I also want to say that I am very happy with the streamlining of skills and attributes; what others call "dumbing down" I call logical progress in the development of the genre (it's not perfect, see below, but Beth is going in the right direction). Even as a hardcoe RPGer, I don't like spending hours in menus, I like RP-ing.
It is a "towering achievement", as another forumite says, no doubt about that. But there are some serious issues in gameplay that can be addressed in patches, DLC, or at least in the next TES which is no doubt already being discussed by Todd & co. Hit it, violin man! >>> :violin:
Magic
Magic as a weapon
Melee/Archery is OP vs Destruction. No, I'm not one of the "Destruction svcks" folks; it is viable, but it's much much harder and it does get harder, rather than easier, after about 40 which should not be the case. I've played my battlemage to lvl 45 and I'm playing an assassin now about lvl 20, so I know what I'm talking about because my assassin can already dish out more damage in less time with his bow or sword than my mage can with spells. :toughninja:
The major issue is that the magic schools, unlike the melee/archery damage and armor ratings (and heck, even enchanting and alchemy), do not scale their damage/effect/duration (depending on the school) with their level. You can only increase damage through perks (which the other skills can too, considerably more in combo with sneak perks). This is a huge oversight; combined with the fact that they also can't be comboed with other skills like weapons can be smithed/enchanted/sneak perks to even greater damage (unless you count enchanting your clothes/armor to increase magicka and/or decrease spell cost, but this is not nearly as powerful as a damage boost as it only allows you to cast more spells over time, not make them do more damage)
Robes/Clothes v Armor AND Enchanting for mages
Enchanting brings me to my next point about magic: there's no incentive to be a pure mage. only someone who is super-dedicated to roleplaying one will do it. Case in point is robes vs armor. Robes have very little benefit over armor at the beginning, even less so once you can enchant well. Part of the problem is that unlike previous TES games, armor gives no penalty whatsoever to spellcasting, and robes/hoods/circlets/etc give no boost. The hoods at the beginning are the only useful thing for giving magicka bonus, but once you can enchant well you can give that magicka boost to any helmet. The Robes that are available give a reduction in spell cost to a certain school (like I said above, more spells over time, not more damage), and the magicka regen does not count in combat (which is the only time it matters? :shrug: ) There is no incentive to enchant robes, hoods, etc over armors because you can enchant them with the same effects as armor but armor gives protection as well. They attempted to give some boost to this in the Alteration school Mage Armor perks and Restoration wards, however this requires you to use magicka before/during every battle to get your armor on and keep casting to keep it on if the spell runs out during a long fight, unlike armor which is "passive" and requires no action to stay protected (on top of mag. regen boost not working during fight)
My suggestions for Magic: most not my original ideas, no.
- Damage/effect/duration of magic schools should scale with level like every other skill :flame:
- Magicka regen boosts should work during combat
- Combo magic with sneak somehow: Give Destruction a sneak bonus of x2 like every other weapon; a perk on the sneak tree for making spells of any school silent (runes could be useful to a sneak with this perk, to set up "traps" for groups of enemies); a perk to increase the sneak bonus like archery. SOMETHING :sick:
- Make enchantment effects that increase a school's damage/effect, rather than just spell cost :prod: (also non-armor only, see next)
- Extend the logic of restricting certain enchant effects to certain body part slots to restricting armor: some magic-benefitting enchants can only be done on non-armors (i.e. magicka boost, [school] cost, magicka regen if fixed)
- In general, decrease the effectiveness of created enchantments (a bit OP in general IMO)
- Give slight penalties to spellcasting effectiveness for armor usage
- passive Mage Armor perks
Discuss, criticize, praise at your leisure, dear forum community :user:
http://www.gamesas.com/index.php?/topic/1286407-i-love-skyrim-but-thread-2-factions-questlines/