Lack of Spells

Post » Wed Dec 14, 2011 2:29 pm

There are a lot of spells, like Telekinesis, that can only be found in certain caves, dungeons, etc. Telekinesis can only be found in Labyrinthian. Same with Equilibrium. However, telekinesis isn't a new spell.

Well its the first time Ive used it you punt a disarmed weapon at someone, resulting in a dead body....theirs not mine :P

i know earth and wind magic exist lore-wise (i think it is practiced in akavir [which the blades would be able to use if they were form akavir, which i doubt] or yakuda [which means the red guards could use it, and teach it]), most tamrielic mages use the frost/fire/shock system of magic (dont ask why some idiot mages decided to use only a select few spells when they could use such a diverse set of magicks) but could learn other forms of it, if so inclined. so pretty much, every single one of your points is perfectly valid and true, bethesda was lazy when making the magic system and it shows


Maybe the Yakuda are similar to the greybeards and do not wish to share their knowledge with tamriel.
User avatar
Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Wed Dec 14, 2011 3:41 am

I raise you a Tsunami, a category 5 Hurricane, and an magnitude 10 Earthquake. Oh, and a Black hole.

whoa wait a minut there buddy, where the heck did the black hole magic come from?

Maybe the Yakuda are similar to the greybeards and do not wish to share their knowledge with tamriel.


yakuda is teh redguard's traditinal home, that was sunk below the sea, ages ago :obliviongate: of course redguards (and some shamans) made it to tamriel, and a lot turned to merc work, but the shamans could sell magical knowledge of their forms of magic
User avatar
Luis Reyma
 
Posts: 3361
Joined: Fri Nov 02, 2007 11:10 am

Post » Wed Dec 14, 2011 2:43 am

I'm glad they finally gave us some real necromancy spells; it's a lot more tactical now.


Necromancy svcks in this game now, the only good necrospell is dead thrall... and it's glitched to all hell! all other necro spells svck compaired to atros, you can't even perma raise a draugr, who sat at the table when they were throwing out ideads and said " ya but thrall should not effect draugr even though all the other zombie spells did." :confused: plus all necromacy spells are the same all they do is raise the level of the host that can be raised BIG DEAL.
User avatar
Stacyia
 
Posts: 3361
Joined: Mon Jul 24, 2006 12:48 am

Post » Wed Dec 14, 2011 4:25 pm

I raise you a Tsunami, a category 5 Hurricane, and an magnitude 10 Earthquake. Oh, and a Black hole.

I enact Video Game restrictions law. This law states that any and all video game ideas are null and void if the engine cannot handle it or if it is impossible to fabricate by developers.

-Tsunami power: Impossible, wold clip against walls in dungeons and would require all touched objects have a water overlay which would murder performance.

-Cat 5 Hurricane: Impossible, Would trees in radius to dynamically shake at once, all physics objects in radius to move, and all actors in radius to become ragdolls with physics. Not happening with current engine.

-Mag 10 Earthquake: Impossible, would need fissures in the ground and everything stated above in addition to realistic effects to houses or players will lose immersion. Again, not happening.

-Black hole: Possible but depends on size but due to an overpowered nature this is out too.
User avatar
Veronica Flores
 
Posts: 3308
Joined: Mon Sep 11, 2006 5:26 pm

Post » Wed Dec 14, 2011 4:49 am

I am kicking butt with magic

I concentrated on restoration and destruction, dragons die after a few fireballs or thunderbolts. I feel magic is unbalanced in my favor.
I'm killing NPCs before they get near enough to touch me. Mages with ward are the only ones who put up a fight.

I definately wish there were more spells to play with, morrowind let you buy any spell whether you were competent to cast it or not now I have to wait until my level is right, it's a lot of babying.
But my game proves most of what you say wrong cause I'm needing to crank up the difficulty as it is.
User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Wed Dec 14, 2011 3:09 am

yakuda is teh redguard's traditinal home, that was sunk below the sea, ages ago :obliviongate: of course redguards (and some shamans) made it to tamriel, and a lot turned to merc work, but the shamans could sell magical knowledge of their forms of magic


Forgive me, my lore is patchy at best and I know little of the Redguards. However I still stand by them not wanting to share knowledge if the have it..
User avatar
ANaIs GRelot
 
Posts: 3401
Joined: Tue Dec 12, 2006 6:19 pm

Post » Wed Dec 14, 2011 11:33 am

About the spells went into shouts thing:

1. This is another reason why playing mages is underwhelming vs melee/archer
2. Long cooldowns limit the usefulness of shouts in combat, although the utility is nice sometimes
3. There are 2 shouts helping the physical damage guys only

So while I welcome the shouts as a somewhat original idea, it's no excuse for the lack of spells. So many things coulda been done with a little bit of creativity...
User avatar
Danny Blight
 
Posts: 3400
Joined: Wed Jun 27, 2007 11:30 am

Post » Wed Dec 14, 2011 8:06 am

Water would be pretty hazardous in Skyrims environment, all in all. Then again, the game lets you swim through an ice pack with no ill effects, frost resist or not.

