Overpowered is a relative term.
In both Oblivion and Morrowind, the only way to really get your magic to be overwhelmingly powerful, even in the face of Liches and Goblin Warlords, was to go through more loopholes, technical tinkers, system manipulation, and in some cases, flat out glitch exploitations, OR to turn the game to a much easier difficulty.
Other aspects of magic outside of the direct damage of Destruction spells, like Invisibility and charm, were not so much overpowering as they were convienient. . . the very type of unusual (for normal folk, standard fare really for class A magicians) and highly convienient power a mighty Archmage or a province famous (or infamous) warlock would be expected to wield. As dear old Grumpy the dwarf famously and hilarously said, "The Queen! She's an old Witch! She can make herself INVISIBLE! Why she could be in this room with us right now!" :rofl: :rofl: :rofl: :rofl:
:grad: But in all seriousness, such powers are the special and proper province of the master enchanter. Those who do not like such powers. . . should perhaps avoid the study of magic.
Mostly the "overpowered" complaints come from one of two factions.
The first are Warrior types (occassionally stealth types) who wish, in theory, to roleplay pure warriors or thieves, but who cannot help looking over their shoulders with unhealthy amounts of jealous envy at the notion that there are warlocks and witches out there who can do things that are beyond their abilities. They don't want to become students (or, heaven forbid, masters) of magic themselves, but they hate the knowledge that the mastery of magic actuall allows for the acquisition of powers and abilities that they cannot easily match/replicate. You may classify these folks in the "haters" category, indeed.
The second group are people who, in theory, like playing mages, but who are more interested in an ever increasing "leveling" difficulty Action style game, in the vein of Link, Ninja Gaiden and Asteroid, than they are in RolePlaying. They want a game where every time you level up, more and more astroids fall out of the sky making it increasingly harder for your ship to avoid destruction. The goal in such a game is not to acquire an awesome deflector shield, but to keep dodging more and more asteroids in an attempt to reach a score of 1000000 points before being blown to kingdom come. You never really advance in such a game, because the gameworld is adamantly set against you like an entire pantheon of evil gods, and goes out of its way to make your advancements irrelevant.
Both schools often give a laundry list of complaints, that usually boils down to them not wanting wizards to be wizards. They generally have a notion that mages should essentially be X-Men mutants, with one or two cool powers like freeze ray or fireball, but not access to an actual list of diverese, and multi-purpose Spells.
You know why I hate you so much Ainur? Because even when I disagree with your posts, you tend to have such an eloquent way of explaining your point that I feel drawn to just agree with you anyways. Perhaps its the oh so reverent way that you speak of the arts of magic. Its obvious that you have a deep passion towards that play style and I respect it. Maybe its because it reminds me of the way I sometimes speak of the arts of assassination as if I'm in character. Its always a honest pleasure to read your posts, friend.
Okay, I'll admit that if Bethesda had started Skyrim's development WITH the inclusion of Mark and Recall and Levitation as an essential priority, then there wouldn't be any difficulties designing it into the game, because it would have taken precedence over anything else. It seems to have been extremely difficult to try all the new stuff they are trying, and include these spells at the same time. Maybe after they learn from Skyrim, they'll figure out how to add these into the next game in the series. Either way, I think such spells should be extremely difficult to learn, and take up loads of mana/stamina when used, in order to balance things out. In order for a mage to be able to use these spells with ease, he needs to be at a very high level, have a very deep mana reserve, and have the necessary perks and skills to accomodate the playstyle.
Despite this, I still hope that our fellow students of the arcane will find their place in Skyrim, and be able to live out the mage fantasy that they desire. We've yet to see all the spells and what they offer, nor how well they will combine with the shouts and perks. Perhaps an all-powerful wizard (without levitation or mark and recall) will still be just as viable and fun as it was in Morrowind. :foodndrink: