Mysticism

Post » Thu Apr 07, 2011 11:09 pm

Well, this particular school of magic was... fun and usefull for detecting enemies. Maybe soul trap. Nothing else. But to remove an entire magic school? I thought it would go the other way, increasing *cough* necromancy *cough*, instead of decreasing the number schools... Magic just became a bit less... magical.

You know what? I′ll bet that they're focusing om melee. Nords? Skyrim? Removing magic schools? Bet it′ll end up as a hack-n-slash, Grognak Barbarian style.

And that′s why it should have been placed in Summerset instead.
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Nicole Mark
 
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Post » Thu Apr 07, 2011 10:47 pm

Well, this particular school of magic was... fun and usefull for detecting enemies. Maybe soul trap. Nothing else. But to remove an entire magic school? I thought it would go the other way, increasing *cough* necromancy *cough*, instead of decreasing the number schools... Magic just became a bit less... magical.

You know what? I′ll bet that they're focusing om melee. Nords? Skyrim? Removing magic schools? Bet it′ll end up as a hack-n-slash, Grognak Barbarian style.

And that′s why it should have been placed in Summerset instead.


there are more spell effects in this game, they dind't delete mysticism they merged it into other schools.
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Stace
 
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Post » Fri Apr 08, 2011 3:28 am

The loss of a magic school i.e. Mysticism is not an overly great loss to me as it has been implemented into other schools. Maybe due it being 200 years later from Oblivion the magic under that school just become a myth or something to the world hense its relocation.
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Brad Johnson
 
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Post » Fri Apr 08, 2011 2:15 am

I don't know if this has been asked yet, but for those of you who are okay with Mysticism being removed and it's spells absolved by other skills (I am one of these people by the way), were you okay with the removal of Axe and having those weapons absolved into Blunt? Or the combination of Short Blade and Long Blade into just Blade?
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Chloe Mayo
 
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Post » Fri Apr 08, 2011 9:12 am

I don't know if this has been asked yet, but for those of you who are okay with Mysticism being removed and it's spells absolved by other skills (I am one of these people by the way), were you okay with the removal of Axe and having those weapons absolved into Blunt? Or the combination of Short Blade and Long Blade into just Blade?


I am plenty happy with their new approach to the skills as I never used Axes much and used both blade types mainly long sword. So to incorporate them into one for me is suitable.
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Ladymorphine
 
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Post » Thu Apr 07, 2011 8:44 pm

props to zazurhaa or whatever, i just read his whole thing and whatever he says seems pretty legit
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roxxii lenaghan
 
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Post » Thu Apr 07, 2011 7:33 pm

To be honest I never really saw the difference between Alteration and Mysticism. So if any two schools should be joined together, it would be those two.
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Alina loves Alexandra
 
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Post » Thu Apr 07, 2011 6:43 pm

I think what really svcks is that we lose the magic school with the most beautiful name. Mysticism. It implies "magic in its purest form", "obscure knowledge", "years of research"...
That's really the most annoying part of it for me.

The skill was superfluous in Oblivion (too few spells and even fewer useful spells), and while it had a higher number of useful spells in Morrowind, it also wasn't really necessary back then.
However, that doesn't mean that I don't want it back! I think it could have been made useful. The Detect spells are very typical for Mysticism, so why not expand on that? The green arrow that showed you where you had to go for a quest in Oblivion, that would've made a perfect Mysticism spell. Or how about a spell that gives you the full map of the current dungeon cell? Or spells that tell you the stats and weaknesses of your enemies? Spells that allow you to change the weather are also great fun, and could actually be made useful in Skyrim. (Yes that is almost Alteration, but to me Alteration always felt more like magic that bent the physical laws, while Mysticism focused on the already-magical aspects of the world)
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Chad Holloway
 
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Post » Fri Apr 08, 2011 8:19 am

Mysticism could've had a lot of great spells.

Scry - As stated above, the green arrow.
Mark and Recall - Sorry, but magic map isn't fun.
Absorb - Restoration has no combat spells for a reason.
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Adam
 
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Post » Fri Apr 08, 2011 8:44 am

Especially with the new system wich doesn't allow to choose Major and Minor Skills at the start of the game, it should be irrelevant how many skills there are, since every skill counts towards leveling. If they have more skills, each skill counts less towards the next level, if there are less skills, each skill counts more.

If they need to remove skills, they should not have choosen skills with a lore-background. Axe is a "Real-Life" skill, it doesn't add one little thing to lore, but the six schools of Magic are elaborated original content. Shouldn't be cut. Yeah, you're right, they just relocated the spells, but tell a barber that he is now officially known as a gardener because they both cut things that grow. You need a damn good explanation lore-wise to make that believable.
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Naomi Lastname
 
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Post » Thu Apr 07, 2011 5:22 pm

Mysticism might reasonably have been called "miscellaneousism" because it was a catch-all for the left-overs. It did include some of my favorite effects like detect life, telekinesis, dispel magic, and soul trap. I won't miss Mysticism because these spells will be 'moved' to other disciplines.
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AnDres MeZa
 
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Post » Fri Apr 08, 2011 1:16 am

You need a damn good explanation lore-wise to make that believable.


