Seriously, mages svck hard in this game

Post » Thu Jun 07, 2012 9:48 am

You're doing it wrong.

Try again.
-this-.
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Cassie Boyle
 
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Post » Thu Jun 07, 2012 9:43 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.
mAges use potions in EVERY game ever, so why you wouldnt use potions in this game, is beyond understanding.
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Lalla Vu
 
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Post » Wed Jun 06, 2012 9:27 pm

Charm

Actually there is a Charm Equivalent... isn't it Harmony?
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Justin
 
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Post » Thu Jun 07, 2012 2:40 am

Actually there is a Charm Equivalent... isn't it Harmony or something. Berserk spell?

That's Calm and Frenzy.

Charm is gone.

The full trade is this: Skyrim gives you seven new spell effects, three new casting methods, and dual-casting in exchange for removing 22 spell effects and all spell creation.
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stevie trent
 
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Post » Thu Jun 07, 2012 5:15 am

The grass is always greener on the other side....

I see many posts listing out all the abilities that mage have to defeat enemies and how boring it is. I can assure you its many more abilities than my warrior has as it boils down to:
-run up to enemy and shield bash/sprint attack
-swing weapon
-power attack

rinse and repeat.

I love my warrior as I think its super fun and there is nothing better than chopping off an enemies head after they say some snide remark. However playing my mage is a bit more strategic and open as I can decide on multiple ways to kill an enemy or group of them. Its a challenge that the warrior does not offer.

The same goes for my archer/assassin. Yes it is cool to one shot things from stealth with my bow but it also gets old as its the same scenario emost of the time.


Bottom line roll up a few archtypes and enjoy each one for what they are.
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Teghan Harris
 
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Post » Thu Jun 07, 2012 2:47 am


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)
Oh I agree with this too. I hate that we have to use enchanting and alchemy to be viable. I have said ad nauseam that magic should stand on its own if we do not wish to use a crafting school we should not have to. The magic system in this game is preposterous and you have to have certain builds and use certain skills to be successful as mages. We need our old spells to make all of our magic schools more versatile and we need spell creation to open up our options to make our magic users even more versatile, with that we will he able to create and craft several useful spells. Magic in this game is lacking on all fronts sure its pretty but its just pretty bones and that's it.
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Sophie Louise Edge
 
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Post » Wed Jun 06, 2012 7:41 pm

That's Calm and Frenzy.

Charm is gone.

The full trade is this: Skyrim gives you seven new spell effects, three new casting methods, and dual-casting in exchange for removing 22 spell effects and all spell creation.

I understand about the trade, the NAME charm might be gone, but it was really replaced with spells like:
Calm
Pacify
Harmony

The effects are essentially the same:
Creatures and people up to level 25 nearby won't fight for 60 seconds.
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Chase McAbee
 
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Post » Wed Jun 06, 2012 9:28 pm

I understand about the trade, the NAME charm might be gone, but it was really replaced with spells like:
Calm
Pacify
Harmony

The effects are essentially the same:
Creatures and people up to level 25 nearby won't fight for 60 seconds.

No, it's not.

The effect you described is 100% Calm. Pacify and Harmony are simply two upscaled versions of the same Calming spell. Calm worked exactly the same way in Oblivion and Morrowind: creatures/people up to X level will not fight you for X seconds when cast. Call the spell whatever you like, the effect is what really matters, and those three spells you listed do exactly the same thing in different magnitudes.

Charm made NPCs like you more when used (it affected reputation). But since Skyrim has abolished all reputation and disposition, well... I could actually put that one as an obsolete effect.
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Alba Casas
 
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Post » Thu Jun 07, 2012 10:03 am



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
Yes, I cannot wait to get a PC so I can make this game what I want. Then the game will be at my whims on what I feel is viable.

I know its not constructive. That is why I say nothing about nodding on my console its not going to happen.

I just feel that certain elements should not have to modded in like spell creation the flag ship feature of the magic system and the old spells we lost. Bethesda should add to existing features and mechanics and upgrade upon them.
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Scott
 
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Post » Thu Jun 07, 2012 5:16 am



No, it's not.

The effect you described is 100% Calm. Pacify and Harmony are simply two upscaled versions of the same Calming spell. Calm worked exactly the same way in Oblivion and Morrowind: creatures/people up to X level will not fight you for X seconds when cast.

Charm made NPCs like you more when used. But since Skyrim has abolished all reputation and disposition, well... I could actually put that one as an obsolete effect.
The charm spell was fun and useful. I wish we had the reputation system back with the NPCs disposition. It's one of the many effects I wish we had back.
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Alexis Acevedo
 
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Post » Thu Jun 07, 2012 10:48 am

See my above post. Playstyle choices have been diminished. Just because its possible to be viable the way you play, doesn't contradict any post Ive said. Its still a joke compared to older systems, the only thing that got better was the graphics. One game in the series compared to another in a series isn't Apples to Oranges. Know more about the ES series.

