A few thoughts, criticisms, and change requests.

Post » Tue Jun 12, 2012 1:32 pm

In no particular order:

Staves (or Staffs. Seems like nobody in the community or even in the games knows which is correct, but I usually stick with the former.)
  • Staves are critical to mages. Other than just being fun to use, they have very important tactical application. For one thing, we can use staves for spells that we don't have (like my mage who uses Atronach staves and doesn't invest in Conjuration, or a defensive mage without Destruction spells using a Staff of Fireballs), which is an important way for anyone--not just mages--to use powerful, high-level spell that they wouldn't otherwise have access to and help circumvent the need to train and perk skills. For the most part, the same applies to scrolls, but staves have multiple charges.

    That being the case, why does almost no one sell staves? Only the spell merchants sell them, and mostly at random--Faralda, the Master Destruction trainer who sells exclusively Destruction spells, scrolls and apparel may sell an Illusion staff, if she's selling a staff at all. Not only do we have no dedicated staff merchants (remember Rindir's Staffs?), but the merchants whom mages would visit most don't even reliably sell staves for the school they sell other equipment for. I would like a reliable way to find a Staff of Chain Lightning instead of having to wait until I'm lucky, which is especially detrimental when you consider that mages can rely on staves when we're out of magic--that means that we have to be careful until we find equipment (by chance!) that we can fall back on, whereas other archetypes (warriors and rogues) can easily purchase or craft equipment, which brings me to my next point.
  • We should be able to craft more than three measly staves, even if it must still be done at the Atronach Forge (and not, say, at an Enchanting table). We should also be able to craft staves which do more than just have the same effect as a standard spell, which brings me to a third point.
  • Unique staves. There are few in Skyrim (three that I can count, all from Deadric quests), and of those unique staves,
    Spoiler
    not only is Sanguine's Rose bugged, but it's useless to anyone who specializes in Conjuration and can summon a Deadra Lord (so much for Deadric artifacts being powerful).
    What about staves like Oblivion's Apotheosis, which dealt 33 points of each elemental damage? How about two-handed staves that have Master-level spells? I, for one, would absolutely love a Staff of Firestorm. Its limited (and probably expensive) charges combined with being a large, two-handed staff would balance out the fact that it casts Firestorm with no magicka cost (and if you're not a dedicated Destruction mage, it doesn't even have the +50% bonus).
  • Lastly and most importantly, we need to regenerate magicka while using staves. As far as I understand, staff usage is programmed the same as other spells, so we cannot recharge magicka while they are in use. This is a problem for many reasons, first and obviously foremost because mages tend to use staves when they're out of magicka. Magicka not regenerating leaves us in such a position that we need to not use the staves anyway in order to recharge ourselves, which defeats the purpose of falling back on a staff in a tight spot in the first place. This also "bugs" the Staff of Magnus, which is supposed to absorb magicka--or would, if our magicka could regenerate while we used it. As it stands, the Staff of Magnus essentially damages the magicka of an enemy until it runs out of magicka, then absorbs health. That needs to change.
Magic in General
  • There are no "Weakness to [element]" or "Weakness to Magic" spells, which drastically reduces the effectiveness of Destruction magic. The effects still exist in the form of poisons, so it's obviously not for balance reasons--it's very possible to poison a fire-enchanted Deadric war axe with Weakness to Magic and then Weakness to fire, then pound on an enemy with it in one hand and Incinerate in the other. The problem is that these poisons require some way to administer poisons--either via weapon or specialized pickpocketing, neither of which "pure" mages (that is, mages who use only the six magic skills) tend to use. I'm not going to cry "Destruction is underpowered," but I will say that it's completely unfair that weaknesses to magic and specific elements can only be applied via poison. For that matter, lacking a "Weakness to Poison" spell makes an Alchemy/weapon/Destruction build that much less effective.
  • The only "Absorb Health" spell requires vampirism, and it isn't even a good spell--at any level, the basic Restoration spell Healing completely obviates it. If you're a stage four vampire, Healing will cost less to cast and heal for twice as much health, and you don't even need a target present in order to heal. That spell is obsolete from the very start, and it's even bugged to the point of not being affected by the Destruction perks that reduce casting cost.

