» Fri Dec 16, 2011 8:39 am
mage armor is bad because it has multiple costs (time to cast, mana spent, tedium of recasting, chance to get caught with no protection if you dont do the previous).
Wearing light or heavy armor, even with 0 perks invested, do not have any cost, and provide useful levels of armor.
Either those costs need to be largly mitigated by perks in the tree, or the armor itself needs to have more use.
ie, mage armor perks giving the spell a potentially infinite duration (investing mana or something), or at least a significant duration (10 mins or more) to last a dungeon, rather than a fight.
Or these perks need to make magical armor better than non magical armor (higher max armor cap, add elemental resists or something like this).
Otherwise, there is very little point in using magical armor when non-magical armor is always more efficient.
A mage needs to feel that fully perking out alteration will give similar utility to fully perking out light or heavy armor.
For example, heavy armors weaknesses (weight, movement speed) are completely negated by perks. In addition to a boost to effectiveness and potentially useful random benefits (cushioned, fists of steel, reflect damage), and finally the basic protection is improved (juggernaut, well fitted, full set).
At the moment, alteration, fully perked, partially mitigates the weaknesses (stability, tiered cost reduction perks), and improves the basic protection (mage armor), but not enough when compared to being able to smith armor (another tree admittedly, but one for which no anolog exists for the mage), which is to say far far less than you get for investing in an armor skill.
just changing around perks a bit wont change this fact. Alteration tree needs to make defensive spells free, very long duration (if not infinite), and able to reach armor cap, or there is little point to nvesting in the tree.