Spell Creation is an integral part of TES magic!

Post » Mon Jun 04, 2012 8:02 pm

Spellmaking was useless clutter to 98% of the players. You couldn't create anything original or new. It was just a rehash of values found in other spells for the most part. Skyrim's problem isn't the lack of spell making but the lack of utility spells like feather & unlock, plus the best spell (the flame thrower) doesn't scale at all or there are no more powerful versions available to buy. The other annoying factor is there are no spell timer icons so any of the buffs you add, there is no indication that you have a buff on or not.

Making up statistics doesn't make an argument more valid.


And yes you could make new things. No standard spell was a health buff on target, a paralyze Area of Effect, a very slow acting destruction spell, or a thousand other things I don't feel like writing out.

Oh goody! I get to make a second thread! :vaultboy:
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Anna Krzyzanowska
 
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Post » Tue Jun 05, 2012 6:52 am

Making up statistics doesn't make an argument more valid.


And yes you could make new things. No standard spell was a health buff on target, a paralyze Area of Effect, a very slow acting destruction spell, or a thousand other things I don't feel like writing out.

Oh goody! I get to make a second thread! :vaultboy:

Invisible Skeleton Warriors.

Could it happen?
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Amber Ably
 
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Post » Tue Jun 05, 2012 8:02 am

Invisible Skeleton Warriors.

Could it happen?

Yes. Just about anything you can think of is possible, provided that the spell effect is already in the game and you have the mana to cast it.

I started a new thread, because we're above the post limit now.
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Heather beauchamp
 
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Post » Tue Jun 05, 2012 10:04 am

They need to change Enchantments for schools to make them more potent rather than reduce casting costs. That would fix destruction, and actually make magicka and the perks that reduce costs useful. And then they could bring us spellmaking DLC. Because as it stands right now, we could make spells as strong as we want for 0 cost. Sounds broken lol
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Far'ed K.G.h.m
 
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Post » Tue Jun 05, 2012 5:41 am

This confuses me as well. I hear defenders of the new magic system saying how deep it is. This makes no sense whatsoever, regardless of whether you like the new system or not. I've come to the conclusion that people confuse the meaning of the word "depth" with "shiny". While we did get (3) runes and a few other great casting methods, this in no way compensates for the massive amount of customization we lost due to a lack of spell creation.
I agree with you completely, just because something is all pretty does not mean its better, we could have more options and we could still have all the pretty colors. :lightbulb:
This is actually the first TES game I've enjoyed magic in. It was hideously broken in all the previous ones due to the limited types of spells, and broken scaling. It pretty much ended up being "craft a fire touch dot that ticks for XX DPS because anything else is a waste of time", make a new version when needed.
It was not broken it gave you options I could play as any type of mage I wanted with several more options.
Spell creation is not going to happen. Having as many spells as we do now is already far too confusing and redundant. Just have two spells, one for healing and one for damage so it's a bit easier to understand
It will happen as it is one of the things a lot of people are upset over, if it does not happen I will be surprised. How is the lack of spells we have no confusing and redundant, this is the most basic magic system we have ever had.
Yes. Doing things like that was quite fun! I also liked frenzy + massive health buff that made 1 guy kill 5 people. :vaultboy:
I remember useful and amusing spells such as this.
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Mariaa EM.
 
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Post » Tue Jun 05, 2012 4:01 am

Exactly. The amount of variety we have in Skyrim pales in comparison to the huge amounts we had in Daggerfall, Morrowind, and Oblivion.

It's mind boggling that people are happy that we have significantly less than previous games in the series. It would be like if Ford announced that the next Mustang would have a 4 cylinder motor, no air conditioning, and the suspension of a minivan, and then seeing many of the Ford fans applauding the change. It does not make sense to me.

I may make this my signature.
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Mackenzie
 
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Post » Tue Jun 05, 2012 1:53 am

Making up statistics doesn't make an argument more valid.

Same goes for making up statistics to make Spellmaking seem more in depth than it really was.
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Alexandra Louise Taylor
 
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Post » Mon Jun 04, 2012 8:17 pm

I may make this my signature.

I support this. :vaultboy:
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Charlotte Lloyd-Jones
 
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Post » Tue Jun 05, 2012 3:41 am

I may make this my signature.
It was good. :biggrin:

Same goes for making up statistics to make Spellmaking seem more in depth than it really was.
Spell making did add a lot more customization to being a mage he is correct about that.
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Rude_Bitch_420
 
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Post » Tue Jun 05, 2012 6:39 am

Same goes for making up statistics to make Spellmaking seem more in depth than it really was.

