Seriously, mages svck hard in this game

Post » Thu Jun 07, 2012 6:19 am

Yeah, I totally see how they did that with two spells equipped at any one time... and at least 40 perks to augment them.

Thats like saying player movement has been diminished because we can't backpedal at full speed anymore. :dry:
You haven't even played Skyrim have you? 2 spells at once, oh wow, I could have 8+ in previous games. Half the perks are either damage modifiers, or magicka reduction prerequisites. Very few actually diversify builds in some meaningful way that hasn't been seen in previous ES games.
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Bellismydesi
 
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Post » Thu Jun 07, 2012 11:14 am

It's all about playstyle. If you want to abuse the system, that's fine. If you want to use the system's of Enchanting and Alchemy within the intended limits (not glitching for 200,000% with the Resto Potion bug), you still become very strong when you craft the appropriate potions.

It is what it is, that's all I'm saying. There is too much misconception about the limits available to the player due to comments like yours.

You already can get results just getting 100% reduction and spamming impact; its also incredibly dumb and boring :laugh:

Grinding alchemy to increase damage is extremely time consuming and causes level skewing from enemy scaling; might as well just grind crafting all the way and ruin the fun of playing all together.

And telling people to have self restraint and limit themselves to some arbitrary amount is silly; because that's more about spending time "making sure you don't get too powerful" than just playing.
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Jerry Jr. Ortiz
 
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Post » Wed Jun 06, 2012 6:51 pm

Perks and scaling.

You should no more be able use the first spell you get to tide you through the rest of the game, than an iron dagger should.
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Farrah Lee
 
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Post » Wed Jun 06, 2012 11:45 pm

It really feels that way.
I was thinking about illusion spells just now.
Why is the single target hostile spell only affect up to a certain level of NPC and the AOE version affect more powerful levels. They are the same effect, just two different ways to cast it. Makes no sense that the single target one becomes obsolete and the AOE one has to be relied on.

This could all be rectified with scaling.

Lets hope for the future guys! Why do people always fight in forums, it's kind of funny.

Maybe we should have an Occupy Bethesda!

Occupying is so chique these days.
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QuinDINGDONGcey
 
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Post » Wed Jun 06, 2012 7:08 pm

Essentially all the opinions boil down to this;

Abuse X Y and Z and magic is ok -> mostly meaning you can abuse fortify restoration potions to jack up your damage to about 2000000%; and grinding enchanting to make magic cost 0; then spam destruction spells with the impact perk for stun lock. Its also incredibly boring :laugh:

Using illusion and conjuration -> summon or rage then wait for several minutes while enemies attack each other; repeat if necessary till dead.

Pick up a sword -> don't play a mage. :laugh:

Don't play on master -> set difficulty to novice, all problems solved.

If you one shot everything as a mage, you would be back here complaining about how everything was easy and how mages are over powered...

And it is the same routine for any class.

Thief sneaks up and slits throat, shoot arrow, move on. Get ambushed and die screaming like a child or run and hide to come back and try again....

Warrior charges in with weapon X and bash in skulls, get swarmed and die screaming like a child...

Mage goes in, creates mayham, summons a few tanks, takes a few pot shots with a weapon or spell, goes down the cave laughing with glee counting new shiney coins..

When you abuse X, Y, and Z mechanics, all 3 one shot everything than come to the forums to complain about how over powered they are...
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Blaine
 
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Post » Wed Jun 06, 2012 8:06 pm

It really feels that way.
I was thinking about illusion spells just now.
The spell to make targets hostile only affects up to a certain level of NPC, but the AOE version affects more higher levels. So even though they are the same effect, and just two different ways to apply it, the single target one becomes obsolete and the AOE one has to be relied on.
There should be a way to still use both effectively, but their effectiveness is almost hard-coded into the spell itself.
Its really the lack of SC and limited effects list that does it, buts that's a whole other conversation.
Perhaps, but last I checked this post was titled "Seriously, mages svck hard in this game", not "Seriously, mages playstyle choices make me sad from limitations".
Then why did you bring up the play styles? You brought it up, not me. I just made three statements.
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Dominic Vaughan
 
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Post » Thu Jun 07, 2012 2:25 am

You haven't even played Skyrim have you? 2 spells at once, oh wow, I could have 8+ in previous games. Half the perks are either damage modifiers, or magicka reduction prerequisites.

