Well I bet this is the only way they can incorpate Mysticism in Skyrim, as in, no label, because it just wouldn't work otherwise. At least that's how I see it. I wouldn't call it Bethesda being lazy or mean, it's just that Mysticism would not fit into the gameplay portion of Skyrim, since it was so small in OB.
I know, lore says that Mysticism is big and all, but since when does Bethesda follow lore all the time? They have to cut lore sometimes for gameplay sakes, I know you may not like that, but that's how it must be in today's video game industry when it comes to lore and game.
How would it not work? How does Mysticism go against gameplay, or practicality?
I said nothing would ever change not
you don't want to change anything. And naw, I like you too much.
And I think the bolded pretty much says that it would.
[qoute]Why, because we'd make the best, deepest TES ever, that ate up and spat out newbs? Because we'd add without subtracting?
Because we'd think of how to fix before we cut? Because we care about how everyone plays TES, not just ourselves?[/qoute]
Honesty, like I said, I think that Bethesda really couldn't find spells that went with mysticism that also didn't go against their current design philosophies. For instance, I don't think they want to add back teleportation spells. Well, teleportation was a big part of mysticism. Perhaps they didn't want to move absorb back over. Mysticism WOULD be a hard school to work with and to think of new spell effects for. As I've said, I don't blame them for removing it. It may have been more trouble than they thought it was worth.
That's why you bring back older Mysticism spells. Or just keep in like OB but add Absorb back to Mysticism. How would it be any harder to implement than any other magic school.
I quoted you up here because Im tired of making new posts.