Get Rid of "Mana Pool"?

Post » Tue May 17, 2011 2:11 am

I don't understand why magic users still have to use potions and draw from a "mana pool". Would it not make more sense to have spells work much like Energy Weapons in Fallout: New Vegas? Before you set me aflame, what I mean by this is having spells have a set base damage and rate of fire. High damage spells would cast slower, where low damage and dot spells would cast faster. You could still put points toward your "magika level", but instead have that effect the damage and rate of fire formulas for casting. What do you think?
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BlackaneseB
 
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Post » Tue May 17, 2011 2:48 am

I don't understand why magic users still have to use potions and draw from a "mana pool". Would it not make more sense to have spells work much like Energy Weapons in Fallout: New Vegas? Before you set me aflame, what I mean by this is having spells have a set base damage and rate of fire. High damage spells would cast slower, where low damage and dot spells would cast faster. You could still put points toward your "magika level", but instead have that effect the damage and rate of fire formulas for casting. What do you think?

How would curing work?
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WYatt REed
 
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Post » Tue May 17, 2011 7:24 am

No. Buy souper spell;no limitations? Kill Great Dragon in 30 seconds? *buzz*
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Emmi Coolahan
 
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Post » Tue May 17, 2011 5:05 am

Yeah, and lets get regenerating health and sprinting on a timer while we're at it.

:cryvaultboy:
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jessica Villacis
 
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Post » Tue May 17, 2011 9:54 am

I hugely disagree. In almost every game, a "caster" or "wizard" or "mage" uses some form of Mana, Magic, Magicka, etc. I think that's how it should be. It just makes sense.
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dav
 
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Post » Tue May 17, 2011 10:54 am

Reason for it staying the same: it's been one of the hallmarks of the TES series since the beginning, including the very concept of a person's personal magicka pool. To do away with it wouldn't only contradict a lot of already established lore, but it would piss off a lot of TES fans who have held on through the years.
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Heather Kush
 
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Post » Tue May 17, 2011 5:29 am

No. Buy souper spell;no limitations? Kill Great Dragon in 30 seconds? *buzz*

There would actually be more limitations. If you've got a stockpile of potions, you just removed any limitations on how many times you can cast a super spell. If the spell has a built in rate of fire that limits the use, there is more balance.

@the other guy: Curing would work the same. Heal over time for a set amount, or heal in chunks with recharge rate (same as rate of fire).
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Elisabete Gaspar
 
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Post » Mon May 16, 2011 11:23 pm

Horrible idea. Balance between Action and RPG is like walking the razors edge and with this you just lopped of the right foot and fell head long into Action.
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Amy Masters
 
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Post » Tue May 17, 2011 6:40 am

Magicka is here to stay, you can increase it on level up, it's only the rate of regeneration, or removal of automatic regeneration, that seems worth discussing.
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Ashley Tamen
 
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Post » Mon May 16, 2011 11:43 pm

No thanks.
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Crystal Clarke
 
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Post » Tue May 17, 2011 9:17 am

Yeah and let's remove durability off gear aswell.
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Britta Gronkowski
 
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Post » Tue May 17, 2011 7:44 am

Nope, I prefer magicka. Why? Because I don't want the lore of Elder Scrolls to be [censored] for a system like that.

edit* Plus, they did it in Fable 3 (and I think 2) and I hated it.
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des lynam
 
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Post » Tue May 17, 2011 9:10 am

Universal disapproval...about what I expected. No biggie, running it up the flagpole to see if anyone else would enjoy it.
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Kelli Wolfe
 
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Post » Tue May 17, 2011 2:37 am

I get where you coming from, but I prefer a mana pool. I think the system is about as good as its going to get.
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Myles
 
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Post » Tue May 17, 2011 2:09 am

I prefer to have a mana pool, this is one of the main reasons I like 3rd edition D&D more than 4th edition.
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Tamara Dost
 
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Post » Tue May 17, 2011 1:30 pm

This is the TES forum. EVERYONE HATES ANYTHING new.
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marina
 
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Post » Tue May 17, 2011 12:43 am

I have never drank a mana potion as a mage character. Boost your willpower! Maybe make less powerful spells to keep your mana lasting longer? The higher your skill in a particular magic school, the lower the cost of magicka. For instance, if your destruction skill was 50 and you cast a strong fireball spell for 100 magicka, the same spell at 80 destruction skill would be perhaps 70 magicka.

I think the mana pool is OK. But I do think the potion system should be overhauled. In melee combat it is very annoying (and immersion killing) to bring up a menu to drink the potions.
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Janette Segura
 
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Post » Tue May 17, 2011 2:54 am

Any game where there are magic users, they almost always use a form of mana.
THe only game that doesn't is Fable, and they RUINED magic in Fable 2 and 3.
I would like to keep the way it is and not try and pull a Fable and end up severing what makes the series great.
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Marcia Renton
 
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Post » Tue May 17, 2011 12:44 am

I prefer to have a mana pool, this is one of the main reasons I like 3rd edition D&D more than 4th edition.


Me too.
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Pants
 
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Post » Mon May 16, 2011 11:59 pm

I know it's stamina now, which makes much more sense than fatigue, but why does everyone say Mana instead of Magicka?
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tiffany Royal
 
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Post » Tue May 17, 2011 2:41 pm

Yeah fable 2 and 3 ruined my life. I prefer mages to anything and they ruined that system as well.
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louise fortin
 
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Post » Tue May 17, 2011 12:34 am

@the other guy: Curing would work the same. Heal over time for a set amount, or heal in chunks with recharge rate (same as rate of fire).

What I'm trying to imply is magic being used for other things than what you've mentioned or can be scaled with numbers. How about Water-breathing, Invisibility, Chameleon, Detect Life, Levitation (big if), Summonings, Bound Equipments, etc.
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Kellymarie Heppell
 
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Post » Tue May 17, 2011 5:03 am

The reason I suggest this, is the availability of potions makes magic users extremely overpowered. If you had to increase your magic level you gain access to higher level spells, and had a set rate of fire and damage rating it would add more balance and maintain the flow of combat as a magic user to match that of combat. It sounds like they are already trying to make magic more action oriented with the ability to use one hand to cast ward to block magic attacks, and the other cast, so it only makes sense to me to prevent the action-kill necessity of spamming potions and managing your inventory.
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Sakura Haruno
 
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Post » Tue May 17, 2011 12:31 am

Horrible idea. Balance between Action and RPG is like walking the razors edge and with this you just lopped of the right foot and fell head long into Action.

Made me roflcopter.
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SamanthaLove
 
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Post » Tue May 17, 2011 1:02 am

This is the TES forum. EVERYONE HATES ANYTHING new.

Especially http://www.gamesas.com/index.php?/topic/1161952-tes-on-line/.
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e.Double
 
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