Detect life now drains magika constantly whilst in use?

Post » Tue Aug 09, 2011 1:39 pm

Yeah, Im sure you were at "Quakecon" :wink_smile:
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Lily Something
 
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Post » Tue Aug 09, 2011 6:16 am

I think it's cool. it falls in par with every magic related movie, tv show, book where u can only use magic for so long until ur too drained to do so u need to rest up to get ur strength back :) this game keeps getting better and better with all the little details
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jessica Villacis
 
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Post » Tue Aug 09, 2011 3:04 am

I love it. Hold down the spell button and the effect lasts/happens when you're holding it down. Like with the flamethrower spell. It makes spells look and feel... "real magical" :)

I personally think every single thing about the new magic system is absolutely brilliant. Bethesda, or anyone else, couldn't have done it any better. :tes:

THIS, i just love the new magic system, its so much more... well... magical :biggrin:
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x_JeNnY_x
 
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Post » Tue Aug 09, 2011 1:46 am

I really like the way Duke Patricks Combat Magic mod handles this - instead of encasing the PC in an invincible cocoon, a shield spell creates a visible force shield that you have to hold (draining magicka) and use directionally, in a strategic way. You can let go of the button, attack and raise the shield again.

If you use a shield spell in Skyrim in your right hand, however, you can still wield an attack spell in your left hand (or a weapon), even as you are holding down the right attack button for your shield spell.


This is precisely the sort of the thing I hoped for in Skyrim. Hopefully, even if it is not implemented in the vanilla game, a mod will be released to add this functionality.
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teeny
 
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Post » Tue Aug 09, 2011 1:23 am

This is precisely the sort of the thing I hoped for in Skyrim. Hopefully, even if it is not implemented in the vanilla game, a mod will be released to add this functionality.



Surely nothing would be able to touch you at all then? o,O Little overpowered, no?
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Claire Lynham
 
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Post » Tue Aug 09, 2011 12:59 am

I don't really have an issue with the whole magicka drain while in use thing, but I'm becoming more and more put off by the fact that I'm limited to my two hands only. It really seems conducive only towards making clumsy combat. Why can't I have night eye or detect life running while simultaneously using two other equipped spells/weapons/etc. Deus Ex has abilities that drain bioenery while in use, but you still have full access to your weapons and other abilities. This is why we have hotkeys. You can activate everything at once if you want. The limiting factor should be the amount of magicka you have, not the amount of hands you have.
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Eve(G)
 
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Post » Tue Aug 09, 2011 2:29 am

WIN

finally Bethesda are making a magic system that WORKS :D
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chirsty aggas
 
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Post » Tue Aug 09, 2011 10:49 am

Sounds really crappy and overly limiting to me. But hey it is zowie buttons means something, awesome buttons for the win so I expect most people to like it. Because most people want to play an action game in RPG clothing and not actually play an RPG.
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candice keenan
 
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Post » Tue Aug 09, 2011 1:37 am

This is exactly what I was hoping for :celebration:
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Alex Vincent
 
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Post » Tue Aug 09, 2011 3:36 am

If you don't wanna drain magicka from such spells, use the enchanting method, and get a pair of pants that allow you to detect life!

Boosh!!!
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adame
 
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Post » Tue Aug 09, 2011 11:12 am

Hopefully even one better, whereby it simply fades into 'night eye' when moving from light to dark... kinda like those prescription glasses/sunglasses.


I wouldn't like that, just my opinion.
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Leilene Nessel
 
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Post » Tue Aug 09, 2011 10:19 am

i think it adds challenge and could be an interesting design choice.

but if casting spells reveals your position while in the darkness like in oblivion, then i hope we can just enchant something with detect life or drink a potion. i'm sure we can do that anyway. but i won't probably be using the spell as much since i'm a more stealth based character.
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Nitol Ahmed
 
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Post » Mon Aug 08, 2011 11:24 pm

I totally agree. This is an amazing bit of genius added to the game, and I am oh so excited to play as a mage! Although, it does make me wonder. The flame spell hardly used any magicka at all, even when spouted for 10 seconds, but the detect life spell drains mana very quickly. Maybe someone can tell me why?
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Amy Siebenhaar
 
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Post » Tue Aug 09, 2011 7:48 am

Although in saying that, the magic did drain very quickly considering there were boosted stats :blink: :flamethrower:

Maybe the spell can be learned for different radii of effect, at different drain rates, and Todd had the ' anything in half a mile' master level version.
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Lew.p
 
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Post » Tue Aug 09, 2011 8:11 am

i think it adds challenge and could be an interesting design choice.

but if casting spells reveals your position while in the darkness like in oblivion, then i hope we can just enchant something with detect life or drink a potion. i'm sure we can do that anyway. but i won't probably be using the spell as much since i'm a more stealth based character.


