The real reason Destruction is underpowered...and it isn't j

Post » Thu Jun 07, 2012 7:11 am

Incinerate can cause 198 pts of damage per dual-cast when fully perked out in firecasting. For an elder dragon (2255 health), this takes 12 casts to kill. Meanwhile, you can one-shot the same dragon when using fully decked-out combat gear and dual-wielding any two weapons except a pair of iron daggers. Hell, you can one-shot Alduin when dual-wielding melee.

Before you say "well... you're using fully-buffed stuff to do that, so it's not a fair comparison", I'd like to point out that in order to cast those 12 full-power incinerates, you need to also be kitted out to the near-max for destruction with low to zero magicka cost. So -- enchanted out, just as the warrior types... just in a different way.

Destruction is at most 1/12 the power of melee (actually that's being very conservative, it's really a lot less)... and don't even get me started on backstabbing vs. destruction. :smile:

But having said all that, I still love playing my mages. It's not like they are terrible -- quite the opposite, actually.
-Loth

In general, it's very easy to make something OP in Skyrim, what would your solution to Destruction be? Would Scaling suffice?
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Danger Mouse
 
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Post » Thu Jun 07, 2012 4:25 am

Critical hits aren't that big of a deal, I skipped those perks entirely.

Fortify enchants and potions are a huge increase in damage, just one enchant can be the equivalent of multiple perks into the basic damage increase.
Enchant/Alchemy are broken and most players know it.

Attack rate perk is disfunctional, it only speeds up the animation you still have to draw for the same time as before. A perk to avoid as it throws off your judgement of when the arrow is ready.
Destruction's impact > archery's stagger and paralysis

Weapon damage increase via smithing is probably the most major factor, albeit a bound bow will still out damage apprentice level destruction.

The cost of destruction spells is what really gimps it though I think. If higher level damage spells were castable for a more reasonable cost it'd be less of an issue. Archery's only limit is arrows which is essentially no limit. You can shoot arrows all day, you run out of magicka extremely fast casting anything above novice level destruction spells.

The cost reduction enchants are the only decent solution for making destruction reasonably playable on vanilla.



One pretty damning comparison is this:

Conjure Dremora Lord 358 base magicka cost
Thunderbolt 343 base magicka cost

Thunderbolt does 60 damage. How much would you say a dremora lord does while it also is distracting enemies and taking damage for you? Not to mention potentially staggering them with its attacks.
Are these really anywhere close to appropriate returns for their magicka costs relative to eachother? Most players who've used both spells would probably laugh at a suggestion that they are.
I use both, at times my dremora gets smashed, and I can cast spells that take out entire rooms of people, for a whole 15 magika.
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clelia vega
 
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Post » Thu Jun 07, 2012 10:15 am

Why can't we get more than 2 perks related to damage? I thought just having 2 without scaling is more than a little conservative.

This was in response to conivingeagles question btw
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C.L.U.T.C.H
 
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Post » Thu Jun 07, 2012 4:21 am

The two other problems are -mana cost stacking and stunlock.

-mana cost trivializes the mages' resource stat, which effectively means you have unlimited magicka. That's right, you can start off with 100 magicka or 700 magicka and so long as you have the gear, it won't matter. There's no reward for devoting your stat increases to magicka.

Stunlock is stupidly op. If it was something like "increases your chance to stagger opponents by 1% per 2 points in your Destruction skill", it wouldn't matter. All these posts about playing your mage effectively with runes/cloaks/paralysis/summons/fiery death are mana-inefficient since combat mana regeneration is abysmal, and you're better off using stunlock instead. It makes me think that Bethesda doesn't playtest these skills extensively beforehand. The only other option is run like crazy and hope your summon of the day can tank the angry boss.
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Eilidh Brian
 
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Post » Thu Jun 07, 2012 11:49 am

Why can't we get more than 2 perks related to damage? I thought just having 2 without scaling is more than a little conservative.
This is the main thing that could be changed to fix destruction to how people want it. Give us 4 perks to add it to another 100 percent just like one handed and 2 hnded. then everyone will be happy, and Ill have my nuke x 10 mage.
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X(S.a.R.a.H)X
 
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Post » Thu Jun 07, 2012 5:51 pm

You are forgetting the 100 percent damage augmentation potions. Which puts it at.....396 damage.