You said the options were gone, somehow less in Skyrim.

There are more options through perks and dual wieldling, and somehow I find something wrong with having 8 spells at once... though perhaps thats just me.

There are more options available to mages, even without spellcrafting. Sorry.
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Andrew Lang
 
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Post » Wed Jun 06, 2012 7:00 pm

You already can get results just getting 100% reduction and spamming impact; its also incredibly dumb and boring :laugh:

Grinding alchemy to increase damage is extremely time consuming and causes level skewing from enemy scaling; might as well just grind crafting all the way and ruin the fun of playing all together.

And telling people to have self restraint and limit themselves to some arbitrary amount is silly; because that's more about spending time "making sure you don't get too powerful" than just playing.

I feel you on that all the way. Alchemy is such a pain to grind, but decent potions can be made after reaching 40 in Alchemy, and that alone is enough to provide a significant boost.

The sad truth is that this is the only existing way to provide any damage scaling beyond the gimpy perks provided. Until something is done by Bethesda, that is the only option available to players.
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Brittany Abner
 
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Post » Thu Jun 07, 2012 6:08 am

You said the options were gone, somehow less in Skyrim.

There are more options through perks and dual wieldling, and somehow I find something wrong with having 8 spells at once... though perhaps thats just me.

There are more options available to mages, even without spellcrafting. Sorry.
No, there isn't. Its a fact. there are less spells, spell effects and no spell creation in Skyrim. Numbers don't lie.
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DeeD
 
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Post » Wed Jun 06, 2012 11:31 pm

Its really the lack of SC and limited effects list that does it, buts that's a whole other conversation.
Then why did you bring up the play styles? You brought it up, not me. I just made three statements.

I feel ya. I know its a touchy subject with people, the change in magic that is. Just to be clear, I was referring to the difference in melee and magic players with the play style comment, don't look into it too hard.
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Sarah Bishop
 
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Post » Thu Jun 07, 2012 12:01 am

Perks and scaling.

You should no more be able use the first spell you get to tide you through the rest of the game, than an iron dagger should.

They should have added more cone of effect / breath spells. I was pretty disappointed that they svck after level 5.
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m Gardner
 
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Post » Wed Jun 06, 2012 10:41 pm

my level 50 mage that has mastery in conjuring, destruction, enchanting, alchemy, and alteration begs to differ, I'm pretty much owning everything with out breaking a sweat, and im on mastery difficulty

magic is actually OP

I'm not kidding

sure I do use the balanced magic mod but who does not :P
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Jah Allen
 
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Post » Wed Jun 06, 2012 10:17 pm

You know what might be neat. If the points you get for a magic school's skill level could be distributed to individual spells to augment them.
Then a person who likes to use flame runes and walls for traps can still use that tactic effectively at higher levels.
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mike
 
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Post » Thu Jun 07, 2012 10:54 am

You know what might be neat. If the points you get for a magic school's skill level could be distributed to individual spells to augment them.
Then a person who likes to use flame runes and walls for traps can still use that tactic effectively at higher levels.

I use balanced magic mod and it does THAT try it
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Siobhan Wallis-McRobert
 
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Post » Thu Jun 07, 2012 4:47 am

Just bring back spell creation. No more complains, ever.
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Kari Depp
 
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Post » Wed Jun 06, 2012 10:36 pm

You don't even know how to play a mage.
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Kristian Perez
 
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Post » Wed Jun 06, 2012 9:34 pm

No, there isn't. Its a fact. there are less spells, spell effects and no spell creation in Skyrim. Numbers don't lie.

Agree to disagree then.

