Bring back Spell Faulters!

Post » Thu May 13, 2010 12:21 pm

Excuse if a thread exsists for this.

Moving on, I would love to see Spell Faultering brought back in Skyrim. Imagine this scenario:

"You move against a vicious mountain troll. He swings his mighty fists left and right in a violent rage. As you roll back to dodge, your hands glow red to prepare themselves for a new fire spell you learned the previous day. When you cast your magicka, the spell faulters and a tiny spark singes out. You suddenly wish you had practiced your destruction magick as the Troll moves in for the kill..."

Basically having this would mean the player really needs to have the required skill level to cast magick spells or backfire/mishap could happen. Thoughts?
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OnlyDumazzapplyhere
 
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Post » Thu May 13, 2010 7:03 pm

Like BioWare would say... "Absolutely not, that is so not heroic!"
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Anna S
 
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Post » Thu May 13, 2010 5:45 pm

Like BioWare would say... "Absolutely not, that is so not heroic!"


:rofl:

But no, it would be frustrating.
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Sherry Speakman
 
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Post » Thu May 13, 2010 5:54 am

Spell failure like in Morrowind would be a good addition for an ES hardcoe mode. :)
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Wane Peters
 
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Post » Thu May 13, 2010 5:51 am

I don't want the possibility of spells to fail brought back, but I do want the variable magnitude brought back, like fire damage x to y points.
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Sunny Under
 
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Post » Thu May 13, 2010 3:00 pm

Why not? Morrowind had something similar? It made it more immersive. If it's really that bad to you, don't play a magick based character? :shrug:

It's just an idea after all...I guess power gamers would hate this.
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Big mike
 
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Post » Thu May 13, 2010 5:45 am

Sorry, but this is the sort of thing that's no longer allowed- just like actually missing in melee combat when your mighty level 1 character only has a 10 Blade skill. No Consequences allowed any more, it Restricts Roleplay or doesn't fit with the newer FPS style combat or heaven forbid requires people to actually Learn To Play or somesuch. :shrug:
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lilmissparty
 
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Post » Thu May 13, 2010 8:49 am

Maybe there should be a different game setting that allows for spell faultering and such, it would seem more realistic for spells to work like that, however I wouldn't want it to be like that always. There might be a time where I want things to be more realistic and there might be times when I need a spell to work or I am going to die/not kill an enemy and I might smash my controller.

devs are not going to make the spell (or combat) system in general to the way it was in Morrowind, one of the biggest reasons that people hate morrowind (I say that they simply don't have the patience for the quirks of morrowind to discover that they love it. because so far I have gotten several people to actually enjoy morrowind who previously said it was a bad game) the biggest reason people hate morrowind is that (if you are stupidly using a weapon that you don't have the skill for) you will miss twenty times or more before you are killed by a mudcrab (an occurence much more rare than critics claim)
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Marion Geneste
 
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Post » Thu May 13, 2010 1:18 pm

:rofl:

But no, it would be frustrating.

This.
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Anthony Santillan
 
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Post » Thu May 13, 2010 4:34 pm

Due to the way that many games are handled today, it is highly unlikely. It would however make a very good addition to a hardcoe mode, if such a thing were to exist.
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michael flanigan
 
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Post » Thu May 13, 2010 7:42 am

For this to be useful we would have to be able to cast every spell at first level. The chance of failure should depend on the difficulty of the spell and the amount of magicka we have to start with. I would rather have a small chance to cast a strong spell than have to wait until a skill reaches 50 or 75 to even hope to use it. I think they should backfire as often as they fail.
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Dragonz Dancer
 
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Post » Thu May 13, 2010 5:25 pm

I wouldn't mind something like this for skill ranks below 50. After a certain number of ranks, though, failure should be phased out with the assumption that your character is adept enough to remember how to properly cast spells.

If you're a barbarian, I don't think it makes sense that you'd be able to cast spells with 100% accuracy with only 5 or 10 skill ranks.
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Roberta Obrien
 
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Post » Thu May 13, 2010 6:07 pm

Basically having this would mean the player really needs to have the required skill level to cast magick spells or backfire/mishap could happen.