In morrowind and even Oblivion for that matter it was very easy to get your ass kicked if all you did was use destruction and not utilize other skills.
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Rudy Paint fingers
 
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Post » Wed Jun 06, 2012 8:20 pm

In morrowind and even Oblivion for that matter it was very easy to get your ass kicked if all you did was use destruction and not utilize other skills.
exactly.
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Sunny Under
 
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Post » Thu Jun 07, 2012 10:27 am

Bethesda should add to existing features and mechanics and upgrade upon them.

The same thing happened with Civ V.. Tons of features (read: complexity and depth) from Civ IV were simply removed such as religion, and espionage and many other features were 'streamlined' such as diplomacy and victory conditions. It reduced the number of play-styles that were possible. Not that dissimilar from what the allegations are here regarding magic in Skyrim v. magic in Oblivion. At the end of the day, the game sold $21.9M on steam in 2010 (source: http://www.gamefocus.ca/news/12732.html). Not bad given the game was released in September of 2010!

Increasingly, video gaming is opening to a broader market. In order to appeal to that broader market, complexity is removed. Most video gamers simply want to log in, shoot some stuff, and log off. It's actually quite amazing to see a CRPG in the high-fantasy setting do as well as Skyrim has! Sure, this trend towards 'simpler' can alienate the existing fan base somewhat, but at the end of the day they make more money. It's a win/meh situation for bethesda/the hardcoe fan, but meh is better than fail :)
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Tracy Byworth
 
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Post » Thu Jun 07, 2012 8:15 am

In morrowind and even Oblivion for that matter it was very easy to get your ass kicked if all you did was use destruction and not utilize other skills.
Not really. Spell Creation.


exactly.
Nope, Spell Creation.


That's Calm and Frenzy.

Charm is gone.

The full trade is this: Skyrim gives you seven new spell effects, three new casting methods, and dual-casting in exchange for removing 22 spell effects and all spell creation.
Also, Banish isn't new, it was in Daggerfall. And one of the 'new' casting methods, Rune, which is basically just a trap spell, was viable in Oblivion with spell creation. So its even less.
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Olga Xx
 
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Post » Thu Jun 07, 2012 12:22 am



The same thing happened with Civ V.. Tons of features (read: complexity and depth) from Civ IV were simply removed such as religion, and espionage and many other features were 'streamlined' such as diplomacy and victory conditions. It reduced the number of play-styles that were possible. Not that dissimilar from what the allegations are here regarding magic in Skyrim v. magic in Oblivion. At the end of the day, the game sold $21.9M on steam in 2010 (source: http://www.gamefocus.ca/news/12732.html). Not bad given the game was released in September of 2010!

Increasingly, video gaming is opening to a broader market. In order to appeal to that broader market, complexity is removed. Most video gamers simply want to log in, shoot some stuff, and log off. It's actually quite amazing to see a CRPG in the high-fantasy setting do as well as Skyrim has! Sure, this trend towards 'simpler' can alienate the existing fan base somewhat, but at the end of the day they make more money. It's a win/meh situation for bethesda/the hardcoe fan, but meh is better than fail :)
I did not know about Civ V I stopped with that series after four. I have no reason just stopped playing it, the series lost ky interest I guess you can say, its a good thing if the feature set was cut in five.

I know what Bethesda is doing appealing to wider audience. Now that they have that audience they add content back in along with its depth complexity. There is no reason for any more streamlining, wmthey have garnered a massive audience with both Skyrim and Oblivion, so now they can add. I am hoping with the first expansion they rectify what they have done and add back in the old spells and spell creation. Hopefully a retooled attribute system with general perks added in. I hope they expand upon the laughably short guild quest. Things like that is what would make this game better.
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John Moore
 
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Post » Thu Jun 07, 2012 5:31 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.

Ah, here we are, another ignorant complainer, there's so many of these that continue to plague these forums. But don't worry, it's not your fault. I had the same trouble, but I didn't give up. If you were like me then you probably thought to yourself "To hell with the Companions, I'm going straight to Winterhold," to tackle on the college quests. #1 mistake right here. I had the same trouble you did, when you are tasked with ascertaining the location of the staff of magnus by going to Mzulft, I too had trouble taking on multiple Falmer, Chaurus and single Dwarven Sphere Guardians. I would assume you're talking about the Mage questline(or some questline), because otherwise you weren't strong enough to beat and you're just being extremely stubborn. My advice, don't take on the College of Winterhold questline until you've reached atleast level 15. I found alot more success with this after resetting my Pure Mage character. Other than this I(and you should) got my enchanting up to 60 at an early level and created very useful enchantments that fortified the cost of my Destruction spells. In addition, I like to play more of a Conjurer's role at higher levels(+25) but I like to use mainly Destruction from the get-go, so I boost my Conjuration respectively with my level: 50 at 15, 65 at 20, 75 at 25 and 90 at 30. The rest I bring up myself, but at that point conjuring Atronachs doesn't boost Conjuration too much.