You are absolutely right... I did forget that. Still... melee doesn't need potion chugging before battle to still outstrip destruction by a large margin. :)
-Loth
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Your Mum
 
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Post » Thu Jun 07, 2012 1:10 pm

The two other problems are -mana cost stacking and stunlock.

-mana cost trivializes the mages' resource stat, which effectively means you have unlimited magicka. That's right, you can start off with 100 magicka or 700 magicka and so long as you have the gear, it won't matter. There's no reward for devoting your stat increases to magicka.

Stunlock is stupidly op. If it was something like "increases your chance to stagger opponents by 1% per 2 points in your Destruction skill", it wouldn't matter. All these posts about playing your mage effectively with runes/cloaks/paralysis/summons/fiery death are mana-inefficient since combat mana regeneration is abysmal, and you're better off using stunlock instead. It makes me think that Bethesda doesn't playtest these skills extensively beforehand. The only other option is run like crazy and hope your summon of the day can tank the angry boss.

I blame the 11-11-11 release date, quality of quantity, I wouldn't have minded waiting for Skyrim until March, I have lots of other games that could've kept me busy.
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Veronica Martinez
 
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Post » Thu Jun 07, 2012 9:09 am

The two other problems are -mana cost stacking and stunlock.

-mana cost trivializes the mages' resource stat, which effectively means you have unlimited magicka. That's right, you can start off with 100 magicka or 700 magicka and so long as you have the gear, it won't matter. There's no reward for devoting your stat increases to magicka.

Stunlock is stupidly op. If it was something like "increases your chance to stagger opponents by 1% per 2 points in your Destruction skill", it wouldn't matter. All these posts about playing your mage effectively with runes/cloaks/paralysis/summons/fiery death are mana-inefficient since combat mana regeneration is abysmal, and you're better off using stunlock instead. It makes me think that Bethesda doesn't playtest these skills extensively beforehand. The only other option is run like crazy and hope your summon of the day can tank the angry boss.
I make it a point to not use the stun lock a lot of the time, and do fine. And dedicated points to magika is not pointless, because if you use more than 2 schools of magic, you will need that pool of magika.
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Emily Jeffs
 
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Post » Thu Jun 07, 2012 5:22 pm

You are absolutely right... I did forget that. Still... melee doesn't need potion chugging before battle to still outstrip destruction by a large margin. :smile:
-Loth
But mages ALWAYS use potions in EVERY fantasy game, so yes, it takes more time than a warrior, but mages ARE NOT supposed to be as straight forward. And if you use the weakness to so and so magika poison, you can pretty muh one hit anything with destruction, it just takes more thinking, but mages are supposed to take more thinking.
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lolly13
 
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Post » Thu Jun 07, 2012 2:20 pm

Stunlock is stupidly op. If it was something like "increases your chance to stagger opponents by 1% per 2 points in your Destruction skill", it wouldn't matter. All these posts about playing your mage effectively with runes/cloaks/paralysis/summons/fiery death are mana-inefficient since combat mana regeneration is abysmal, and you're better off using stunlock instead. It makes me think that Bethesda doesn't playtest these skills extensively beforehand. The only other option is run like crazy and hope your summon of the day can tank the angry boss.

Yup 100%.

The mod I'm playing right now nerfs Impact to only proc 50% instead of 100%. It's still too much, IMO... needs to be like 1/2 skill level, so that only the best casters can get it up that high (50%), and be so powerful.
-Loth
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Amy Masters
 
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Post » Thu Jun 07, 2012 7:00 pm

But mages ALWAYS use potions in EVERY fantasy game, so yes, it takes more time than a warrior, but mages ARE NOT supposed to be as straight forward. And if you use the weakness to so and so magika poison, you can pretty muh one hit anything with destruction, it just takes more thinking, but mages are supposed to take more thinking.

