Cast on use

Post » Sun Mar 20, 2011 6:55 pm

So do you want "cast on use enchantments"?
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Avril Churchill
 
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Post » Sun Mar 20, 2011 12:11 pm

they worked just like spells that didnt drain mana, and for that reason i didnt really like them.so i prefer passive enchantments on gear ;)
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The Time Car
 
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Post » Sun Mar 20, 2011 7:23 am

I didn't use them in Morrowind. Cast on Stike was the only worthwhile one and that's what they had in Oblivion.
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Roberto Gaeta
 
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Post » Sun Mar 20, 2011 10:12 am

Well Cast on Use was strangely removed from Oblivion as part of enchanting simplification, thats reduce enchanted items variability and devaluate constant enchants greatly, with no enchanting limit its even more make enchanting absurd since lowerclass items and prison irons become become real alternative to fully enchanted Daedric Armor Set, but completely indestructible.
If some one didn't know what is Cast on use enchant
In Morrowind
Its similar to normal spellcasting, when enchanted item is equipped player receive new spell into spellbook, casting of such spell didn't use Magicka instead item charge will be used, cast penalty didn't applied and there is no casting time.
Such enchant type create Evocation feature for enchanted items.

Yes return them just need some improvements:
Need to make it have cast time like spells have or/and have chance of miscast or larger evocation time depend on character enchant skill and intelligence, since logically need actually to know how use enchanted item in such way.
Such enchants can lower durability of item on use like it was in Daggerfall.
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rae.x
 
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Post » Sun Mar 20, 2011 6:05 pm

I like the fact that my fireproof armor is always fireproof, not just when I turn it on...
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Cat Haines
 
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Post » Sun Mar 20, 2011 8:05 pm

Cast on use was great. I want it back.
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Jessica Raven
 
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Post » Sun Mar 20, 2011 1:34 pm

No thanks, why have magicka and spell schools at all if that is added?
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Samantha Jane Adams
 
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Post » Sun Mar 20, 2011 9:03 pm

I liked it better after they removed them in Oblivion and made constant effects the standard. I think of magical armor as something you'd just wear and get protected by it, not have to turn it on and it runs for 30 seconds. Maybe keep equipment as constant, but allow you to enchant your own staves to provide the usable enchants.
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MR.BIGG
 
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Post » Sun Mar 20, 2011 6:33 am

I liked it better after they removed them in Oblivion and made constant effects the standard. I think of magical armor as something you'd just wear and get protected by it, not have to turn it on and it runs for 30 seconds. Maybe keep equipment as constant, but allow you to enchant your own staves to provide the usable enchants.

How about the compromise of having the armour effect wear out as it is used? So you have shield 10% and each time you are hit, it loses charge, so you lose your shield when it reaches 0? This could be balanced to whatever loss speed is appropriate.
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Rusty Billiot
 
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Post » Sun Mar 20, 2011 9:02 am

How about the compromise of having the armour effect wear out as it is used? So you have shield 10% and each time you are hit, it loses charge, so you lose your shield when it reaches 0? This could be balanced to whatever loss speed is appropriate.

That could work; instead of cast-on-use it'd be cast-when-needed. My main reason for disliking the ones in Morrowind was having to keep going through the list and activating them manually.
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NAkeshIa BENNETT
 
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Post » Sun Mar 20, 2011 9:17 am

If it wasn't clear too everybody I refer to having it as an addition to the existing ones, so you can still have constant effect. It would add to variety of the enchant-skill. Also, having constant enchantment on self on weapons would be cool when I think about it.
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jessica Villacis
 
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Post » Sun Mar 20, 2011 1:01 pm

There were permanent enchantments in prior installments to OB, and also cast on use. The permanent ones were more rare and expensive. It would actually be much more balancing to require extremely potent enchantments to have a duration of effect. I would like both cast on use and permanent enchantments to be in the game, but balanced.

(Not real numbers, just for example) A Grand Soul Gem can make a maximum either a case on use "Shield 35%" for 30 seconds, or a permanent Shield effect of 10%. Again, these are totally arbitrary numbers so don't nitpick that, but this will let you choose between something more powerful but temporary and something less powerful but permanent. I personally like this variety much more.
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Nick Pryce
 
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Post » Sun Mar 20, 2011 5:37 pm

No thanks, why have magicka and spell schools at all if that is added?

Because Alchemy and Smiting also isn't relay only on benefit potions and armor repair now they have additional features I believe like poisons in alchemy,
why restrict Enchanting only to constant spell effect, even right now when Spell making gone and Alchemy moved to stealth?
I think Enchanting thats become skill again must have more options at last return thous thats was ripped out Oblivion and Morrowind, why armorer thats only determine how well we can repair arms become smithing and I believe receive additional features, thats make Mage Archetype Crafting not equal to Warrior Archetype Crafting and Rogue Archetype Crafting, thats to much overbalance while only with "Cool Looking" spells added at the other scales and nothing more.