    On that note, not only do we not have effective "Absorb Health/Magicka/Stamina" spells, but even if we won't see one, the Vampire Drain spell should at least be rebalanced.

    I've made a detailed anolysis and criticism of the Vampire Drain spell before (hopefully somebody will remember it), and although it bears repeating, I won't do so because it will greatly lengthen this already long post (I'll do so later in the thread if requested). Here is my rebalance proposal in brief:

    5 points of health absorption for 10 points per second at stage one vampirism, 10 points of absorption for 20 per second at stage two, and so on to 20 points of absorption per second for 40 magicka per second at stage four. This keeps Vampire Drain balanced in regards to its power, keeps it a reliable way to regain health and/or deal damage, and keeps it fairly competitive with the Novice Restoration spell Healing and the Apprentice spell Fast Healing while still leaving Restoration to be the obvious superior choice for recovery.
  • Moar summonz, please. I'd like to summon things that already exist in the game like Spriggans, Spriggan Matrons, Magical Anomalies, animals (like the bear summon in Oblivion, and can you say mammoths MUDCRABS?), Dragon Priests, and deadra other than just the atronachs. As for things that don't exist in the game, Deathclaws, spectral dragons, and Gyarados are all good candidates, but I'm not pushing for that; I'd just honestly like to be able to summon some more creatures (especially Spriggans and Spriggan Matrons).
  • More Destruction spells. As it stands, we don't have a way to drain, damage (semi-permanent debuff, that is) or absorb attributes in the Destruction school. The least I would like to see are a non-elemental Damage Health spell and magical poison damage, like what the Spriggans use against us (their magic is scripted as poison damage, I'm fairly certain). A poison cloak would be nice, too, as well as a poison rune. Obviously, there would be no need for adding more perks.
  • An Expert-level ward in Restoration (which, according to the trend in those spells, would block 100 points of spell damage). The Adept-level Greater Ward only blocks 80 points of damage, which isn't enough at all against higher-level mage enemies who can bust through it easily. A Master-level ward that erects a dome shaped ward around the player when cast would be spectacular (perhaps the diameter of the Circle of Protection, which I'm pretty sure is the standard 15 feet).
  • In the art book that came with the collector's edition pre-order, there's concept art for many different color wards. Were you planning on making wards that were more effective against specific damage? A lightning ward would be great against lightning mages, and a physical ward for melee enemies (since wards add to the armor rating, maybe reducing melee/arrow damage [or "normal weapon resistance"] with this ward would be a good idea).
  • More Alteration spells. Obviously, everyone wants the Paralysis rune, but I'm thinking about more important things, like armor/flesh spells that can be cast on targets--I'd like to keep my companions alive! And what about an AOE armor/flesh spell that affects me and my allies without benefiting my enemies, like Grand Healing?

    And I know everyone calls for it, but Mark and Recall would be nice. Yes, we have fast travel, so they wouldn't really be useful, but that's optional, and Mark and Recall can help immerse us in the game greatly, the same way that Clairvoyance exists despite the fact that we have map markers and even markers in the game world. And just the same way that we can't wait in certain locations or the way that Clairvoyance might be unable to show a path, you can program Mark and Recall to not work in certain locations, like the one-time Skuldafn temple.

