increase regen, or increase magicka and with the reduced combat regen rate it is always the worst choice by far which makes me question if everything is working as intended. I guess I just don't understand what they were thinking as a whole when it comes to magic. It would make more sense to me to have one regen rate which is faster than the in combat rate now but a little slower than the current out of combat rate and then go from there but that is still only one part of the problem.

I eneded up using the console to turn a fortify damage potion amount into an enchant for a ring so I have it permanently and then increased my regen on a necklace to something that seems respectable but not as goofy as no spell cost at all. I'm playing on master level 48 and I like this set up so far.
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Emma Pennington
 
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Post » Wed Jun 06, 2012 10:35 am

I am convinced that most of the people complaining don't want to do any work toward a real mage character.

My mage had 250% regeneration and 75% Destruction reduction and whomped butt ..... his magicka regenerated just fine in combat - anything much faster would be broken.

I refused to reduce costs to 0% as that seemed broken as well.

People seem to think that they should be able to simply have limitless ammo, limitless one-shots, and easy combat...... I don't even know why you play games if you don't want some challenge.

Sheesh.
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Chrissie Pillinger
 
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Post » Wed Jun 06, 2012 7:52 am

I am convinced that most of the people complaining don't want to do any work toward a real mage character.

My mage had 250% regeneration and 75% Destruction reduction and whomped butt ..... his magicka regenerated just fine in combat - anything much faster would be broken.

I refused to reduce costs to 0% as that seemed broken as well.

People seem to think that they should be able to simply have limitless ammo, limitless one-shots, and easy combat...... I don't even know why you play games if you don't want some challenge.

Sheesh.

"Challenge" is subjective though.

I like a game where the enemy goes down fast but so do I if I make a mistake - I'm in cloth with no mage armor whatsoever on master, I'm dead if anyone gets close or if an archer gets one clean shot - I like it that way.

I don't like "difficulty" that is just more enemy health to the point where what is being animated on screen is wildly out of sinc with gameplay.
A bare chested dude with a hammer and fur pants, stunlocked, swallowing fireball after fireball just feels and looks stupid to me.
And if I don't stunlock him he keeps running at me through fire and explsosions completely oblivious to the inferno around him. I hate that kind of "difficulty"

I'm not saying my set up is better than yours, just that the vanilla game on master seems lame to me without tweaks. YMMV of course.
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Dawn Farrell
 
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Post » Wed Jun 06, 2012 2:38 am

Magic regen is universally slowed in combat in almost every game.

You have plenty of options to correct your improprer magicka usage :

i.e - Magicka potions

Magicka regen potions

Enchanting to reduce magicka cost

Perks to reduce magicka cost

Followers to lessen the burden

Conjuration tree to lessen the burden

Food...

Waiting...

A weapon to fall back on...

Staves...

There is absolutely nothing wrong with it, in fact if you aren't using enchanting and perks to lower your magicka costs you simply are not using Skyrim's magicka system for a Mage.

I find it absolutely ludacrous that people would mod THIS of all things, but whatever...

c'est la vie

Happy New Year!
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Big Homie
 
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Post » Wed Jun 06, 2012 1:12 pm

Uh, because otherwise you could just spam spells forever and there would be next to no point in increasing your Magicka or Magicka regen rate?

I don't think people realize just how fast the out-of-combat regen rate is.

yah, the out of combat regen rate is ridiculous (in a good way).... they didn't really decrease the combat regen rate... they INCREASED the OOC regen rate to reduce/minimize/remove downtime waiting between fights.

You need to stack like 200-300% regen on to really see good improvement to regen rates. The archmage robes are a good start with +100% regen (not to mention -15% cost on ALL schools and +50 magicka)

A lot of people just stack up for 100% cost reduc on destro... which makes it hard to stack up regen or +magicka for other school spellcasting but with double enchants you can make something work pretty well (but that's more just because double enchant is the most ridiculously OP ability in the game)
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Tyrone Haywood
 
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Post » Wed Jun 06, 2012 6:50 am

I play my Mage save on master and i find it realy balance.

I recommend you when you out of Magicka to use staff, the more hi is your skill the more times you can use it (for exmple destruction).
its also realy fun, on a bit hi level stuff they also use impact even if you did not pick this perk :)
you shold have alot of soul gems to refill the stuff, so dont worry about magicka. ( i normaly put my fev staff on 8 and just use it when im out of magicka)

if you simple hate staff, i recommend the conjuration weapon, cast when you 10% of magicka left, they normaly very very strong and they can cast soultrap auto.
i think there is 2 ways to play pure mage and ensure you dont die so easy, i think conjuration works very well with destruction scholl, and illusion with resto.
you can chose if to fight as many mobs the game send on you or just use fear and mind tricks to deal with your mobs more slowly.
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john palmer
 
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Post » Wed Jun 06, 2012 10:41 am

right, because 0 cost enchants don't let you spam spells forever making magicka and magicka regen pointless?

Right, because Enchanting is totally not broken and totally working as intended?

yah, the out of combat regen rate is ridiculous (in a good way).... they didn't really decrease the combat regen rate... they INCREASED the OOC regen rate to reduce/minimize/remove downtime waiting between fights.

Exactly, it's kind of like health regen in FPSes - during combat you still have to watch your health, but once combat's done you don't have to spend time collecting medkits. Also, the devs know that at any moment in the game you enter the combat with 100% health which makes adjusting difficulty much easier.
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Neliel Kudoh
 
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Post » Wed Jun 06, 2012 1:58 am

I'm pretty sure enchanting is working exactly as intended, I don't see how it isn't.

Its not an exploit, its a legitimate game mechanic they put in... hence the ridiculous cost for spells at Master/Expert.

Its not like you can make the cost for EVERY spell 0, but you can specialize in two schools of magic at the risk of completely neglecting any other enchants. Enchanting can be, easy, to level I guess... but hell... I don't know.

Really don't see what all the fuss is about with enchanting alone.

Now, mixing it in with smithing... sure.

They should have made cloth a requirement for certain spells, but then people would've lost their minds.
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Kirsty Wood
 
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Post » Wed Jun 06, 2012 12:22 pm

I'm pretty sure enchanting is working exactly as intended, I don't see how it isn't.

So a single skill that makes an entire stat worthless is working as intended?

*reads signature*

Oooh. Thank you, drive through.
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Portions
 
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Post » Wed Jun 06, 2012 1:18 am

PC's great, DERP

*snip*

Please explain what exploit you are using to abuse said implemented feature?

Oh, right...

Thanks, bye.
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xx_Jess_xx
 
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