I hope for whatever dlc is next, there are actual

Post » Sun May 18, 2014 2:25 pm

good destruction magics to use.

Seriously, dawnguard and dragonborn didn't add much to destruction, or at all really.


With 1.9 out, playing on legendary as a mage is impossible without resorting to alchemy for destruction damage boost potions for every fight.

Some work should be done to the school of destruction.
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Ells
 
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Post » Sun May 18, 2014 5:43 pm

Magic isn't only about Destruction you know.

I guess you haven't used Ignite.
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Andrew Tarango
 
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Post » Sun May 18, 2014 10:57 pm


Sure, let me lose an enchanting slot just to use one spell, seeing how freeze isn't all that great.

Also the effect of ignite can be done by repeatedly using flames in short bursts, the burning effect stacks up quickly. Though more tedious, it still works.
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Petr Jordy Zugar
 
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Post » Sun May 18, 2014 9:43 am

They should add spell making /mage.gif' class='bbc_emoticon' alt=':mage:' /> It would make a lot of people happy
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jessica Villacis
 
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Post » Sun May 18, 2014 6:45 pm

Illusion could use some love.
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Charlotte Buckley
 
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Post » Sun May 18, 2014 6:27 pm

You need to add that to your sig. /tops.gif' class='bbc_emoticon' alt=':tops:' />
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Zualett
 
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Post » Sun May 18, 2014 7:19 am

another thing that would be nice is to have an option to buy a horse for your companion or have him or her already have one. /ermm.gif' class='bbc_emoticon' alt=':ermm:' />
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The Time Car
 
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Post » Sun May 18, 2014 12:13 pm

That would be nice for those who use horses.
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Sun of Sammy
 
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Post » Sun May 18, 2014 11:42 am

Spell-making, along with damage buffs and weakness debuffs outside of alchemy could easily fix destruction's terribleness on difficulties higher than Adept (and although Fire spells are viable on Expert, the other elements aren't that great).

I would love it if there was a DLC that gave you the option to increase the power of Destruction spells (and add some of the missing spell effects while they're at it).
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Kayla Bee
 
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Post » Sun May 18, 2014 6:20 pm

The Dragonborn DLC adds a mask...
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Emma Louise Adams
 
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Post » Sun May 18, 2014 9:05 am

How about selling horses that you steal from bandit camps?
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i grind hard
 
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Post » Sun May 18, 2014 11:30 am

I guess, but I don't think Stable Masters want horses you randomly find.
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Jarrett Willis
 
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Post » Sun May 18, 2014 11:32 pm

Why not? They can probably tell if it's healthy. Tell them "I found this horse while raiding a bandit camp." and he can just say "I'll make sure it's healthy, and if it is, I'll pay you for it." then you come back in a week to find out if he wants it or not.
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Life long Observer
 
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Post » Sun May 18, 2014 2:30 pm

That could work.
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[ becca ]
 
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Post » Sun May 18, 2014 7:47 pm

Focusing on one school of magic as a mage isn't a good idea. I find Conjuration the most useful. A Dremora Lord can be excellent back-up. Not to mention it goes hand-in-hand with Enchanting.
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Sharra Llenos
 
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Post » Sun May 18, 2014 7:28 pm

Wow, another "destruction school is weak" thread combined with a "Beth should improve this" thread ... posing as another "new DLC" thread.

Glad we're at least talking about selling horses (why not sell them for some septims?).

New ideas for DLC are always welcome ... saying destruction should be improved is not one.
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Sylvia Luciani
 
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Post » Sun May 18, 2014 5:36 pm


I play on PC and use a mod that adds horses for your companion. I love that mod. I think it would be great if Bethesda did add an official plug in for companion horses.

I also like the idea of spell-making. I'd love to see them add more spells to the game, besides just all those shouts.
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Hayley O'Gara
 
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Post » Sun May 18, 2014 3:39 pm

What I'd give to be a dragon for a day...or possibly forever. Also, it reminds me of a Pokemon evolving by the way he changes.
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Alan Whiston
 
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Post » Sun May 18, 2014 3:26 pm

It has Invisibility! What more could you want? The ability to disguise yourself as a chicken?
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Luna Lovegood
 
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Post » Sun May 18, 2014 4:48 pm

Nay, cheese. We shall become cheese. CHEESE FOR EVERYONE!
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Rinceoir
 
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Post » Sun May 18, 2014 1:33 pm

I doubt they will add spell-making because it would force them to admit they screwed up by taking it out.

Why would they want to blame themselves.
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Elisabete Gaspar
 
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Post » Sun May 18, 2014 9:23 am

Which are fine on Expert, but above that they don't help much. I'm fine with that, since I play on Expert most of the time and use destruction as the only form of offense only on one character, but I would like the option to pump up the damage a little more. Y'know, something that justifies the absurd casting cost even at 100 destruction.

More than anything, though, I want to see some of those missing spells come back (Waterwalking, Weakness to X, etc.).

I could be wrong, but didn't they admit it was attempted but was hard to implement so they scrapped it? On the other hand, I remember someone mentioned a supposed quote from Todd himself saying that magic wasn't 'magical' the way it was and changed crap around. Yeah, cause a moron who can only follow directions on a book and not use the knowledge learned to try something new is a shining example of the practitioners of the Clever Craft.

I need to investigate.
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Sherry Speakman
 
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Post » Sun May 18, 2014 1:21 pm

Spellcrafting just became a lot harder to implement due to the fact that Bethesda overhauled their magic system. Much is different. It's not that it's impossible, just buggy right now. Mixing spells could have unexpected results.
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Dawn Porter
 
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Post » Sun May 18, 2014 2:11 pm

If it wasn't either nearly impossible or just plain impossible to code with the new magic system, someone would have already made a mod.
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Alex Vincent
 
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Post » Sun May 18, 2014 9:39 pm

1,000 Elder Cheese wheels coming at you. Foolproof plan, i like your thinking.
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ruCkii
 
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