But we dont really need statistics for that.
It would take all but someone with a rock for a brain not to realise that the magic we have now pales in comparison to what we had.
It isnt even a shade of what it was.
No it really is not, dont even go with rune and stream and wall, they are all useless.

TES became a success due to spellmaking. Without it Arena would have been yet another dungeon crawler.
No spellmaking = no Daggerfall, no Morrowind and certainly no Skyrim, it launched the series.
And now it is just removed.

I shall never understand the logic behind removing a flagship feature, that what made the franchise in the first place.
Its like mcdonalds removing the bigmac, because it is too 'spreadsheety'.
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Eileen Müller
 
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Post » Tue Jun 05, 2012 9:22 am

But we dont really need statistics for that.
It would take all but someone with a rock for a brain to realise that the magic we have now pales in comparison to what we had.
It isnt even a shade of what it was.
No it really is not, dont even go with rune and stream and wall, they are all useless.

TES became a success due to spellmaking. Without it Arena would have been yet another dungeon crawler.
No spellmaking = no Daggerfall, no Morrowind and certainly no Skyrim, it launched the series.
And now it is just removed.

I shall never understand the logic behind removing a flagship feature, that what made the franchise in the first place.
Magic was the cornerstone of an entire system, its what mages have studied and have tried to unravel for years in this universe. Spell making made sense as you manipulate the very fibers of Aetherius to create your spell. Spell creation drew you into the system.
Not to mention all of the customization it added, we could make our spell users the way we want.
Without spell creation magic has lost its backbone, its very core.
Yes its pretty but that does not make something better.
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Stephanie Kemp
 
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Post » Tue Jun 05, 2012 9:16 am

Hmmmm.

Bind 'X Weapon' + Invisibility to bind and invisible weapon to yourself would be quite cool.

As would Summon 'X Monster' + Invisibility...

/Sinister Drow thoughts...


Invisibility + Summon Headless zombie in the middle of the imperial city... hillarity ensued... this was one of the favored spells of everyone, craftable only via spellmaker
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Elizabeth Davis
 
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Post » Tue Jun 05, 2012 8:46 am

The variety came from the spell effects, which I have acknowledged is less. There are many spell effects that are missed in this game.

Spellmaking allowed you to manipulate what was already in the game. Thus, it didn't add the variety that people claim it did, because you could already DO what you did with Spellmaking without it.
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The Time Car
 
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Post » Tue Jun 05, 2012 4:28 am

A true mage (witch, wizards etc included) would not lower themselves to fiddling around with grubby, thievey, hands dirty, lock picks !
spelling a lock open is the only way (imo) for a magic user to get the goodies in chests or open doors. so there's part of my rpg experience sullied for a start.

Its would also be reasonable to expect magic user experts to do creepy un-natural things like being able to jump more than humanly possible, i feel. As for feather spells, well, they are the only realistic way to transport the hords of dungeon spoils back to the vendors.

So, for me, Bethesda has sacrificed some of my possible enjoyment and 'in-world' belief just to make the game more instantly gratifying for those 'play it once and dump it' kids. If thats true, then its cos they are chasing a few quick extra sales bucks, but i can't honestly believe that when they've taken so long to craft this game with its new engine and extrensive detailing.

So, just what are you playing at Bethesda? you care about your fans. you make loads of teaser vids for you tube, all the interviewees are saying 'Awsome' in every other sentence, but then when we get the game on release its missing much loved features that are such a part of whats sets the TES games apart from all the other formulaic hack n'slash fair out there.

Its still a great game - but could have easily been better. Please listen to your community...............
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Fluffer
 
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Post » Tue Jun 05, 2012 3:53 am

The variety came from the spell effects, which I have acknowledged is less. There are many spell effects that are missed in this game.

Spellmaking allowed you to manipulate what was already in the game. Thus, it didn't add the variety that people claim it did, because you could already DO what you did with Spellmaking without it.
It added in that you could cross and change those spells into how you want them for your own roleplaying reasons. It added more in that sense, you manipulate Aetherius to create and learn the spell combination and magnitude you wish threw the study of logic and the arcane.
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Dragonz Dancer
 
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Post » Tue Jun 05, 2012 11:32 am

A true mage (witch, wizards etc included) would not lower themselves to fiddling around with grubby, thievey, hands dirty, lock picks !
spelling a lock open is the only way (imo) for a magic user to get the goodies in chests or open doors. so there's part of my rpg experience sullied for a start.