I was kind of miffed that dual casting was hyped, and then just came out as "HIGHER NUMBERS KTHX" for whichever spell.
I'd prefer something like
Flames + Flames = Cone/arc of flames instead of a straight line
Ice+Flesh Spell = Ice flesh (Frost Resist or whatnot)
Lightning+Sword = Lightning Sword
Fear+Candlelight = Spectral Form (like the potions on that one quest) that makes foes flee
Ward+Summon = Summon Spell Attractor (some sort of decoy or creature that absorbs magic fire and draws it away from you).

I'd be lying if I said I didn't miss a non-elemental destruction spell too, even with the usual case of being somewhat weaker then its more resisted elemental counterparts.
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Wed Dec 14, 2011 7:49 am

I am kicking butt with magic

I concentrated on restoration and destruction, dragons die after a few fireballs or thunderbolts. I feel magic is unbalanced in my favor.
I'm killing NPCs before they get near enough to touch me. Mages with ward are the only ones who put up a fight.

I definately wish there were more spells to play with, morrowind let you buy any spell whether you were competent to cast it or not now I have to wait until my level is right, it's a lot of babying.
But my game proves most of what you say wrong cause I'm needing to crank up the difficulty as it is.


Try expert and master, get oneshot a couple of times, realise your armor and health being so low is not much fun and come back to share your thoughts then. :)
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Wed Dec 14, 2011 4:55 pm

Forgive me, my lore is patchy at best and I know little of the Redguards. However I still stand by them not wanting to share knowledge if the have it..

i think redguard hedge mages should use it, and it is learnable only by mastering magic and searching out a redguard shaman who would be willing to guide you (for money, of course), but i dont think a new magic system should just become populer with every mage as suddenly as one game/expansion/ect (although something has got to be done about bethesda's trend of making magic worse and worse, a new magic system might spark their imaginations)

of course it could also be akaviri in nature, in which case, i demand it be introduced and learnable by the blades if you do their little job after you get the scroll, they claim to be akavir so i demand some proof (rare akavir magic is the onlythign i will accept!!)
User avatar
Chris Cross Cabaret Man
 
Posts: 3301
Joined: Tue Jun 19, 2007 11:33 pm

Post » Wed Dec 14, 2011 7:21 am

I'm glad they finally gave us some real necromancy spells; it's a lot more tactical now.


Yeah, it's amazing. Instead of summoning a minion to do your bidding (Atronach), you have to wait until you kill something to get a usually weaker version of an Atronach that takes an enternity to both summon and enter the fray. It spends more time raising and shuffling to catch up to you than actually doing anything in a fight.

Yeah, it's really tactical.
User avatar
kennedy
 
Posts: 3299
Joined: Mon Oct 16, 2006 1:53 am

Post » Wed Dec 14, 2011 5:38 am

Try expert and master, get oneshot a couple of times, realise your armor and health being so low is not much fun and come back to share your thoughts then. :)


If you're not having fun playing on expert why... never mind. Enjoy being unsatisfied!
User avatar
Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Wed Dec 14, 2011 7:59 am

Water would be pretty hazardous in Skyrims environment, all in all. Then again, the game lets you swim through an ice pack with no ill effects, frost resist or not.

I was kind of miffed that dual casting was hyped, and then just came out as "HIGHER NUMBERS KTHX" for whichever spell.
I'd prefer something like
Flames + Flames = Cone/arc of flames instead of a straight line
Ice+Flesh Spell = Ice flesh (Frost Resist or whatnot)
Lightning+Sword = Lightning Sword
Fear+Candlelight = Spectral Form (like the potions on that one quest) that makes foes flee
Ward+Summon = Summon Spell Attractor (some sort of decoy or creature that absorbs magic fire and draws it away from you).

I'd be lying if I said I didn't miss a non-elemental destruction spell too, even with the usual case of being somewhat weaker then its more resisted elemental counterparts.


These are good ideas and probably can be done with the CS in the future.
User avatar
Daddy Cool!
 
Posts: 3381
Joined: Tue Aug 21, 2007 5:34 pm

Post » Wed Dec 14, 2011 12:02 pm

i think redguard hedge mages should use it, and it is learnable only by mastering magic and searching out a redguard shaman who would be willing to guide you (for money, of course), but i dont think a new magic system should just become populer with every mage as suddenly as one game/expansion/ect (although something has got to be done about bethesda's trend of making magic worse and worse, a new magic system might spark their imaginations)

of course it could also be akaviri in nature, in which case, i demand it be introduced and learnable by the blades if you do their little job after you get the scroll, they claim to be akavir so i demand some proof (rare akavir magic is the onlythign i will accept!!)


Even though having earth, wind, water and dark/shadow element would remind me of other rpgs mainly the FFs, I might have a go at implementing some of them....might be extremely difficult as im not a modeler or any good at textures, adding it into the game I'll have no problem.