Alternatively , If you play on PC, there is a mod that makes Destruction Magic scale and increases Magica regeneration when fighting enemies. Magic is far from svcky. Sure it could use a buff, but I wouldn't dare call it underpowered.
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FITTAS
 
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Post » Thu Jun 07, 2012 2:39 am

Ah, here we are, another ignorant complainer, there's so many of these that continue to plague these forums. But don't worry, it's not your fault. I had the same trouble, but I didn't give up. If you were like me then you probably thought to yourself "To hell with the Companions, I'm going straight to Winterhold," to tackle on the college quests. #1 mistake right here. I had the same trouble you did, when you are tasked with ascertaining the location of the staff of magnus by going to Mzulft, I too had trouble taking on multiple Falmer, Chaurus and single Dwarven Sphere Guardians. I would assume you're talking about the Mage questline(or some questline), because otherwise you weren't strong enough to beat and you're just being extremely stubborn. My advice, don't take on the College of Winterhold questline until you've reached atleast level 15. I found alot more success with this after resetting my Pure Mage character. Other than this I(and you should) got my enchanting up to 60 at an early level and created very useful enchantments that fortified the cost of my Destruction spells. In addition, I like to play more of a Conjurer's role at higher levels(+25) but I like to use mainly Destruction from the get-go, so I boost my Conjuration respectively with my level: 50 at 15, 65 at 20, 75 at 25 and 90 at 30. The rest I bring up myself, but at that point conjuring Atronachs doesn't boost Conjuration too much.

Alternatively , If you play on PC, there is a mod that makes Destruction Magic scale and increases Magica regeneration when fighting enemies. Magic is far from svcky. Sure it could use a buff, but I wouldn't dare call it underpowered.
-this- or enchant your armor and robes yourself. Works wonders.
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Theodore Walling
 
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Post » Thu Jun 07, 2012 9:14 am

In morrowind and even Oblivion for that matter it was very easy to get your ass kicked if all you did was use destruction and not utilize other skills.

I think the issue is the fact you can plow through everything with just a sword.
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Ria dell
 
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Post » Thu Jun 07, 2012 8:04 am

Magic is excellently implemented imo... Bethesda have done a rare thing and tied some of the lore aspects into the gameplay mechanics.

Magic in and of itself is meant to be the wise man's weapon, the thinker's tool. If you think and strategise well as a mage, you can be nigh on unbeatable. If you do what every other playstyle allows and just run in / sneak behind enemies and engage at close range... well you're going to get butt******.

Magic is the most difficult playstyle, but also the most rewarding (unless you unnaturally level up any one school, e.g. Enchanting or Conjuration, and destroy with high level spells). Also, it's worth noting that difficulty has a large bearing on your game experience as a mage. On my warrior I play on Expert or Master because it feels more realistic. Magic, however, particularly Destruction magic, has very limited scaling, and has been balanced for use on Adept difficulty (and has been balanced well, tbh).

There's a kind of unspoken expectation that a dual cast Incinerate fireball, which fills your screen up with flame, should send that Frostbite Spider etc into orbit. The fulfillment of these expectations is achieved very well on Adept - the things that should die, die... the things that should keep trucking will keep coming.
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krystal sowten
 
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Post » Thu Jun 07, 2012 6:13 am

Magic is excellently implemented imo... Bethesda have done a rare thing and tied some of the lore aspects into the gameplay mechanics.

Uh, not really. Actually a lot of lore regarding magic was tossed aside.
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Craig Martin
 
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Post » Thu Jun 07, 2012 4:38 am

Uh, not really. Actually a lot of lore regarding magic was tossed aside.

Did you read the rest of my point? You just addressed the introductory sentence, without the explanation.
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Cheville Thompson
 
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Post » Wed Jun 06, 2012 9:46 pm

Did you read the rest of my point? You just addressed the introductory sentence, without the explanation.
That's all I needed to read. You said it tied magic to the lore, when at every turn Beth has tried to bastardize the magical lore, with gimmicky mechanics, cutting, or simple disregard. In fact, the rest of your comment really doesn't say anything about lore. Since the only thing I wanted to comment on was the lore aspect, I selectively quoted you.
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Anna Beattie
 
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Post » Wed Jun 06, 2012 11:21 pm

Also, Banish isn't new, it was in Daggerfall. And one of the 'new' casting methods, Rune, which is basically just a trap spell, was viable in Oblivion with spell creation. So its even less.

Consider this me being generous, then. :wink:

So in reality we have 2.5 new casting methods (if I assume correctly, you could imitate a Rune spell's effects in Oblivion rather well by just casting an A-o-E spell on the ground nearby your target), six new spells, and one old spell brought back, in exchange for 22 spells removed as well as spell creation. Oh, and don't forget the pretty lights, wouldn't be a Bethesda innovation without the pretty lights.

Thanks for the clarification, but I'm sure you agree with my overall point. :smile:
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Lauren Denman
 
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Post » Thu Jun 07, 2012 1:16 am

That's all I needed to read. You said it tied magic to the lore, when at every turn Beth has tried to bastardize the magical lore, with gimmicky mechanics, cutting, or simple disregard. In fact, the rest of your comment really doesn't say anything about lore. Since the only thing I wanted to comment on was the lore aspect, I selectively quoted you.

Which lore in particular are you talking about?
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Austin Suggs
 
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Post » Wed Jun 06, 2012 7:54 pm

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 made a few mage characters and they are all powerful,maybe you just don't know how to select the correct perks? That or...you just svck?
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Crystal Clear
 
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