No more supermages...

Post » Tue Mar 29, 2011 9:03 pm

I really don't see why a broken supermage being removed is a bad thing. The less broken characters we have the better.



I agree, and it's not like you can't have high health, magicka and stamina at the same time, they just won't be as high as if you focused on one as you'd have to choose to raise one stat one level, another one the next level, and so on, so you don't have to focus on only one, it's just that if you want to be good at everything, you won't be as good at anything as you could be if you focused on that, and that's a good thing for an RPG.

As for what I do, I'm not sure yet, I'll probably raise health and stamina to some degree no matter what kind of character I make as I'm sure all characters need those, magicka I'll only raise if I use some degree of magic, but which one I'll raise the highest depends on what kind of character I choose to play, and thus what I feel the character needs most.
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^_^
 
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Post » Wed Mar 30, 2011 8:34 am

I think even tho we dont all agree where ob was magic wise we all can agree it looks like skyrim is better.. for pure mages... warmages/spellswords seem to be the ones upset about magic limitations not us...
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Talitha Kukk
 
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Post » Wed Mar 30, 2011 6:54 am

I never liked playing battlemages anyway, pure mage ftw, will max out magicka only, who needs those other things?
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Kieren Thomson
 
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Post » Wed Mar 30, 2011 6:07 am

Supermage has never been the problem. The lack of superwarriors, superarchers and superrogues, however, was always disconcerting. The fact that a mage could do anything was annoying and game-breaking. Not everyone would like to or can invest several hundred-hour-long marathons in a game, and having difficulty spread all over the freaking place even when you make the very best choices for every build is, simply put, poor balancing. Yeah, it's a single player game and you won't annoy anyone by being mega powerful, but it makes character development compromising, a common staple on good RPGs, void.

I am, admitedly, a munchkin. Never been so in tabletop RPGs, because you can roleplay there. The very same years I've spent rolling dices are the reason I can't wrap my head around the notion of standing in front of my monitor going "weeeeeeee I'm this guy dude and I'm a-saving the world and a-seeing the sights! Gonna sit on this stool and look around 'cause that's what he would do". I want to just find stuff out, kill stuff and overall see and play the most I can out of the game. By being a MEGAMAGE I could do everything and this min-maxing got in the way of joy dearly. I have terrible memories of old times RPGs when you could simply screw your character up and be stuck forever with an useless lump of beef, had you made bad choices and I avoid that by trying to make the very best character I can, and it comes at the expense of having my inner munchkin just play the game and shutting up.

I know it's a matter of choice, but it compromises difficulty setting balancing and overall denotes sloppy balancing. Every RPG demands class balancing to make for wholesome experiences. The fact that I can't be a MEGAMAGE makes me more inclined to try something else, and that's probably what they're aiming for. BY the way, I'm going sword/magicka and I'm taking only Magicka and stamina, precisely because of this change. Health is for the weak!
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Lauren Graves
 
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Post » Wed Mar 30, 2011 11:56 am

Oh realy? You made a mage and didnt raise endurance at all nor strength? Exactly how well did that work out?

Mind you I never exploited the screwup they made with weakness to magic so I guess I could have run a mage using that...


It worked fine...My current character is a pure mage, a Healer in fact. Who uses no direct damaging spells. Haven't touched her Endurance or Strength, and I never will.

She's doing alright.
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Sabrina Schwarz
 
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Post » Wed Mar 30, 2011 5:05 am

I almost never raise endurance/health, I find too much makes the game boring and it also allows me to put more points into getting better attacks.
I'm gonna go full stamina for my first, non-mage character.
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james tait
 
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Post » Wed Mar 30, 2011 7:58 am

I feel a bit sad tbh... that the age of the broken supermage with a huge amount of health and magicka, is at its end...

You prospective mages out there... how do you feel choosing between health, magicka, and stamina? Which route will you go... full health... full magicka... any variation between?


Each level you'll get health AND the option of choosing from a small amount of any of them, so you'll always improve your health no matter what. I'll play as a thief/mage, so my levels will go 1o health, 2o mana and 3o sta, rinse and repeat.
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Shaylee Shaw
 
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Post » Wed Mar 30, 2011 1:19 am

Meh. I never understood peoples gripes about mages. Especially considering it is a single player game. That being said if they are balancing the class they had best not make it too weak. Especially since spellmaking will most likely not be in. Here is to hoping they get the dual-wield seperate spells worked out really well. I also hope they succesfully inplement the ability to combine seperate spells into one entity via dual wielding. IMO that is even cooler than spellmaking in my book.
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Marlo Stanfield
 
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Post » Wed Mar 30, 2011 7:31 am

I feel a bit sad tbh... that the age of the broken supermage with a huge amount of health and magicka, is at its end...


You mean, super-battlemages. The mages weren't at all "super", I am afraid. Personally, I am relieved. I hope that they concentrate on making magic balanced and fun now and adding some badly needed mage gear that is _not_ armor.

You prospective mages out there... how do you feel choosing between health, magicka, and stamina? Which route will you go... full health... full magicka... any variation between?


Depends on how it will work. I'll go 2: 1:1 for magicka, probably, provided the changes in defensive spells that make them useful from the start as opposed to 5% for 5 sec crap. Magicka will regenerate outside of sleeping/potions, right?
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Jack Walker
 
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