Hard Caps for Spell Levels? Say it isn't so!

Post » Wed Mar 24, 2010 9:04 am

If I use a perk for it, I had better be able to summon something frickin awesome and permanantly!


Lol. AGREED! Ladies and Gentlemer/men Meet my Aureal ( Golden Saint) Concubine, and my Dremora Valkynaz champion at arms. I take them everywhere I go.
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Wayne Cole
 
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Post » Wed Mar 24, 2010 4:45 pm

Lol. AGREED! Ladies and Gentlemer/men Meet my Aureal ( Golden Saint) Concubine, and my Dremora Valkynaz champion at arms. I take them everywhere I go.

Daedric Entourage FTW!
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Bedford White
 
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Post » Wed Mar 24, 2010 5:22 pm

Pretty sure that in oblivion, any spell with a magnitude of 25 will work on any opponent, regardless of their level.
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Jeneene Hunte
 
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Post » Wed Mar 24, 2010 10:54 pm

Aha! Good to know. I wondered about that. Still, some of the same issues apply in other areas. One wonders if anything capped at 25 would work on the dreaded unlimited scaling Goblin warlords!!! And how messed up is it that in a game with demonic Dremor Princes and Xivalai and vampire lords. . . . the scariest and most dangerous thing you can run up against is a damned goblin?!! But that is another topic for another thread.


As has been repeated multiple times, a level capped spell will always work if you are not wearing armor. while vampires belong to the faction "undead" they are NPC's not monsters and so turn undead does not work on them.
That being the case, spells will work against a goblin warlord of any level as long as the spell is level capped and you are not wearing armor.

Personally I would like to see a better system for having spells scale, something more like morrowind with spell failure being anologue RNG based and a variable modifier to chance, rather than the "it works or it doesn't" digital system like in oblivion.
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Kate Murrell
 
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Post » Wed Mar 24, 2010 8:19 pm

just dont scale anything
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Brooke Turner
 
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Post » Wed Mar 24, 2010 9:40 pm

Daedric Entourage FTW!


:hubbahubba: :obliviongate: :foodndrink: :celebration:
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Katie Samuel
 
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Post » Wed Mar 24, 2010 1:50 pm

The perk system is very reminiscent of Dark messiah's skill tree, Im thinking that they may be doing dark Messiah's magic system too.

In that, I'd assume you unlock new spells through the perks. EG: Destruction would contain four types of spell, Magicka destruction, Fire damage, Shock damage, and Frost damage, and each one would branch up to more and more powerful spells. So the first "perks" would be low power spells, and the high level spell perks would be the uber apocalypse spells that unleash hell-storms of fire and snow.
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Dorian Cozens
 
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Post » Wed Mar 24, 2010 8:49 am

If spell making isn't in the game, I will be very, very sad. My most entertaining characters are mages, mostly because of how insanely customizable they are being able to both make spells, and enchant your gear exactly as you want.

I don't know how capping would affect anything, as I've never come across the issue. But I'm going to assume capping is bad. Don't hard cap, at most soft cap. The more you can customize your character the better. I know I've gotten a little annoyed with how quickly i could max out a stat, and wished they'd go higher. But then again, mods can solve these kinds of problems fairly easily.
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Emma louise Wendelk
 
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Post » Wed Mar 24, 2010 10:16 am

The perk system is very reminiscent of Dark messiah's skill tree, Im thinking that they may be doing dark Messiah's magic system too.

In that, I'd assume you unlock new spells through the perks. EG: Destruction would contain four types of spell, Magicka destruction, Fire damage, Shock damage, and Frost damage, and each one would branch up to more and more powerful spells. So the first "perks" would be low power spells, and the high level spell perks would be the uber apocalypse spells that unleash hell-storms of fire and snow.

Thats will make magic users even more limited since number of spells will be reduced, well warriors who take arms perks will not receive such arms from thin air, but enhance their skills in using such arms, so more likely spells need to be learned from outer source and learned spells will be enhanced with perks and increase magnitude with skill levels and magicka usage for charging spells up.
In such cases magic will be dynamic but not limited.
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SEXY QUEEN
 
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Post » Wed Mar 24, 2010 1:32 pm

If spell making isn't in the game, I will be very, very sad. My most entertaining characters are mages, mostly because of how insanely customizable they are being able to both make spells, and enchant your gear exactly as you want.

I don't know how capping would affect anything, as I've never come across the issue. But I'm going to assume capping is bad. Don't hard cap, at most soft cap. The more you can customize your character the better. I know I've gotten a little annoyed with how quickly i could max out a stat, and wished they'd go higher. But then again, mods can solve these kinds of problems fairly easily.


We still don't know enough about how skyrims new systems will work, but, if they dont get magic right in Skyrim it doesn't just kill mages, it kills all the hybrid classes that people have grown to love in TES like spellswords, and night blades. The freedom you had in TES to play diverse and unique hybrid classes was a big thing that you simply did not find in other games.

9/10 RPG's either force you to be a mage/rogue/warrior or had very weak hybrid options. Only TES allowed you to play a character that seamlessly blended any magic skills with any rogue/warrior skills in any combination you wanted.

Trully, if they don't get spells right, they will destroy more than just archetypical mages.
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Sammi Jones
 
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Post » Wed Mar 24, 2010 10:13 pm

Gaining spells through magic perks would be akin to gaining swords through 1-handed perks, especially now that spells take up a weapon slot and seem to count as weapons, for all intents and purposes. I can't imagine they'd opt for perk-based spells.
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Tania Bunic
 
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