Magic being overpowered?

Post » Fri Nov 12, 2010 3:36 pm

IMO the mages were quite underpowered compared to a properly build Battlemage/Spellsword because of the system used in OB. Then again everyone of the archertypes felt underpowered when compared to them, except a properly build Nightblade or similar(magic/stealth hybrid).
On topic: I think the Invisibilety spell was quite overpowered, and Chamelion 100% the same, but open lock isn't exactly overpowered. The thieves and warrior had their own "open lock" thing even if they didn't invest in security: Namely the Skeleton Key.
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Liii BLATES
 
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Post » Fri Nov 12, 2010 7:47 pm

Magic isn't overpowered in my opinion.
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Mandy Muir
 
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Post » Fri Nov 12, 2010 10:38 am

If you know what you're doing (and don't deliberately gimp your character) ANY style is overpowered in a TES game.

I've got a light armor fighter who one-shotted every ogre in Redguard Valley Cave when she went through it. She never came out of sneak the whole time - just snuck up behind each one and laid him out. I've got a claymore fighter who doesn't wear armor because he never gets hit - nothing can even get close enough to him to hit him without him killing it. I've got another claymore fighter (this one in armor) who recently fought and killed a land dreugh, a minotaur lord and a brown bear simultaneously (well - mostly one at a time, by circling so that the one she was fighting was always between her and the rest). I've got a marksman who kills everything he sees with a single shot and some extraordinarily powerful poisons. And yes - I've got a mage who goes through Oblivion gates standing up and just fights whatever comes his way - daedra, dremora, whatever - it doesn't matter. He kills them all.

And for every one of those characters, I've got two or three who just struggle to get by, just because I find uber characters to be boring, so I generally avoid making them, or I stop playing them when they reach that point. That's my preference, so that's what I do, and I really couldn't care less how anybody else plays the game, nor do I understand why anyone else does.

This is a sort of a balance issue. Beth has to make the game so that it's possible to make uber characters because there are so many people who want to play them. If it wasn't possible, then that would frustrate those players. So they make it possible. That's just a sound business decision. And that means that if you don't want to make an uber character, then it's up to you not to.

Did you know that if you enchant a weapon with 1 second each of max level command creature and command humanoid, it makes every fight like the battle with the Grey Prince? Whatever you're fighting just stands there and lets you kill it. That's no fun, so I don't do it. Did you know that if you enchant a bow with 1 second of drain speed 100, whatever you hit with it will lose track of you, so you can take endless sneak shots? That's no fun, so I don't do it. Did you know that if you switch from a bow to a melee weapon while an arrow's in flight you get a x6 sneak bonus instead of x3? That's no fun, so I don't do it. 100% chameleon is no fun, so I don't do it. 100% magicka resistance or reflect or absorb is no fun, so I don't do it. And so on.

The game's not going to change dramatically in that sense. There will always be people who want to play uber characters and if Beth wants to keep selling games, they have no choice but to make it possible for them to do so. And that just means that anyone who doesn't want to play an uber character has to make a few decisions along the way in order to not do it. And really - that's just the way it goes.


this is why i wish they would remove enchanting or at least severely restrict it in game. im one of the few who agreed with getting rid of spellmaking. one less exploit to have to deliberately ignore. it svcks the wind out of the sails of a game when you have to constantly decide to NOT do something because it will overpower your character to much.
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Raymond J. Ramirez
 
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Post » Fri Nov 12, 2010 4:50 pm

Elder Scrolls mages are not Gods above all men. They are one of 3 playstyles that are meant to be EQUALLY beneficial but work in different ways. This isn't the "be a mage or svck" game.

And it seemed to me it was the other way around in Oblivion. Warriors were best due to the level scaling. They kept up and could survive the best, while my most recently made spells were already falling behind. I had to remake spells often just to keep up.
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Jessica Nash
 
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Post » Fri Nov 12, 2010 8:39 am

m one of the few who agreed with getting rid of spellmaking.

You've never played a serious mage then, if you want to get rid of the only thing that made them useful and enhanced their gameplay ten fold in past games. Yeah, I totally want to buy Bethesda's badly made pre-fabricated spells. They almost always svcked.
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Leonie Connor
 
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Post » Fri Nov 12, 2010 2:47 pm

You've never played a serious mage then, if you want to get rid of the only thing that made them useful and enhanced their gameplay ten fold in past games. Yeah, I totally want to buy Bethesda's badly made pre-fabricated spells. They almost always svcked.



most people that played dark messiah or even bioshock agreed that how they handled "magic" was a hell of a lot better than how past TES games handled it. i rarely played mages in TES games because all it was was a different shader on a projectile or touch attack. BORING.

ill gladly get rid of an obvious exploit system in favor of magic that can be used in context like setting oil on fire and slowing enemies down or causing them to slip, zapping multiple enemies in water etc. Dark messiah spanked oblivion in spellcasting. then start talking about the cool spell casting system of arx fatalis which i really wish someone would bring back. once again much better magic system than oblivion and it didnt have spellmaking either.

as for lousy prefabbed spell i agree...........it sounds like they are drawing inspiration from other games like the aforementioned DM and bioshock so im not to worried myself. and there are always mods anyways.
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Makenna Nomad
 
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Post » Fri Nov 12, 2010 10:11 pm

I see this alot and frankly it shows a massive blindness to game balance from YOU not the devs.

Everyone has to open things. They either have the skill... thieves.. the ability.. mages.. or they have enough free skill slots to GET a skill or ability.. warriors.

If mages didnt have the ability they would have to have access to the skill and that would mean one magic school would have to go away to make room.

Magic does everything BECAUSE they dont want the mage to be doing anything other then magic if they so chose.
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Yung Prince
 
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Post » Fri Nov 12, 2010 9:30 am

OPEN LOCK (Why should a person train lockpicking?)


I honestly never used Open Lock on any character I've ever played.

Why would I? I mean, you need to train the Alteration skill up to high levels in order to open locks above a couple tumblers, while you can give any difficulty lock a shot (or have it be easy, if you have the Skeleton Key) at low levels of skill.

(This isn't to say that I was any good at opening Hard locks with low skill - I actually svcked at that minigame. But it was still easier than trying to train Alteration up to 50+. You can be unlocking locks with picks long before you have Alteration up to high levels like that. Let along 75-100.)
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Donatus Uwasomba
 
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Post » Fri Nov 12, 2010 1:42 pm

Well as a "thief" type character, you could easily say we're overpowered too, I could one hit most enemies with my stealth attacks and the ones I couldn't I could use my poisons.

The only thing that I think should be changed is the 100% chameleon armor enchantments, that really was too cheap.

Edit: besides, they are changing magic to be much better any way (at least in my opinion)
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JAY
 
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Post » Fri Nov 12, 2010 1:27 pm

this is why i wish they would remove enchanting or at least severely restrict it in game. im one of the few who agreed with getting rid of spellmaking. one less exploit to have to deliberately ignore. it svcks the wind out of the sails of a game when you have to constantly decide to NOT do something because it will overpower your character to much.

I will never, no matter how long I live, understand the "I don't like it so you shouldn't be allowed to do it" mindset.

Never.
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Sasha Brown
 
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Post » Fri Nov 12, 2010 12:22 pm

Am I the only guy thinking magic was way underpowered in oblivion ?
Start level 1 as a pure mage don't touch a sword or armor for the full game , then come to the forums and look at your poll .

Sure with 100 alteration,destruction ,etc you ruled but lets see how you get there with your robes only.

The only way to play a mage in oblivion is through mods.
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Jennifer May
 
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Post » Fri Nov 12, 2010 10:29 pm

They should go back to the days of Gauntlet and just let you pick Mage, Warrior, or Ranger and be done with it.
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Amanda savory
 
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Post » Fri Nov 12, 2010 2:04 pm

most people that played dark messiah or even bioshock agreed that how they handled "magic" was a hell of a lot better than how past TES games handled it. i rarely played mages in TES games because all it was was a different shader on a projectile or touch attack. BORING.

That's a flaw of the spell design, not of the overall magic system. Especially since that REALLY only applies to destruction, which I never use on any of my mages. I prefer Mysticism.

ill gladly get rid of an obvious exploit system in favor of magic that can be used in context like setting oil on fire and slowing enemies down or causing them to slip, zapping multiple enemies in water etc. Dark messiah spanked oblivion in spellcasting. then start talking about the cool spell casting system of arx fatalis which i really wish someone would bring back. once again much better magic system than oblivion and it didnt have spellmaking either.

Try using your creativity and imagination when making spells next time. Just the other day I made a levitation 1 point on target. It slows my enemies to a crawl. That's much easier than burden, and much cheaper than drain, damage, or absorb speed/strength.

I don't see why we can't have awesome spell effects (like lightning doing double damage and stunning to enemies in water) AND have spell making. In fact, its a whole new reason to HAVE spell making! You could make all sorts of crazy spells. If they had the combinational system, it could get even more complex. Fire and Ice makes a jet of scalding water, well. If you put those two on the same spell in spell making, you will always shoot a jet of scalding water, without having to use up both hands. Then, in your other hand, you could use lightning, so that right after you cover them in steaming water, you blast them for double damage.

It seems to me Bethesda wants magic to seem more magical and natural than in previous games. I'm happy with that, but I do not want to lose the customization that previous games had. There is no reason to get rid of it when the reasons you didn't like it are exactly what they're fixing just by updating the spell list. If lightning, fire, and ice all do different things, then that makes spell making even more fun and interesting.

as for lousy prefabbed spell i agree...........it sounds like they are drawing inspiration from other games like the aforementioned DM and bioshock so im not to worried myself. and there are always mods anyways.

Its fine when spells do more interesting things, but I don't want to be limited to just the 85 spells that THEY come up with. No matter how interesting at first, I have a feeling it could get boring quickly. So many have gone out of their way to point out that you can cast all the spells differently. That's cool and all, but does it really change how the spell acts for the most part? No, it doesn't seem like it will. Fire stills burns. Lightning still shocks. They just look different and act in an AOE or in a circle. That might be fun and interesting for others, but I quickly tire of such repetitive mechanics when customization is thrown out. Even Bioshock had fun things you could do with tonics to change and manipulate your plasmids differently than other players.
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*Chloe*
 
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Post » Fri Nov 12, 2010 3:45 pm

Am I the only guy thinking magic was way underpowered in oblivion ?
Start level 1 as a pure mage don't touch a sword or armor for the full game , then come to the forums and look at your poll .

Sure with 100 alteration,destruction ,etc you ruled but lets see how you get there with your robes only.

The only way to play a mage in oblivion is through mods.

I wouldn't go that far. I've played more than one pure mage in Oblivion, and I've never modded magic. Sure - it's tough playing without armor at lower levels (and particularly at the level scaling hump from about 9 to 15), but it can be done. That, to me, is just part of the whole package - mages are the toughest to play at low levels, but they pay off at high levels. If you can keep them alive long enough.

Seems entirely reasonable to me.
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Jessica Stokes
 
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Post » Fri Nov 12, 2010 2:34 pm

I will never, no matter how long I live, understand the "I don't like it so you shouldn't be allowed to do it" mindset.

Never.



i wouldnt mind it if they figured out a way to not make it so easily exploitable. being a mage was way op in that game. just use drain health spells and a small damage spell and you can kill anything in a couple of shots. 1 second charm spells for any character in game is another insta win spell. invisie and chameleon were also easy to abuse. if they could figure a decent system out then leave it in. i just dont think they can do it. it really really svcks going to a spellmaking altar knowing full well that you could make a couple of spells that would let you beat anyone easily and then NOT picking them. in real life if i was stuck in cyrodil the first thing i would do is enchant gear to 100% chameleon and use charm, invisie and drain health spells. it takes me out of the game to play a character against what i would normally do. i think bethesda finally realized there is no way to not have an exploit system so they left it out. thats good in my view.
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Mario Alcantar
 
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Post » Fri Nov 12, 2010 10:27 pm

I don't like how Invisibility trivialized most stealth content. Personally, I think any Invisibility spell should require 75 Illusion minimum with a bit more emphasis on Chameleon at lower levels. As a trade off casting Illusion would remove you from combat and put any NPCs that had noticed you previously into the highest state of alert.

Also, casting Frenzy should really be considered an assault.

I'm fine with Open Lock. You have to invest a fair amount in Alteration to open the highest locks. I consider that a fair trade off.
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le GraiN
 
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Post » Fri Nov 12, 2010 9:44 am

just use drain health spells and a small damage spell and you can kill anything in a couple of shots.

So its overpowered that a mage uses the tools at hand to kill stuff when those tools were specifically made to kill stuff? I guess its overpowered when a warrior three shots any enemy as well.
1 second charm spells for any character in game is another insta win spell.

Skyrim will get rid of that simply because its conversations are in real time. You'd have to make a charm spell that lasts the entire conversation.

invisie and chameleon were also easy to abuse.

