Seriously, mages svck hard in this game

Post » Wed Jun 06, 2012 7:13 pm

too many moot points from people who've barely started playing at low levels.
Too many moot points from people who have no idea what they're talking about is more like it.
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Daniel Brown
 
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Post » Thu Jun 07, 2012 8:16 am

Hey, you pay the price for the life you choose to lead...

The PC has always been the platform to go to if you want a game that can be expanded and modified in a semi-open fashion.

The console as a serious CRPG platform is dubious at best and the games are made for the console simply because the console has so much more market penetration.

I'm not saying that it's *right* that you have to feel like you need to mod the game and I certainly concede that it's unfortunate that many feel that the game needs modding, but I am saying that your ability to mod any game is limited by your choice of gaming platform.

I fail to see how that's a constructive contribution to the discussion.
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Sherry Speakman
 
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Post » Wed Jun 06, 2012 8:44 pm



I fail to see how that's a constructive contribution to the discussion.
Same here.
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Juan Suarez
 
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Post » Wed Jun 06, 2012 11:57 pm

The GAME Does. I tried rolling a Destro Focused mage using Fire and Ice without the Impact Perk, enchanting tricks, Uber Potions, etc and it's unreal.

"But As A Mage, Utility is your greatest asset"

What utility?! Every fight plays out the same for me at this stage in the game; Summon/ Paralyze/ Spam Incinerate and Ice Spear while back peddaling/ Run out of mana in 30 seconds/ Run around like a moron waiting for that Slooooow Recharge to do it's job.

Alternatively, If I wander into Drauger Territory(I.E. Nothing but Scourges and Deathlords... Thanks for fixing the level scaling) my COA is as follows: Turn around/ Run/ Never Return.

If I were to exploit some Alchemy or Enchanting,( I should not have to. I didn't have to in OB or Morrowind), the only difference would be being able to spam 2 Destro Spells Forever instead of having to run.

I can't make the character I WANT in an Elder Scrolls game!

Magic is broken and it's a [censored] FACT. No amount of apoligistics, sycophantics or just plain denial can change that.

For me personally, it's the only thing holding this game back.

PS: I'm not stupid, I don't play COD, and I know how a game should work. If any of you want to suggest any of that, you can die in a hole.


If it was a 'fact' that either magic is completely bad or that you 'have' to play a certain way then everybody would be having the problem. considering it is only a minority of people though, nope it is not a fact it is only your opinions. Keep trying different ways and you will eventually figure out how to get a mage character running smoothly.
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nath
 
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Post » Thu Jun 07, 2012 5:48 am

mages svck because why? the game is harder when you are one? this is the best news yet! cant wait to start my mage character
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neil slattery
 
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Post » Wed Jun 06, 2012 9:48 pm

If it was a 'fact' that either magic is completely bad or that you 'have' to play a certain way then everybody would be having the problem. considering it is only a minority of people though, nope it is not a fact it is only your opinions. Keep trying different ways and you will eventually figure out how to get a mage character running smoothly.

Oh, I can get a smooth running mage character.

Minus Destruction.

The point is that I shouldn't have to find the "Correct" build in a game that claims to emphasize choice.

@Person above me: That's not why mages svck at all, but hey, drink that koolaid.
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Romy Welsch
 
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Post » Thu Jun 07, 2012 10:03 am

mages svck because why? the game is harder when you are one? this is the best news yet! cant wait to start my mage character
It's not as good as past games because we have lost useful spell types and spell creation its a bare bones system with pretty effects that's it.
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Del Arte
 
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Post » Wed Jun 06, 2012 11:54 pm




If it was a 'fact' that either magic is completely bad or that you 'have' to play a certain way then everybody would be having the problem. considering it is only a minority of people though, nope it is not a fact it is only your opinions. Keep trying different ways and you will eventually figure out how to get a mage character running smoothly.
the thing is you have go play a certain way to run into magic being bad and that's going 40+, not using enchanting or alchemy and not using impact you will clearly see that destruction does not scale well heck not even destruction conjuration and alteration do not scale well either
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Portions
 
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Post » Thu Jun 07, 2012 5:23 am



Oh, I can get a smooth running mage character.

Minus Destruction.

