» Sun Jun 03, 2012 12:43 am
Yeah, enchanting/smithing is broken. Mages got screwed in itemization, particularly the Dragon Priest masks as they break the alteration armor bonus by being classified as light/heavy armor.
I love my archmage robes, and I refuse to look like a damned warrior/thief. But I do so at a significant statistical cost. I actually resent that enchanting/smithing are so much stronger than the other trees, because it means you can't even think about builds like a mage with sneak and magic builds. Pickpocket, Lockpicking, speechcraft get completely sidetracked, and illusion itself isn't all that great to invest points in when conjuration and destruction are enough alongside alteration for astronach and magic resistance.
The biggest detractor to this game for a mage, however, is friendly fire. Adept+ spells and spray-like spells mean you will want to wander through dungeons alone as you run a high risk of killing your teammates, and master spells are just ridiculous in how my Firestorm and Mass Paralysis hit my allies and have a huge radius, even paralyzing/killing my dremora lords. How hard would it be to just make spells like Blizzard that affect enemies and not your conjures and allies?
I don't know what they were thinking with friendly fire and the current design of high mage spells. Especially as a mage with a tank partner since you'll want to stay at range and that often means your tank getting in between you and the enemy, so the projectile will be pelting him often unless you keep circling.