Hahaha... yes. The classic "weakness to fire/magicka poison stack". But you see, that uses Archery, not Destruction! :)
-Loth
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jess hughes
 
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Post » Thu Jun 07, 2012 11:30 am

I use both, at times my dremora gets smashed, and I can cast spells that take out entire rooms of people, for a whole 15 magika.

Yes, as I noted, cost reduction enchants, and/or alchemy to boost its damage I suppose, are the only ways to make destruction reasonably playable on vanilla. Any spell can be cast for 0 magicka, but that doesn't exactly excuse the original casting costs it just means enchanting is broken. Many players would like destruction to work without using what they consider a form of exploitation.

But mages ALWAYS use potions in EVERY fantasy game, so yes, it takes more time than a warrior, but mages ARE NOT supposed to be as straight forward. And if you use the weakness to so and so magika poison, you can pretty muh one hit anything with destruction, it just takes more thinking, but mages are supposed to take more thinking.

This is false, and I don't think most TES fans would consider TES games typical fantasy games, nor would they want TES games to be typical fantasy games. It also doesn't take much thinking to use potions to amplify your damage, certainly not any more than it does to improve your weapons with enchants, or smithing improvements.
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Nathan Maughan
 
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Post » Thu Jun 07, 2012 8:09 am

Interesting point of view OP. Personally I don't believe destruction needs "fixing" or mages in general as I haven't experienced any trouble with mobs or fight situations as yet (currently level 38). Mages in my mind (except for the battlemage) are Glass Cannons. The cannon part is obtained once the impact perk is available and taken; mages are always made of glass (so easily breakable). I agree with those that speak of needing to think through fights more so than melee/thief types. Once the impact perk is in effect then tactics/timing are what make the mage powerful. It's tough for any opponent to attack you if they are constantly staggered. Playstyle of course is everything and depending on "how" you play your mage you may have greater difficulty (e.g. no potions allowed or whatever). I've never played a strictly Destruction only mage as I believe my mage has the capacity to become adept in all of the schools of magic (that's just how I play). Starting out my mage is hungry for magic of any kind. He chops wood as best he can to make just enough money to get him a better spell, then starts looking for magical items to buy/find to learn their secrets and starts enchanting early on (every little bit gives one an advantage). By the time he's level 10 he's a force to be reckoned with and no longer a "milk drinker" :wink: Best of luck in your continuing adventures. :tes:

Edited for typo.
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Natasha Biss
 
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Post » Thu Jun 07, 2012 8:45 am

As for damage, I haven't tested it to the fullest, but a fully upgraded Daedric bow would do what? 80 Damage? Along with Daedric arrows which do 24 Damage(I'm pretty sure); together they do a little over a hundred damage. A dualcast Thunderbolt spells which does 235 damage(Dual Cast is 2.5x damage) is faster, stronger and more powerful than anything a bow can do. Incinerate does even more damage than that if you consider its burn effect.

So no, other than scaling, which isn't even necessary, Destruction is far from underpowered.

Is 235 damage the most a mage can do? You're forgetting that archers have the sneak attack x3 while shooting an arrow. Using a Daedric bow and arrow that would be over 300 damage in one shot. And that's not counting any critical damage, or poisons or enchantments on top of that.
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cheryl wright
 
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Post » Thu Jun 07, 2012 5:12 pm

BTW, folks:

Dual-casting is 2.2x damage, not 2.5... and costs 2.8x. It's not very magicka-efficient... the only reason to dual-cast Destruction is to increase DPS or have Impact come into play.
-Loth

PS Dual-cast Thunderbolt is 198 damage (assuming you have both lightning perks), unless you play a higher difficulty than Adept, in which it is either 149 (expert) or 99 (master).
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Taylor Bakos
 
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Post » Thu Jun 07, 2012 6:28 pm

Is 235 damage the most a mage can do? You're forgetting that archers have the sneak attack x3 while shooting an arrow. Using a Daedric bow and arrow that would be over 300 damage in one shot. And that's not counting any critical damage, or poisons or enchantments on top of that.