The point is that I shouldn't have to find the "Correct" build in a game that claims to emphasize choice.

@Person above me: That's not why mages svck at all, but hey, drink that koolaid.
I agree, it this game it is completely plausible to make a functional mage. We just lack options and customization. These games are about choice and this game is lacking choice in the magic system.
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Stace
 
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Post » Wed Jun 06, 2012 8:51 pm

erm...ok? Not sure why you needed to derail the thread like that.

Because someone complained that they couldn't mod their console game?

EOF
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Floor Punch
 
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Post » Thu Jun 07, 2012 7:06 am

I agree, it this game it is completely plausible to make a functional mage. We just lack options and customization. These games are about choice and this game is lacking choice in the magic system.
yes for other builds games gettiing to hard? warrior: smithing make your armor and weapons better,theif: alchemy use poisons for more 1 hit kills, warrior and theif: enchanting make desired combat skill better
Mage: smithing make your armor better (if you use armor), alchemy make your damage viable (for everysingle fight), enchanting spam spells forever (not to mention that for higher level spells you need this to have a viable mage)
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BlackaneseB
 
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Post » Wed Jun 06, 2012 7:33 pm

Same here.

Sorry it didn't work out for you. Modding the game to be what you like is a viable option, if you run the game on a platform on which this is a viable option. My comment was no less constructive than the person who complained that they couldn't mod the game because they were on a console.

--Randall
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Antonio Gigliotta
 
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Post » Thu Jun 07, 2012 10:56 am

No you don't. Spam incinerate(or the other colored versions :facepalm:) for roughly 95% of your play time. Real great magic system, no wait...it does svck hard.

Offensive magic in this game is horrible, which is why I use mods to make it half as fun as melee/bows(non-exploited). Thank god for mods.

Spam any high-powered attack. Super sword, axe or hammer, etc., same thing. If you limit your tactic to one single spell, that's YOUR fault, not the game's. I use conjures, flame, frost and lightning attacks, skins, etc., etc. You CAN NOT run up to an ancient dragon, giant, whatever, as a "pure", unarmored mage, spamming incinerate. Similarly, you can't run through dungeons in case you run into something that packs a wallop. Spells are cool AND work out well, if you're not the type of player who plays with one tactic, and a limited set of practiced skills. If you are, every character is essentially the same, and only the attack graphics change. ;)
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brian adkins
 
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Post » Thu Jun 07, 2012 1:52 am

I'm on my first play-through as a pure mage and I am almost giving up on this game. I have a tremendous trouble killing enemies, one example is the dwarven sphere. I find myself hiding behind my flame atronach 100% of the time and even then just one of them is not enough to kill a dwarven sphere. Right now I am stuck at the one quest because I cannot handle two Falmers at once. It's one mage and one archer. The mage uses ice so my flame atronach is [censored]. And it takes 4 hits for my mage to die from any meele/arrow attack so yea.

Magic svcks in this game, hard.

I'll ask...did you put any upogrades into Health or Stamina? Because if you just kept making your Magicka pool bigger then of course you would "of course" become too weak to last long. Magicka is pretty much a single use attribute taht is worthless unless you want to cast a lot of magic. Health and stamina are pretty much useful for anyone & everyone. A mage should probably be using a system where every other level choice is either a health or stamina upgrade.
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GRAEME
 
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Post » Wed Jun 06, 2012 7:44 pm

On spellcrafting... don't miss it, never used it. All crafted spells in past games were essentially variations of "stock" spells. IMO, having the ability to have umpteen minor variations on a single spell is NOT a plus and detracts from development time that can better be spent elsewhere (figuring balancing). I *would* have liked to see a little more variation in Destruction... acid/poison clouds/sprays, but c'est la vie, you can't have everything and faulting a game that gives you more than any other out there for NOT giving you EVERYTHING, well, that's always going to come across as whiney.
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TASTY TRACY
 
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Post » Thu Jun 07, 2012 5:53 am

Indeed it does. I haven't bothered reading the thread because it is most likely filled with the usual you just svck or magic is for wimps or even magic is better because it looks pretty. All of which is completely false. I even read a post where someone claimed the gimping of magic is justified by the lore. What a joke.
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Jodie Bardgett
 
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Post » Thu Jun 07, 2012 8:34 am

A 1 trick pony mage will svck, which is what I'm guessing you are...

