I've had the feeling destruction is underpowered for a while, since I typically only play mages into levels over 50. I'm beginning to think Otheral's position is more or less right: too one-dimensional without spell creation (or spell combos).
It's not that destruction is broken due to generalized lower damage output than melee, per se, it's more that there are only six spells that really work as they should at higher levels: the expert bolt-type spells and the master spells (and the latter have their own special drawbacks with uninterrupted casting time required). The remaining 18 spells either stop being useful at higher levels or useless at any level.
For me, what seems undeniably broken (other than lacking strong destruction staves to complement destruction skill--we need this, Beth!) is the following:
- Runes: don't benefit from any kind of scaling or even the relevant augmentation perks, so their damage is capped at 50. This means they become useless around level 25
- Cloaks: useful perhaps for hybrid players or battlemages but useless for pure mages; the damage output is too low given the spell's limited (melee) range; engagement at this range is generally unhealthy for glass cannons.
- Walls: damage output isn't what it's claimed to be (the in-game description is 50 dps but in reality it's closer to 24, and can't function as an effective, buffed spray-type spell similar to the novice spells); rather it creates a minuscule patch of damaging area on a floor, something that won't hit the enemy more than once in most contexts
Essentially, they got rid of touch spells (I didn't mind this really--the physical action always looked awkward) and added three new damage-delivery modes for destruction--runes, cloaks and walls. I'd love this except they're all broken due to low damage, one way or another. This leaves many of us who RP upper level pure mages just spamming expert bolt-type spells, which is boring, whether it's 'adequate' damage or not...