    And maybe this is stretching it, but how about a spell that ragdolls enemies closer to you, kind of like the opposite of Unrelenting Force?
  • You guys did wonderfully with Illusion. There's not much more I could add to that, so good job--and bravo if you manage to improve it in the future.
Equipment
  • More aesthetic variety with craftable armors, please. Different versions of the scaled armor and steel armor are a start, but it's not enough. Perhaps weapons could use some visual variety as well, like different-looking Glass war axes with the same stats.
  • There are so many robes (like awesome red and green robes) that exist in the game files but are nowhere to be found. Not only would I thoroughly enjoy such spiffy clothing, but a good robes merchant would be nice. It would be great to find the standard hooded black robes at a merchant with the same stats as, say Adept Robes of Destruction.
  • For that matter, the Expert and Master level robes are not attractive. According to the art book that came with the collector's edition, mage's clothing had a triangular theme to set them apart, but the Expert and Master level robes (at least on males) are rather straight, rectangular, and bland. Better looking robes that stick with the powerful triangular theme along with some fresh Expert and Master level hoods would be a welcomed addition.
Combat
  • The perks specific to swords and maces/hammers don't work very well. Bone Breaker and Skull crusher work correctly, but enemies tend to have very low armor ratings if they have any armor at all. This is because, regardless of whether they have any skill in it, NPCs never have armor perks to worry about, and it's rare to see an enemy in high-tier armor anyway. Bladesman and Deep Wounds are bugged, and will only ever deal a small amount of critical damage.

    While the bleeding perks for the axes works fine, but the wording is bad--there's no way to know how much bleeding damage is actually dealt.
Dragons and Shouts
  • Shouts are fun and work well, but the cooldown mechanic could be made better, in my opinion.

    Each individual shout has a cooldown that increases depending on how many words were used. That's great, but instead of this being a universal cooldown, this should be the cooldown for that specific shout. That is, Frost Breath has a cooldown of 100 seconds if all three words are used, so it should be 100 seconds until we can use it again, but we should be able to use other shouts with impunity while we wait, activating their cooldowns. It would be especially well-balanced if the cooldown for a shout increased by 5 or 10 seconds for every shout we used while one was in cooldown. So, for instance, if we used Frost Breath and then Fire Breath, both shouts would take a total of 110 seconds to cool down instead of 100 seconds each.

    If that's not balanced enough, consider adding 5-10 seconds per word used. So, in the above example, if Frost Breath and Fire Breath are both used at their full strength consecutively, an extra 30 seconds would be added to each cooldown--5 seconds for each word used while another shout was in cooldown--or the player could even suffer a whole extra minute penalty cooldown for each shout if 10 seconds are added for each of the six words used for shouting while another shout was in cooldown.

    Basically (in case anyone is not following), what this would mean is that a full Frost Breath or Fire Breath shout has the normal penalty of 100 seconds of cooldown, but if Fire Breath is used after Frost Breath, 10 seconds for each word are added to their cooldowns, and instead of waiting 100 seconds, each shout would need to cool down for 160 seconds. After the penalty, they're both back down to the normal 100 seconds per use.
  • We were promised unique dragon battles and unique dragons, where instead of the typical "dragon breathes fire/frost," we'd get the dragons speaking attacks at us, and more varied attacks than just fire or frost. What you actually delivered was dragons breathing fire and frost, the exact opposite of what we thought we were getting. Dragons do not use any shouts other than the ones literally called Fire Breath and Frost Breath. Even Draugr are more dangerous in that respect, and that's unfair to your community.

    This is something that really bothers me about Skyrim, and something we, as a community, ought to demand that you change. Dragons should be able to disarm us and stagger or even ragdoll us with Unrelenting Force, in the least! If we use Storm Call, instead of doing nothing and letting the dragon die, what excuse do you have for not allowing dragons to Clear Skies? For that matter, why can't dragons use Storm Call and force us to take shelter or use Clear Skies to counter it? If we use Slow Time, dragons should be able to use Whirlwind Sprint to move at normal speed, and if they use Slow Time on us, we should be able to use Whirlwind Sprint to counter that. Dragons should be able to cast Dismay if we have allies, Animal Allegiance if there are a lot of creatures around, of perhaps Kyne's Peace if we just shouted Animal Allegiance.

    Bethesda, you promised much more with your dragon battles than you delivered. That's enough reason for us to be upset, but most importantly, you promised that dragon battles would be different from--and better than--a typical fantasy where dragons breath fire or frost and use melee attacks. Not only did you not stay true to your word, you actively did the exact opposite of what you said you would, and for that, you are hypocrites. Other thoughts in this post are criticisms, thoughts and proposed changes, but this I demand: Change the damned dragons, Bethesda.
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There's not much else on my mind right now. Discuss! :tes:
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Mason Nevitt
 
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