I agree with this and it remains to be seen what if any explanation Bethesda has provided.

However, the right must be retained by Bethesda to alter the lore in whatever way necessary to change the game play as they see fit. Ultimately they are the creators and if they want to change it the only way you can voice a protest that will surely be heard by them is to not buy the game.
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brandon frier
 
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Post » Thu Apr 07, 2011 8:30 pm

I don't think Mysticism was useless, but I'm much more concerned about the individual spells than the school. I'd like to see it restored if deleting the school means the spells won't be in-game, but if the spells have been reassigned to other schools, then I'm really not concerned. Maybe add Mark and Recall, Detect Life, and Telekinesis to Alteration and Soul Trap to Conjuration.
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Cccurly
 
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Post » Fri Apr 08, 2011 1:28 am

Teleportation rocked.


Passwall was more awesome.
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kristy dunn
 
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Post » Thu Apr 07, 2011 8:54 pm

Passwall is cool no doubt, but being able to destroy a wall and being able to teleport across the world? I'll take option #2.
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Alister Scott
 
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Post » Fri Apr 08, 2011 5:11 am

I don't think Mysticism was ever useless.

But it really was pretty weak in Oblivion. I think it should be more like what the Supreme Magicka and other mods made it for Oblivion.

Certainly Mark/Recall are great. Telekinesis should allow you to throw enemies around and knock them down (and of course let your enemies do the same to your character). Etc.

Not sure I have much of an opinion yet about merging mysticism spells into other schools, but some spells are or could be made very useful and fun. My initial reaction is that it should stay as its own school, but that's just an initial reaction.
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Scott
 
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Post » Fri Apr 08, 2011 7:04 am

there are more spell effects in this game, they dind't delete mysticism they merged it into other schools.


Yeah, I know... But still. I can see the talk in the mages guild:
- Where were you the day mysticism died?
- Out collecting mushrooms. Suddenly there were mudcrabs everywhere. My life detection stoped working, so I didn′t see them there tinny things coming.
- But you can still use your skill in alteration to cast life detection.
- It took me 20 years to master mysticism, I won′t spend antoher 20 years on a new school. Sometimes I think it would be best to just grab the closest axe and head out there, you know?...
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Ashley Hill
 
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Post » Fri Apr 08, 2011 8:16 am

A spell's power is not derived from the magic school it is associated with. A magic school is just that, a school which teaches a particular chosen curriculum. If that school closes then another school may pick up and teach what is no longer being taught elsewhere.
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Epul Kedah
 
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Post » Fri Apr 08, 2011 6:10 am

Mysticism is a BIG part of lore. It deals in the study of all the other avenues of magic that don't fall into other colleges. It's the study of the Psijics. It definitely needs to be back in. I hope the TES Construction Set gives us the option to mod it back in at least. I hope it's not something that is hard-coded onto the game disc.
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Louise
 
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Post » Fri Apr 08, 2011 6:31 am

Yeah, I know... But still. I can see the talk in the mages guild:
- Where were you the day mysticism died?
- Out collecting mushrooms. Suddenly there were mudcrabs everywhere. My life detection stoped working, so I didn′t see them there tinny things coming.
- But you can still use your skill in alteration to cast life detection.
- It took me 20 years to master mysticism, I won′t spend antoher 20 years on a new school. Sometimes I think it would be best to just grab the closest axe and head out there, you know?...


that makes no sense. there is no mysticism so how would it take you 20 years? You would already be a pro in alteration if they merged the two :|....
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Ria dell
 
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Post » Fri Apr 08, 2011 6:42 am

I think the problem is....Always the same problem. They start making games so simple, by adding quest markers, then reducing the number of abilities, then ??Removing the attributes?!

Bethesda, you are starting to dissapoint me.
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lauraa
 
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Post » Thu Apr 07, 2011 7:47 pm

I think the problem is....Always the same problem. They start making games so simple, by adding quest markers, then reducing the number of abilities, then ??Removing the attributes?!

Bethesda, you are starting to dissapoint me.

I think we all owe them the benefit of the doubt and the courtesy of at least playing the game first before judging them for their development choices.
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Sophie Louise Edge
 
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Post » Fri Apr 08, 2011 4:30 am

Why not have one magic skill and leave schools as they are: schools? Not skills. I've mentioned this earlier, but I still think that one magic skill with a bonus tree, if you will, that allowed you to refine your magical proficiency to a more focused path.
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LuCY sCoTT
 
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Post » Fri Apr 08, 2011 5:14 am

Why not have one magic skill and leave schools as they are: schools? Not skills. I've mentioned this earlier, but I still think that one magic skill with a bonus tree, if you will, that allowed you to refine your magical proficiency to a more focused path.

If anything each spell type should be trainable like a skill. The only reason for having schools is to group the spells and lower the number of skills in the game. How they are grouped is not really important.
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Kara Payne
 
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Post » Thu Apr 07, 2011 7:24 pm

Why not have one magic skill and leave schools as they are: schools? Not skills. I've mentioned this earlier, but I still think that one magic skill with a bonus tree, if you will, that allowed you to refine your magical proficiency to a more focused path.


Don't worry, we'll have 1 magic skills in TES IX
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Rudy Paint fingers
 
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