Invisibility and chameleon being easy to abuse can be chalked up to crap AI. Fix the AI and you fix invisibility. I've played MANY games where being fully invisible still could not save you from the AI when they found out where you were.

A simple solution to 100% chameleon could simply be, instead of an 80% enchant cap (which was stupid because then all you needed were two items with a combined total of 100%) on chameleon, they could make a TOTAL cap on chameleon. So even if you had 60% and 60%, it would still add up to only 80%.

And, of course, as I mentioned, better AI is the solution to both chameleon and invisibility issues. Better AI is also the solution to levitation issues.

I don't like how Invisibility trivialized most stealth content. Personally, I think any Invisibility spell should require 75 Illusion minimum with a bit more emphasis on Chameleon at lower levels. As a trade off casting Illusion would remove you from combat and put any NPCs that had noticed you previously into the highest state of alert.

No, they need to totally scrap the stupidity of "you need to be x level to cast x spell." Why can't I cast this spell at level 49 but I can at level 50? Totally inane and it really ruined magics feeling to me. I'd much rather prefer that they returned back to cast chances. That's why invisibility was more balanced in Morrowind. Any mage can ATTEMPT to cast it, but only the better illusionists can actually manage to successfully cast it. Or maybe it just felt balanced because I never used illusion.
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Anna Beattie
 
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Post » Fri Nov 12, 2010 9:42 pm

I wouldn't go that far. I've played more than one pure mage in Oblivion, and I've never modded magic. Sure - it's tough playing without armor at lower levels (and particularly at the level scaling hump from about 9 to 15), but it can be done. That, to me, is just part of the whole package - mages are the toughest to play at low levels, but they pay off at high levels. If you can keep them alive long enough.

Seems entirely reasonable to me.


I know man I was just trying to get my point across. :wavey:
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stevie critchley
 
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Post » Fri Nov 12, 2010 12:12 pm

In Oblivion its safe to say that with magic, you could do anything that anyone else could.


Yep. That's sort of the point- "I'm a mage, I can do anything anyone else can, but I do it with magic."

So do you think that spells that makes the game too easy, such as INVICIBILITY CHAMELEON CHARM (you could charm a guard trying to catch you and he would pay your fines)


Or play that :swear: persuasion minigame with the guards enough before a rampage, and they'd pay your fines.

FRENZY (oh come on you could murder anyone with this spell, and the guards would help you)


Parsuasion minigame with intended target, deliberately lose, make them mad enough to attack you and the guards help kill them.

PARALYZE (good bye battles...)


Hello bear rolling! :D

OPEN LOCK (Why should a person train lockpicking?)


Yeah, why bother training lockpicking when there's the Skeleton Key?


There might be a case for magic being massively overpowered...if you couldn't do the same thing several others ways too, prompting the question "Overpowered compared to what?" :shrug:
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Benjamin Holz
 
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Post » Fri Nov 12, 2010 9:40 am

I know man I was just trying to get my point across. :wavey:

Mmm... sorry. I didn't recognize that for exaggeration for effect and thought it was meant as an actual statement of purported fact.

Doubly embarrassing because I tend toward hyperbole myself.... :blush:
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Liii BLATES
 
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Post » Fri Nov 12, 2010 5:48 pm

Yeah, why bother training lockpicking when there's the Skeleton Key?

Why bother with EITHER when level 5 lockpick can open any lock if the player is good enough at the minigame?

There might be a case for magic being massively overpowered...if you couldn't do the same thing several others ways too, prompting the question "Overpowered compared to what?" :shrug:

Yes, and when one looks at other classes, they weren't any better. Already described was the x6 damage multiplier for arrows, or simply getting a daedric sword and putting an enchantment on it.

The real truth of it is that magic in Oblivion, in combat at least, was weaker compared to the other classes. You couldn't fight for long before running out of magicka, so you had to spam potions. Warriors just sat there and spamming attacks until their target dies.
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Marie Maillos
 
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Post » Fri Nov 12, 2010 3:05 pm

So its overpowered that a mage uses the tools at hand to kill stuff when those tools were specifically made to kill stuff? I guess its overpowered when a warrior three shots any enemy as well.

Skyrim will get rid of that simply because its conversations are in real time. You'd have to make a charm spell that lasts the entire conversation.


Invisibility and chameleon being easy to abuse can be chalked up to crap AI. Fix the AI and you fix invisibility. I've played MANY games where being fully invisible still could not save you from the AI when they found out where you were.