I really dislike the removal of the Open Lock spell. It ruins my ability to role play as an alteration mage.
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Kortniie Dumont
 
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Post » Mon Jun 04, 2012 9:45 pm

While having a flames spell more effective than a barbecue starter would be nice, I mostly miss the combination spells.
You know, that huge and massive swath of magical effects that are no longer possible in Skyrim due to the removal of spell-making (as well as several spell effects).

While there were some ridiculous possibilities In the previous implementation, pretty much every single one of them can be avoided with a properly constructed system.
I.e: Cap % based effects at 85 like with damage resistance.
You stop getting chained-weakness lists and 100% chameleon exploits, etc (I don't know why this is an issue, the edge cases being broken is not an insurmountable obstacle, and 'balance' in this instance is arbitrary).
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Zach Hunter
 
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Post » Mon Jun 04, 2012 11:13 pm

I really dislike the removal of the Open Lock spell. It ruins my ability to role play as an alteration mage.
Me and you agree on a lot of things my friend, I hate the removal of water walking as well. Alteration is another school that has taken a huge blow in terms of what it can offer.
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liz barnes
 
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Post » Mon Jun 04, 2012 10:35 pm

Skyrims magic system is highly improved over previous games, and I think it was the right move. Spellcrafting is not needed with the variety they've given in Skyrim.

Sincerely,
An avid magic user in previous TES games.

Agreed.

Lore is a good reason to leaev it out; this is Skyrim, home of the Nords. Nords already think that the use of magic is cowardly and weak; not to mention the college, or magic, was blamed for the Great Collapse. I'd go so far as to say that it makes senses to leave out spellcrafting
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Brittany Abner
 
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Post » Tue Jun 05, 2012 8:24 am

Honestly playing oblivion to Skyrim I prefer Skyrim's magic.

But who could say no to having Skyrim's spells being customized?
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Stephani Silva
 
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Post » Tue Jun 05, 2012 9:35 am

Also we lost,

Dispel
Command creature and humanoid
Poison
Weakness spells
Damage health, magic, and stamina
Detect key and enchantment
Slow fall
Higher jump spell
Mark/recall
Summon more creatures


Also with spell creation you could change the magnitude, duration, and the area of effect.

You forgot some things:

Interventions
Sanctuary
Chameleon
Unlock
Bound Armor
Levitate

I am sure there is more but those popped into my head.
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Silvia Gil
 
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Post » Tue Jun 05, 2012 9:14 am

You forgot some things:

Interventions
Sanctuary
Chameleon
Unlock
Bound Armor
Levitate

I am sure there is more but those popped into my head.
Of course but some was listed in the post I responded to, there is just so many to count.
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stevie critchley
 
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Post » Tue Jun 05, 2012 7:23 am

Of course but some was listed in the post I responded to, there is just so many to count.

I wanted to complain about this, but then I saw Midas Magic is back in Skyrim so I figure it’s only a matter of time before I get everything I ever wanted out of magic plus 1000 things i was 2 stupid to realize that I wanted.
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Sabrina Steige
 
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Post » Tue Jun 05, 2012 2:47 am

I wanted to complain about this, but then I saw Midas Magic is back in Skyrim so I figure it’s only a matter of time before I get everything I ever wanted out of magic plus 1000 things i was 2 stupid to realize that I wanted.
Its a shame I do not have a PC right now so I have to suffer on console, so I have to make my voice heard on here about what will make this game better. But Midas Magic is not spell creation its Midas Magic.
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Baylea Isaacs
 
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Post » Tue Jun 05, 2012 3:55 am

The variety came from the spell effects, which I have acknowledged is less. There are many spell effects that are missed in this game.

Spellmaking allowed you to manipulate what was already in the game. Thus, it didn't add the variety that people claim it did, because you could already DO what you did with Spellmaking without it.

Not unless they added 100,000 spells on top of those effects is the variety just because of the effects. The heal spell is in the game, that is a spell effect, but a rune version, a on target version, a wall version all would be possible through spell making and that is a lot of variety you just wont see without spell making because the designers don't have the time or inclination to make 100,000 variants.

Honestly playing oblivion to Skyrim I prefer Skyrim's magic.

But who could say no to having Skyrim's spells being customized?

I honestly can't see how anyone would prefer this system. I feel more like a re-skinned fighter with a firebolt for my mace and ebony skin for my armor than like a mage in skyrim. Buy hey D&D 4e the everyone is basically the same edition is popular so maybe that is the appeal.
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Jason King
 
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