Two hands plus the myriad of perks, plus the freedom to create less archetypical mages through having an extra hand to hold weapon/staff/shield/magic AND enchanting and alchemy (smithing to an extent as well) as addons just seems like more options to me.

How is it not exactly?
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Lily
 
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Post » Wed Jun 06, 2012 8:52 pm

my level 50 mage that has mastery in conjuring, destruction, enchanting, alchemy, and alteration begs to differ, I'm pretty much owning everything with out breaking a sweat, and im on mastery difficulty

magic is actually OP

I'm not kidding

sure I do use the balanced magic mod but who does not :tongue:

This isn't a post about mods that change the mechanics nor a soap box for rubbing your own ego. It's a post about Bethesda's awful decisions of how the scaling of magic is handled.

With that said, have anything constructive to add for those who don't have the option to play on PC?
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Laura Hicks
 
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Post » Thu Jun 07, 2012 9:13 am

spell creation svcked HARD, ever since I got Midas spells AND balanced magic mod I pretty much have 200 + spells to use AT ALL LEVELS in the game
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Franko AlVarado
 
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Post » Wed Jun 06, 2012 9:09 pm

Agree to disagree then.

Two hands plus the myriad of perks, plus the freedom to create less archetypical mages through having an extra hand to hold weapon/stave/staff/shield and enchanting and alchemy as addons just seems like more options to me.

How is it not exactly?
Numbers don't lie. Two hands does nothing for build diversity. It just ups damage, duration, and in some cases level effect. I already said why the perks don't add much. There are definitely less magical based build types (mainly has to do with no SC) available in Skyrim than in previous ES games (less than Dagger, Morrowind and Oblivion, not Arena per say). Couple that with less effects and no SC, and you have less, not more.

What did get better? The graphics and a few decisions, namely to make Necromancy part of a skill, one new delivery system, and a select few perks that do add something. But we lost more than we gained.
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Lynne Hinton
 
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Post » Thu Jun 07, 2012 8:15 am

They should have added more cone of effect / breath spells. I was pretty disappointed that they svck after level 5.

They're called Shouts :blink:
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victoria gillis
 
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Post » Wed Jun 06, 2012 11:15 pm

I have a 50 level 100 Health Mage on Master without a single crafted item (yes not even 100% cost reduction in destruction, what a failure mage)

It is true I die often, mostly to dragons or deathlord archers that can OHKO me from a distance. A bandit chief within melee distance will automatically start his finisher move. And even lowly 15 level mages can be dangerous. Hell, mud crabs can take me out in 3 hits.

But at no point in game was there ever a fight I couldn't win with the use of stealth, minions, terrain, ethereal shout, invisibility, mana potions and some fancy footwork. (mod to remove magnetism from all enemy and player attacks so you can sidestep attacks)
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Emma
 
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Post » Wed Jun 06, 2012 7:20 pm

Two hands does nothing for build diversity...
There are definitely less build types available in Skyrim than in previous ES games...

Okay, yeah whatever... keep telling yourself that. I'm done.
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Heather M
 
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Post » Thu Jun 07, 2012 1:49 am

They're called Shouts :blink:

I think that's the real problem with this game. Dragons.

With that said, where are the Dragon mounts? I mean, come on!!!
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Phillip Brunyee
 
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Post » Thu Jun 07, 2012 5:17 am

This isn't a post about mods that change the mechanics nor a soap box for rubbing your own ego. It's a post about Bethesda's awful decisions of how the scaling of magic is handled.

With that said, have anything constructive to add for those who don't have the option to play on PC?

hmmm well UNmodded I did have trouble at early levels

BUTTTTTTTTTTTTTTT if you can get enchanting to 100 early and enchant stuff for 100% reduction in mana (destruction is preferred) coupled with the stagger perk your mage will be God, ALTHOUGH you will die from arrows or melee or magic very quickly even if u can have dragon skin spell

so the secret to the unmodded magic is get 100 enchanting make amazing gear and summon a tank then spam dual spells
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George PUluse
 
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