Your question similar to : why need Smithing if we have Arms and Armor skills at all if smithing added.?
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Catharine Krupinski
 
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Post » Sun Mar 20, 2011 12:04 pm

They were useless, I prefer enchantments that benefit you all the time.
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Matt Bee
 
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Post » Sun Mar 20, 2011 10:30 am

I like them and what them back. It adds to the believability of the world. Weaker souls can't sustain enchantments made with them indefinitely, so you have to activate them, only the strongest souls are capable of supporting constant effect enchants. To me this makes sense, it makes the world more internally consistent, and it helps add a lot of variety to items.
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suzan
 
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Post » Sun Mar 20, 2011 6:40 pm

Because Alchemy and Smiting also isn't relay only on benefit potions and armor repair now they have additional features I believe like poisons in alchemy,
why restrict Enchanting only to constant spell effect, even right now when Spell making gone and Alchemy moved to stealth?
I think Enchanting thats become skill again must have more options at last return thous thats was ripped out Oblivion and Morrowind, why armorer thats only determine how well we can repair arms become smithing and I believe receive additional features, thats make Mage Archetype Crafting not equal to Warrior Archetype Crafting and Rogue Archetype Crafting, thats to much overbalance while only with "Cool Looking" spells added at the other scales and nothing more.

Your question similar to : why need Smithing if we have Arms and Armor skills at all if smithing added.?

You realize that we still use the skills even after we have forged the weapon? If enchanting uses mage skills it would be the same thing, which wasn't the case in MW
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leni
 
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Post » Sun Mar 20, 2011 5:18 pm

You realize that we still use the skills even after we have forged the weapon? If enchanting uses mage skills it would be the same thing, which wasn't the case in MW

Well there is problem, you see only Morrowind version of cast on use, I see overall how it can work in all previous games and how it can be improved.
Enchanting uses magic skills already,
Need to know magic effects before we can use them in enchanting so if you didn't know spell or cant use it then such spell effect beyond of your abilities
Look here thats Arena spells they all divided by circles higher ones need more skills from character
http://www.imperial-library.info/content/arena-spells

Thats Daggerfall spells depending on your own level and skill with certain colleges of magic, actual casting costs, spell strengths, and probabilities of spell success will vary.
http://www.imperial-library.info/content/daggerfall-spells
Enchanting also much more detailed in Daggerfall
http://www.uesp.net/wiki/Daggerfall:Enchanting_Items
http://www.uesp.net/wiki/Daggerfall:Enchantment_Power
It has advantages and disadvantages thats have different effect and trigger in different situations, Evocation of enchanted item will lower their durability

In Oblivion spells have skills requirements knowing an spell doesn't mean thats can be usable, if spell contain desirable spell effect what player want to use in enchanting, then need to mastery skill thats govern such spell.
In Morrowind character can cast all spells from beginning if he met Magicka requirements, but there is high chance of miscast if character didn't trained is appropriate magic school
Enchanting success was also depend on player skills and attributes not all characters met to such requirements (warriors with high intelligence and enchanting skill uncommon since they invest into Strength and Endurance and train other skills),
problem was thats some players exploit such dependency by creating enchant suits and chain cascade alchemy, and then instead of stop do such acts they start flaming at forums about game braking in result Oblivion receive oversimplified enchanting instead of balancing while Alchemy was fixed in much better way why thats was done?

What Skyrim already have
No Spellmaking in game, unique premade spells in limited number 85, customizable enchanting according to Todd words, spells have main effect and an additional sub effect.

What I think will be done
Spells will have skill requirements like circles and masteries before, achieve spells will be in limited way via quests, guild rewards, dungeon crawling, no more spell shops expect of starting spells so no more easy reachable spell effect for enchanting, from other side spells I'm sure will level with skills of character.
So thats ensure thats Enchanting by self become much more tied to Mage Archetype then before and all others Archetypes also have own crafting system.
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Portions
 
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Post » Sun Mar 20, 2011 12:08 pm

They were useless, I prefer enchantments that benefit you all the time.

Cast on use was not designed to replace constant effects but rather to replace spells, in this they was overpowered. Had cast on use enchantments with restore all health, summon golden saint for a decent time, and weakness to fire 100% + fire damage 100 in 30 feet.
with a high enchant skill you rarely run out of charges. thing you had 30 uses on the big ones, more on all sort of minor items: fortify jump 3*100 for 3 seconds+ slowfall 30 seconds.

Yes I want it back but it has to be nerfed compared to Morrowind.
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Breanna Van Dijk
 
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Post » Sun Mar 20, 2011 5:19 pm

Maybe with weapons, never again with armor or other such items. Never, ever, ever.
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tannis
 
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Post » Sun Mar 20, 2011 9:48 pm

My favorite Item in all of Morrowind was the Vampiric Ring. Absorb 200 hp on cast! It could kill anything! I guess that is a little too much though, I can see how they got rid of stuff like that.
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Rusty Billiot
 
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