A pure mage does not mean just destruction. You need the other schools to survive muliple enemy encounters.

Illusion makes groups not that big of a deal, than add in a summon or raise the dead and a few spells to finish off the survivors.

I was about to post this till you stole the words from my mouth.
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Laura Samson
 
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Post » Thu Jun 07, 2012 3:19 am

I'm on my first play-through as a pure mage and I am almost giving up on this game. I have a tremendous trouble killing enemies, one example is the dwarven sphere. I find myself hiding behind my flame atronach 100% of the time and even then just one of them is not enough to kill a dwarven sphere. Right now I am stuck at the one quest because I cannot handle two Falmers at once. It's one mage and one archer. The mage uses ice so my flame atronach is [censored]. And it takes 4 hits for my mage to die from any meele/arrow attack so yea.

Magic svcks in this game, hard.

If you are a pure mage, why dont you have the impact perk?

I'm pretty sick of people complaining about magic "svcking" I made it most of the way through the game without ever using a weapon or wearing armor.

Impact=easy mode

You just get lightning bolt out and boom boom boom boom, theyll never hit you
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alyssa ALYSSA
 
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Post » Thu Jun 07, 2012 3:51 am

On spellcrafting... don't miss it, never used it. All crafted spells in past games were essentially variations of "stock" spells. IMO, having the ability to have umpteen minor variations on a single spell is NOT a plus and detracts from development time that can better be spent elsewhere (figuring balancing). I *would* have liked to see a little more variation in Destruction... acid/poison clouds/sprays, but c'est la vie, you can't have everything and faulting a game that gives you more than any other out there for NOT giving you EVERYTHING, well, that's always going to come across as whiney.
No. SC was a way to custom make spells. Now we're stuck with yhe same boring spells, excelt less effects. The balance argument is a complete joke.
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Micah Judaeah
 
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Post » Wed Jun 06, 2012 10:08 pm

On spellcrafting... don't miss it, never used it. All crafted spells in past games were essentially variations of "stock" spells. IMO, having the ability to have umpteen minor variations on a single spell is NOT a plus and detracts from development time that can better be spent elsewhere (figuring balancing). I *would* have liked to see a little more variation in Destruction... acid/poison clouds/sprays, but c'est la vie, you can't have everything and faulting a game that gives you more than any other out there for NOT giving you EVERYTHING, well, that's always going to come across as whiney.

That's wrong on so many different levels.

The one I'll touch on thought, "On Spellcrafting... don't miss it. Never USED IT."

Well, a lot of us DID.

Just because you didn't know how to properly use a feature (An exceptionally POPULAR feature) doesn't mean it svcked and needed to be thrown out.

I could go on, but I'm busy.
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Jodie Bardgett
 
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Post » Thu Jun 07, 2012 2:28 am

If spellcrafting comes back, emulate Magicka (the game). Instead of providing a static pool of effects--which is just a more granular level of boring--allow us to experiment! Combine paralysis with fire and get...? Flame wall? Fire with air for a fireball (Magicka uses fire/earth--but this is Skyrim.) As you learn new spell types, you get more and more options for destruction and mayhem.

Spellcrafting people.. Make experimentation fun!
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Lance Vannortwick
 
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Post » Wed Jun 06, 2012 9:55 pm

Because someone complained that they couldn't mod their console game?


No, it's because that mantra of "mods will fix it" is completely useless to those on a console platform, and essentially lets Bethesda pass the buck on the parts of game design that is their responsibility.
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Loane
 
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Post » Wed Jun 06, 2012 7:32 pm

No, it's because that mantra of "mods will fix it" is completely useless to those on a console platform, and essentially lets Bethesda pass the buck on the parts of game design that is their responsibility.

You can't please all of the people, all of the time. What Bethesda appears to have done is please most of the people, most of the time. Incidentally, this happens to be the best way to make money when creating a product for consumers to purchase :)

Mods allow those who are not pleased the ability to become pleased.

I mod all of my vehicles. I mod my house. I mod my android phone. I built my own DVR system based on mythtv (linux). I mod most of the video games I play when that capability exists. I already know that what people make off the shelf is most likely not going to meet my needs 100%, so I ensure that the ability to modify that product exists prior to purchase.