A simple solution to 100% chameleon could simply be, instead of an 80% enchant cap (which was stupid because then all you needed were two items with a combined total of 100%) on chameleon, they could make a TOTAL cap on chameleon. So even if you had 60% and 60%, it would still add up to only 80%.

And, of course, as I mentioned, better AI is the solution to both chameleon and invisibility issues. Better AI is also the solution to levitation issues.



its op cause you can kill pretty much anything with those spells easily from very far away with little to no risk to your character. the warrior still has to get in close and risks dying. i played a heavily modified game with increased weapon damage and greatly reduced health for my character so i cant go by how vanilla oblivion worked but i had to be more careful with my warriors than any mages i had albeit not many of them. alot of people say just add detect life to the npc spell list and force them to use it. the problem then is all i have to do is just cast a area of effect silence spell and it prevents them from doing just that.

i hate foolproof systems. i dont want a thief that is completely undetectable nor do i want a warrior who can run willy nilly into a horde of enemies and clean house with barely a scratch same as i dont want mages that can cast any spell for any situation and kill anything with no risk to themselves. i like flaws and downsides to my characters cause it forces thought and calculation.
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Gisela Amaya
 
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Post » Fri Nov 12, 2010 9:57 pm

I don't remember magic being "overpowered" in Oblivion as the author of this post and several others are crying about. There were some things that needed fixing in the magic system, but overall magic was actually underpowered compared to straight up melee or marksman combat. Without mods such as Fearsome Magicka, Midas, and Supreme Magic, it just wasn't really fun to play as a mage period. Why? Because for the most part, it took forever to kill things with magic and pure magic users are often easily killed compared to their melee and archer counterparts. I'll admit that at higher levels, a pure magic user can certainly survive better if he/she makes good use of spells such as shield/reflect damage/etc. Then again, the same also goes for melee and archer type characters. They can cast the same spells if their magic skills are high enough; this makes them far better than a pure mage character who is at the same level with them. If anything, magic definitely needs some buffing for Skyrim. I hope Bethesda will learn from modders responsible for magic improvement mods such as Midas and Fearsome Magicka, and incorporate similar things into Skyrim.
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Tyrel
 
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Post » Fri Nov 12, 2010 5:05 pm

Thieves werent overpowered becose mages could go running with invicibility and do THE EXACT SAME THING ONLY 10000 TIMES EASIER!
Warriors werent overpowered becose mages could go and paralyze their opponents without taking a strike AND KILL THE SAME GUY 1000000000 TIMES EASIER


Fortunately the game does not restrict either theives or warriors from learning magic if they devote time and effort to it, just as it doesn't make the hands of mages allergic to the pommels of swords.

It also allows characters to play as pure thieves or warriors, but why should it come as a surprise that a character who wields magic will be able to do things that non-magical characters cannot? And it isn't like your warrior/thief cannot pull the same stunt Bilbo the Burglar did and get a ring of Invisibility.

Really. Allow wizards to be just that. . . wizards. I get the feeling that people who complain about how overpowered they are would only be happy if the games sorcerers were limited to being elemental mages, with no powers outside of destruction and a few minor alteration and restoration spells. And of course, those elemental attacks would have to be very small so as not to make the big, strong warriors feel intimidated.

Complain about wizards in the game being overpowered when you have a maxed out warrior who consistently gets killed by NPC hedgewizards. Otherwise, if you are concerned that magic is overpowered, especially for the player, don't use it so much and have a nice day.
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StunnaLiike FiiFii
 
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Post » Fri Nov 12, 2010 8:45 pm

Elder Scrolls mages are not Gods above all men. They are one of 3 playstyles that are meant to be EQUALLY beneficial but work in different ways. This isn't the "be a mage or svck" game.


Regardless, a very powerful wizard, like a very powerful warrior, will still come across as something of a demigod. And that is entirely in keeping with elder scrolls lore. Morian Zenas, Divyath Fyr, Umaril, some of the legendary Nordic and Redguard warrior heroes, Mannimarco, Galerion, Mankar Cameron. . . some of them could do things that even the strongest best modded player/character in Oblivion couldn't manage.

Should a low level mage be able to take the world by storm? Know.

But what you and some others are suggesting is that even very powerful wizards . . . should NOT be powerful. That the game should have barricades so that even a mage who has mastered all the fields of magic is not really a formidable threat.
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Add Me
 
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