This was done in Oblivion.
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Richard
 
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Post » Thu May 13, 2010 7:12 am

Spell faltering would be interesting for spells that are beyond my abilities. With Oblivion as a reference, I can cast Journeyman level spells if I have the required skill level. But what if I also have a (%) chance of successfully casting a Master level spell? That would be cool.
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Naomi Ward
 
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Post » Thu May 13, 2010 7:03 am

This was done in Oblivion.

? Oh, with the perks unlocking higher level spells. but, you could always cast that "heal 5 pts on self" with 100% accuracy with only a dozen skill ranks. =/
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Kelsey Anna Farley
 
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Post » Thu May 13, 2010 3:05 pm

Now that I think about it, I'd like to be able to cast any spell with the chance of failure, as long as its above my level. So say I'm a Journeyman in Destruction, I have mastered every Journeyman spell and all of the ranks below so I have a 0% chance of failure, next level up (Expert) has a 50% chance of failure, next one (Master) has 25% of failure.
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Jerry Cox
 
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Post » Thu May 13, 2010 3:41 am

If they have scrolls and books that teach a spell when you read them, or you buy a spell that is above your current level then try to cast it you should expect a failure of some sort. I think if you were foolish enough to allow yourself as a mage to become fatigued you should also suffer some sort of penalty to your spellcasting abilities like in Morrowind. Some of the cheapest and easiest restoration spells to cast are fatigue boosts.
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BlackaneseB
 
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Post » Thu May 13, 2010 3:34 am

I like spell failure, but if you're doing things well within your skill range, it should normally be 0 (absent some kind of penalty inflicted on you). But it makes things more interesting -- if you're in a bind, you can always try it, but it might not do you any good.

If they did have spell failure, it should be impacted by receiving hits, moving around, and so on. If you're calm and standing still, your effective success rate should be much higher (unless maybe you have a Better Under Pressure trait or something that reverses it).
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Tamara Primo
 
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Post » Thu May 13, 2010 3:48 am

I don't want the possibility of spells to fail brought back, but I do want the variable magnitude brought back, like fire damage x to y points.


This. Failure is gameplay fail.
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Liii BLATES
 
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Post » Thu May 13, 2010 6:29 pm

It would have to be very well done, and not so annoying as it was in MW. I'd have a restoration skill of 40 and would cast the starting heal spell and fail it three times in a row. Then my head would be bashed in by the angry bandit :shakehead:
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teeny
 
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Post » Thu May 13, 2010 3:18 am

Sorry, but this is the sort of thing that's no longer allowed- just like actually missing in melee combat when your mighty level 1 character only has a 10 Blade skill. No Consequences allowed any more, it Restricts Roleplay or doesn't fit with the newer FPS style combat or heaven forbid requires people to actually Learn To Play or somesuch. :shrug:




I love Alois's Sage like Sarcasm, such points effectively conveyed :read: :thanks: :thumbsup:
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Craig Martin
 
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Post » Thu May 13, 2010 5:39 am

Yes please, i would like this to return.
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benjamin corsini
 
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Post » Thu May 13, 2010 2:37 pm

Like BioWare would say... "Absolutely not, that is so not heroic!"

Don't make fun of Bioware. >:U
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Dona BlackHeart
 
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Post » Thu May 13, 2010 10:56 am

I don't see it working too well if it's a dice roll

Reason being is this: Look at the time it took to cast a spell in Oblivion, it took about a second or two. It's likely that with the new engine TESV could have faster combat so magick might even take less time to cast.

If it only takes me a second or two to recast the spell then it's not that big of a deal especially since most of my spells that I create are typically magicka efficient so it doesn't cost a lot of magicka to cast.
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Harry Leon
 
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Post » Thu May 13, 2010 4:59 pm

Why not? Morrowind had something similar? It made it more immersive. If it's really that bad to you, don't play a magick based character? :shrug:

It's just an idea after all...I guess power gamers would hate this.


Being able to loose you're limbs and never having them 'Come back' would also make it more immersive, but that's just stupid. You shouldn't sacrifice making the game more playable for the sake of immersiveness.
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Abi Emily
 
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