Good point here. People are saying having spells in hands is limiting but it gives more reason for potions and enchanting, I hardly ever drank a night-eye potion in Oblivion, but if it takes up a hand slot for me to use it as a spell I'd seriously consider making potions for it. Or at least enchanting something for the effect. Hell I can see alchemy being much more useful for lasting buffs this time round if spells don't provide them.
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Tyrel
 
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Post » Tue Aug 09, 2011 9:37 am

Good point here. People are saying having spells in hands is limiting but it gives more reason for potions and enchanting, I hardly ever drank a night-eye potion in Oblivion, but if it takes up a hand slot for me to use it as a spell I'd seriously consider making potions for it. Or at least enchanting something for the effect. Hell I can see alchemy being much more useful for lasting buffs this time round if spells don't provide them.


I don't see the point of mastering a bunch of active magic skills if at best I can use 2 of them. All this does is turn the majority of your spell list into a petty trick/echantment list while you have your 2 core spells you keep at the ready 99% of the time, with the occasional swap out for healing and or elemental resistant foes. Buffs that you have to drop as soon as you get in a fight so you can fight aren't really high on my list of useful things to have. And even before this alchemy was far better at lasting buffs than magic since its duration and powers would exceed your spells and for no mana. Making it so you'd be dumb to cast these spells in most cases isn't really a value add to the game.
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Tanika O'Connell
 
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Post » Tue Aug 09, 2011 4:08 am

I totally agree. This is an amazing bit of genius added to the game, and I am oh so excited to play as a mage! Although, it does make me wonder. The flame spell hardly used any magicka at all, even when spouted for 10 seconds, but the detect life spell drains mana very quickly. Maybe someone can tell me why?



Might be linked with the players ability in that school of magic... which would make sense actually..


High destruction skill = longer spells

Low 'alteration/illusion?' (which one was detect life?) = more magic used to keep it sustained..

This actually makes it even better if there's truth behind it :D
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Wanda Maximoff
 
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Post » Tue Aug 09, 2011 10:40 am

I think it was perhaps just the way "detect life" was cast.

The "circle of protection" was a one time cast for a limited duration.

Though maybe the spell, like many others have been changed.
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Charity Hughes
 
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Post » Tue Aug 09, 2011 2:19 am

I think the new magick system looks amazing. ^_^
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vanuza
 
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Post » Tue Aug 09, 2011 2:39 pm

I just noticed that detect life has different colours. The one guy that was frenzied was red and the other blue.
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Taylah Illies
 
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Post » Tue Aug 09, 2011 4:29 am

I just noticed that detect life has different colours. The one guy that was frenzied was red and the other blue.

One was red because Todd used Frenzy on him. Detect Life was in his left hand and Frenzy was in his right hand.
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Oscar Vazquez
 
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Post » Tue Aug 09, 2011 6:19 am

One was red because Todd used Frenzy on him. Detect Life was in his left hand and Frenzy was in his right hand.

I know. But if you watch it Todd frenzies the one guy, and then uses detect life after to watch the fight, and the frenzied guys colour is red.
Just thought it was interesting. Also makes me wonder if there are more colours. Maybe Green for friendly, blue is neutral/Non-attacking and Red aggressive.
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Naomi Lastname
 
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Post » Tue Aug 09, 2011 5:28 am

I know. But if you watch it Todd frenzies the one guy, and then uses detect life after to watch the fight, and the frenzied guys colour is red.
Just thought it was interesting. Also makes me wonder if there are more colours. Maybe Green for friendly, blue is neutral/Non-attacking and Red aggressive.

He's still red because he's frenzied.
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Kit Marsden
 
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Post » Tue Aug 09, 2011 4:51 am

Just thought it was interesting. Also makes me wonder if there are more colours. Maybe Green for friendly, blue is neutral/Non-attacking and Red aggressive.

Likely and quite needed.

But, I'm not too stoke about this new system. Seems limiting for all spells to work like this; especially for us non-destruction mages who had to deploy a lot of spells (one or two, thanks to spellmaking) to navigate our environment. This might be a deal breaker for me. :confused:
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Evaa
 
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Post » Tue Aug 09, 2011 2:10 am

Sounds really crappy and overly limiting to me. But hey it is zowie buttons means something, awesome buttons for the win so I expect most people to like it. Because most people want to play an action game in RPG clothing and not actually play an RPG.



cry me a river
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Racheal Robertson
 
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