1. Improving Runes
I *loved* runes until I realized ~lvl 40 there's only one class for runes--apprentice level--at a meager 50 dmg, which doesn't increase with the elemental perks. By the time I'm really able to begin casting those w.o abusing alchemy or enchanting to manage casting cost, runes stop being useful d/t declining dmg w/r/t enemy HP. This seems a serious oversight and could easily be remedied with two changes:
- Make runes benefit from elemental perks like other destruction spells
- Introduce expert-class runes, with twice the damage of their apprentice-grade counterparts
2. Improving Staves
Here again, staves feel underpowered for mages over lvl 35 - 40, primarily b/c they can't benefit from stagger or dual casting, which are frequently used/exploited to make up for the reduced damage avail. So that staves can remain a part of the high-level mage's repertoire, I propose increasing the damage staves will do relative to hand-cast versions, maybe with relative values like this:
single cast = 1, staff = 1.7, dual cast = 2.2
They still won't benefit from stagger, but this adjustment alone could make staves attractive even at higher levels (I don't care to use Enchanting to reduce destruction cost to zero, so dual casting still burns a lot of magicka for me).
Of course, it would be particularly good if expert-level staves for Destruction were easier to find--in 500 hours of play & reaching level 65, I've yet to find a single staff of incinerate, or icy spear, or thunderbolt...
So, what say you all? Would this work? Have I overlooked any nasty, unintended consequences here?