And dual-wielding daggers can do 60x extra sneak attack damage, which is much higher than what Destruction or Archery can do. But you won't always be able to sneak. Mages are quicker than archers.
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laila hassan
 
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Post » Thu Jun 07, 2012 7:09 pm

And dual-wielding daggers can do 60x extra sneak attack damage, which is much higher than what Destruction or Archery can do. But you won't always be able to sneak. Mages are quicker than archers.



True that. You do have to be a good shot if you're an archer as you don't get to move around like mages do.
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anna ley
 
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Post » Thu Jun 07, 2012 7:58 am



I have no doubt of that. Every mage I play uses casting gear -- in fact, it's a necessity. This is not so bad, of course, but the point remains: until that casting gear is acquired, you will run outta magicka and be left up a certain creek without a paddle. Archers do not have this problem if they retrieve arrows and keep all the arrows they find. And arrows have zero weight, so you could have thousands of them and not even notice.

-Loth
I wear robes and the mages circlet from the college..i dont enchant exploit and dont wear armor because thats not the wizard way
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jason worrell
 
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Post » Thu Jun 07, 2012 10:22 am

True that. You do have to be a good shot if you're an archer as you don't get to move around like mages do.

LOL, yeah... it's not like Archers can get a perk to slow time down or zoom in for a better shot.

Oh... wait.
-Loth
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CHangohh BOyy
 
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Post » Thu Jun 07, 2012 11:19 am

I wear robes and the mages circlet from the college..i dont enchant exploit and dont wear armor because thats not the wizard way

You will have a rough time at higher levels without casting gear. Get used to conjuring... you will be doing a LOT of it. :)
-Loth

PS I don't wear armor either... it makes it harder to kite.
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Mashystar
 
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Post » Thu Jun 07, 2012 4:33 pm

LOL, yeah... it's not like Archers can get a perk to slow time down or zoom in for a better shot.

Oh... wait.
-Loth

Oh true I forgot about that. Being an archer frickin rocks!
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Patrick Gordon
 
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Post » Thu Jun 07, 2012 11:14 am

To be fair, a comparison with archery should note that its easier to kite with destruction because you dont get slowed when you are casting like you do with archery. Also its much easier to hit with magic than it is with archery. I know you are going to say you can hit with archery no problem, but that doesnt dispel the argument that it takes more skill to hit with archery than with magic.
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Quick Draw
 
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Post » Thu Jun 07, 2012 1:06 pm

LOL, yeah... it's not like Archers can get a perk to slow time down or zoom in for a better shot.

Oh... wait.
-Loth

Magick is more accurate than Archery, and there's a shout for that in the extreme scenarios where someone needs it.
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Enny Labinjo
 
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Post » Thu Jun 07, 2012 7:11 pm

To be fair, a comparison with archery should note that its easier to kite with destruction because you dont get slowed when you are casting like you do with archery. Also its much easier to hit with magic than it is with archery. I know you are going to say you can hit with archery no problem, but that doesnt dispel the argument that it takes more skill to hit with archery than with magic.

Depends on the spell, some spells have considerably slower travel times than arrows, shock spells are the only ones that might be faster. Some spells are AoE but those tend to not be the ones you want to use.
I guess that's not a matter of aim as much as NPCs avoiding them more oten just because they automatically move around but it's still an issue.
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oliver klosoff
 
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Post » Thu Jun 07, 2012 9:55 am

To be fair, a comparison with archery should note that its easier to kite with destruction because you dont get slowed when you are casting like you do with archery. Also its much easier to hit with magic than it is with archery. I know you are going to say you can hit with archery no problem, but that doesnt dispel the argument that it takes more skill to hit with archery than with magic.

This is entirely fair, and a very reasonable argument. But I could fire right back and point out that with the exception of the lightning spells, the projectiles from the destruction school can easily miss a strafing opponent due to their slow speed. One way to prevent this as a caster is to launch at an enemy when it is charging in a straight line towards you. This can end very unfortunately, as pouncing sabrecats and cave bears can make very quick work of most any glass cannon. I get one-shotted all the time if I let them get close.

-Loth
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Kevin S
 
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