Already dreamt up an idea for some non-elemental non-aggressive spells.
User avatar
OTTO
 
Posts: 3367
Joined: Thu May 17, 2007 6:22 pm

Post » Wed Dec 14, 2011 8:25 am

what dungeon would this be? if you do not respond an oblivion gate will open outside your house just like this :obliviongate:


I love summoning a flaming suicide wolf
Spoiler
It is in high gate ruins

User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Wed Dec 14, 2011 3:01 pm

If you're not having fun playing on expert why... never mind. Enjoy being unsatisfied!


I don't play mages on expert/master (and not just because of this but because of the lack of scaling too). You wouldn't guess that, would you? I've had a blast with an archer though, thanks.
Enjoy being clueless. :D
User avatar
Dark Mogul
 
Posts: 3438
Joined: Tue Feb 20, 2007 11:51 am

Post » Wed Dec 14, 2011 10:11 am

I love summoning a flaming suicide wolf
Spoiler
It is in high gate ruins



That does no damage.
User avatar
Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

Post » Wed Dec 14, 2011 5:17 am

Even though having earth, wind, water and dark/shadow element would remind me of other rpgs mainly the FFs, I might have a go at implementing some of them....might be extremely difficult as im not a modeler or any good at textures, adding it into the game I'll have no problem.

Already dreamt up an idea for some non-elemental non-aggressive spells.

shadow is not a TES element :tongue: well the alyieds might ave had some form of starlight magic (their wells were powered by it and their stones, a theory i found in a book in oblivion) which means they could have found other forms of magic that mages today have lost (maybe they had levitation :tongue: ), could make for some good mod material imo :happy:
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Wed Dec 14, 2011 7:50 am

I love summoning a flaming suicide wolf
Spoiler
It is in high gate ruins




Yeah and it would have been cool if I had found it at level 10 or something. Finding it in the 40's it is just a waste, even if the visual is cool.
User avatar
katsomaya Sanchez
 
Posts: 3368
Joined: Tue Jun 13, 2006 5:03 am

Post » Wed Dec 14, 2011 2:47 am

shadow is not a TES element :tongue: well the alyieds might ave had some form of starlight magic (their wells were powered by it and their stones, a theory i found in a book in oblivion) which means they could have found other forms of magic that mages today have lost (maybe they had levitation :tongue: ), could make for some good mod material imo :happy:

well I only thought of dark/shadow because of all the Black hole talk lol. Plus healing is light magic (least how I see it) and I was thinking of adding some sort of Holy spell (purely because playing FF7/8/9/10 recently and this thread has spurred me on a nostalgia trip)
User avatar
neil slattery
 
Posts: 3358
Joined: Wed May 16, 2007 4:57 am

Post » Wed Dec 14, 2011 7:47 am

well I only thought of dark/shadow because of all the Black hole talk lol. Plus healing is light magic (least how I see it) and I was thinking of adding some sort of Holy spell (purely because playing FF7/8/9/10 recently and this thread has spurred me on a nostalgia trip)

you could mod it so healing spells (cast on target,would be awsome in the mod!) hurts undead (you know, cause revive kills undead :teehee: )
User avatar
Laura Shipley
 
Posts: 3564
Joined: Thu Oct 26, 2006 4:47 am

Post » Wed Dec 14, 2011 5:00 pm

Earth could be related to mass and gravity, which black hole have alot of...

They need soul magic. Like you use souls from soul gems or something...
User avatar
Jarrett Willis
 
Posts: 3409
Joined: Thu Jul 19, 2007 6:01 pm

Post » Wed Dec 14, 2011 1:49 pm

I miss the reflect and shield spells the most, not for casting as much as for enchanting.

Most of those excessive destruction spells would hurt less if they hurt the caster along with hurting me. I have the most trouble with the upper level casters and my insignificant health totals. It seems it doesn't take long before your ability to absorb damage is out paced buy the enemy's ability to dish it out.

Shield spells would let me use regular clothing instead of having to wear armor. It's kind of hard to level an armor skill when you spend all of your time avoiding taking hits. Especially when it's one and done against a bandit leader or chief.

The limited pool of spells is disappointing. Seems a game that is touted as one where you can do what you want, is severely limited in what you can actually do.
User avatar
Charlotte Henderson
 
Posts: 3337
Joined: Wed Oct 11, 2006 12:37 pm

Post » Wed Dec 14, 2011 7:46 am

The next TES game there will be one spell for damage, one for defence and one for healing. Having too many spells is just far too confusing
User avatar
Austin England
 
Posts: 3528
Joined: Thu Oct 11, 2007 7:16 pm

Post » Wed Dec 14, 2011 2:41 am

Yeah it's all in shouts now

Daniels
User avatar
Joanne
 
Posts: 3357
Joined: Fri Oct 27, 2006 1:25 pm

PreviousNext

Return to V - Skyrim