It's unfortunate that this capability doesn't exist for some of the people. Ergo, those people have to pay the price for the life they choose to lead. A good metaphor is the Toyota Prius - if I were interested in generating additional horsepower and going faster, I would have chosen the wrong platform whereas if I wanted to get great fuel economy and still be able to modify the motor to generate more horsepower/torque I'd go buy a VW Golf TDI :)
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Chris Johnston
 
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Post » Thu Jun 07, 2012 6:13 am

The fact of the matter is, that a player CANNOT be effective in this game as a Pure Destruction Mage on Master Difficulty.

1. Must use companions
2. Must use Atronachs/Conjured minions
3. Must use Enchanting
4. Must use other schools of magicka

Damage does not scale at all. A level 45 Mage, with Destruction at 100, difficulty of Master, going on recently issued Blook Horker mission for example, using Ice Storm or Ice Spear did jack and squad for damage. I'm fine with being one shotted by their arrows (to the knee), as that is what SHOULD happen to a pure mage in robes. But, I'm finding it hard to believe that there is no damage adjustment, even if the level of the Destruction skill increases. I have 780 something magicka and my regen, I think, sits at 150%, 100%, 26%, 26%, 26%, and 40% with all the items that are allowed a magicka regen bonus (such as Dragon mask, Master Destruction Robe, gloves, amulet, etc).

Fire spells at higher levels are essentially useless since the burning effect does just about NOTHING to higher level enemies and only lasts like 2 seconds.

That Atronachs don't scale is garbage as well. I love a Frost Atronach getting one shotted by Bandit Chiefs/Leaders. I don't have as strong a Conjuration skill as Destruction, but for me that takes forever to go up anyways, even though I conjure up a minion ALL THE TIME.

I'm also peeved that certain items can't have certain enchantments. But that's for another discussion.

Damage for Destruction based magic svcks. I'm almost at level 50 and I still go up against enemies that make me feel like a little schoolgirl getting spanked.



It depends on what level you are too,but I played my first mage and I thought it was so OP, i killed everything so much easier then my melee character, dragons were no problem, neither were falmer, centurions, or spheres, just make sure you get the right spells for your guy as well.

I thought, on Master, it was quite the opposite. My Warrior had Deadric weapons and armor with dual enchantments that [censored] pretty much anything. My Mage on the other hand takes forever to kill stuff and I had to give my companions smithed and enchanted armor to make them effective. Whoever heard of a Mage Master Smith? The game is NOT balanced at all.
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james kite
 
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Post » Thu Jun 07, 2012 7:13 am

Before this topic gets closed down, here's a quick list I put together concerning magic effects:

New Spell Effects:

Transmute
Banish
Damage Attribute Regeneration
Clairvoyance
Muffle
Ward
Fortify Shouts


Rebranded effects:

Armor (previously Shield)
Conjure (previously Summon)
Detect Undead (conditional Detect Life)
Huntsman's Prowess (conditional Damage Health)
Smithing Expertise (combination of Fortify Skill: Smithing and Shock Damage)
Slow (previously Drain Attribute: Speed)
Fear (previously Demoralize)
Pacify (previously Calm)
Regenerate Health/Magicka/Stamina (previously effect-over-time Restore)
Fortify Unarmed Damage (previously Fortify Skill: Hand-to-Hand)
Fortify Carry Weight (previously Fortify Attribute: Strength)
Light Damage (previously Sun Damage, but now occurs at night instead of day)

Removed effects:

Elemental Shield
Open Lock
Water Walking
Feather
Burden
Bound Armor
Weakness to Normal Weapons
Chameleon
Silence
Dispel
Reflect Damage
Reflect Spell
Resist Normal Weapons
Cure Paralysis
Absorb Skill

Obsolete Effects (removed because they served no purpose any longer):

Disintegrate Armor (equipment no longer has condition)
Disintegrate Weapon (equipment no longer has condition)
Resist Paralysis (is now chance-based)
Restore Attribute (no attributes)
Fortify Attribute (no attributes)
Drain Attribute (no attributes)
Charm (no NPC disposition)


That's seven new effects for 22 lost.
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Matthew Barrows
 
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