» Wed Jul 28, 2010 6:19 pm
The part I missed most was the variable enchanting sliders in MW, where you could set spell strength, duration, area, and target (self, touch, ranged target), as well as general type (On Use, On Strike, or Constant Effect). The total enchanting point limits of each item put a hard cap on what you could fit on it, and the chance of failure limited you to some degree (unless you resorted to "exploits"). OB's "canned" enchantments on Sigil Stones and "any enchantment fits anything" for items made the system mind-numbingly dull.
The gradual recharge of enchanted items over time worked beautifully in MW, although the lack of a similar system for the player character's own magicka was awkward. Oblivion took away the former, and added the latter at such a ridiculously high rate that it removed any sense of "tactical use" of magic. You just spammed spells, and then blocked or parried until you regenerated enough points to cast again. A couple minutes later, and you were back to "full".
- Note: from what I've seen, Enchanting skill has no effect on gradual item recharge in MW, but has a major impact on how many charges a soulgem will refill, if you choose to go that route. It also has a profound impact on how many charges are used with each casting, down to a minimum of 1 per use, for ANY "cast on use" or "cast on strike" spell, at skill 100. The number of charges iis directly related to the soul strength, so you could either use a weak Rat soul on your weapon and get 1-2 strikes before depleting the charges, or use a Frost Atronach soul and hit dozens of times with it, using the same strength effect. The item itself limited the maximum spell effect you could put on it.