We need spellmaking in Skyrim

Post » Tue Jan 04, 2011 12:02 pm

if its gonna make magic like in OB and MW then NOOOO keep it dead and buried.

I waited 20 years until Bethesda discover that magic can actually be "MAGICAL" and not just colored balls with scripted effects of lameness, I DO want ice to freeze and NO I DON"T want to make an ice spell with paralyze effect to achieve the desired effect, I do want fire to burn and HELL NO I don't want to put fire damage over time that svcks mana like there is no tomorrow to achieve the same effect !!

and not to mention the crap load of useless spells we had like:

telekinesis (dang!)
feather!!??
light ball???!!
resist spell or effect for 10 seconds wtf??!!
...etc

I want my magic to "feel" magical, powerful, mystical, full of mystery and amazing effects and AOE spells of awesome proportions.

if spell making has to die for me to have that then I will shot it in its imaginary face myself.
User avatar
Blaine
 
Posts: 3456
Joined: Wed May 16, 2007 4:24 pm

Post » Tue Jan 04, 2011 6:58 am

From what I've gathered, there will be no spellmaking in Skyrim because the way spellcasting works makes it completely redundant. To throw a more damaging fireball, you don't pick a different spell, you charge the damn thing up. Want it bigger? Put that bad boy on both hands.


That covers power differences, but it doesn't cover spell combinations. If I want to combine a bunch of related spells into a single convenient spell, I should be able to do so. There should be a magicka cost that is higher than the sum of the spell's parts in order to balance it, but it should be possible.
User avatar
Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am

Post » Tue Jan 04, 2011 8:13 pm

That covers power differences, but it doesn't cover spell combinations. If I want to combine a bunch of related spells into a single convenient spell, I should be able to do so. There should be a magicka cost that is higher than the sum of the spell's parts in order to balance it, but it should be possible.

If you want to combine spells you can dual wield two different types of spells. It would be interesting to see if dual wielding different spell types actually combines them to an OB type spell instead of firing two separate spells.
User avatar
Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Tue Jan 04, 2011 5:46 pm

Would be nice if the enchanting skill could be used to make spells.
User avatar
Soraya Davy
 
Posts: 3377
Joined: Sat Aug 05, 2006 10:53 pm

Post » Tue Jan 04, 2011 7:37 am

What I would be satisfied with, would be spellmaking but some spell effects not being capable of being combined.
Like fire and frost, because it should make water, and its difficult to explain.


Perhaps combining elemental Destruction spells should shoot them as separate projectiles in quick succession. For example, Fire + Frost would shoot a fireball followed quickly (and automatically) by a frostball. This opens up the interesting possibility of combining, say, Fireball with itself multiple times to shoot a bunch of rapid-fire fireballs.
User avatar
Jerry Cox
 
Posts: 3409
Joined: Wed Oct 10, 2007 1:21 pm

Post » Tue Jan 04, 2011 10:29 pm

If you want to combine spells you can dual wield two different types of spells. It would be interesting to see if dual wielding different spell types actually combines them to an OB type spell instead of firing two separate spells.


That's stupid. Dual-wielding would only handle two effects at a time. Suppose I want to make a general defensive spell that combines Shield, Resist Fire, Frost, and Shock. That's a perfectly reasonable combination, isn't it? There's no way I'm going to sit around flipping through my spells to cast that, even if I can cast 2 effects at a time.
User avatar
Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Tue Jan 04, 2011 7:49 pm

That's stupid. Dual-wielding would only handle two effects at a time. Suppose I want to make a general defensive spell that combines Shield, Resist Fire, Frost, and Shock. That's a perfectly reasonable combination, isn't it? There's no way I'm going to sit around flipping through my spells to cast that, even if I can cast 2 effects at a time.

That's the reality. And how often really did you need a spell that combines all those, that proves the point I made about it being more strategic in nature this time around because you will have to use the right spell for the right situation instead of just creating one spell that covers any situation you encounter, it just totally destroys any strategy there would be to magical combat.
User avatar
Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

Post » Tue Jan 04, 2011 4:22 pm

As long as I can delete spells, I'll be happy.


Amen to that!
User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Tue Jan 04, 2011 7:41 pm

Yah no, we dont really neeed spellmaking, it was just overpowered, which is why I never seriously used it, except for jokes.
User avatar
Jah Allen
 
Posts: 3444
Joined: Wed Jan 24, 2007 2:09 am

Post » Tue Jan 04, 2011 12:32 pm

So...you guys want 80 spells at best divided equally into what 6-8 schools og magick? giving a total of what 10-13 spells for each school...AT BEST?

as stated it isnt about making Overpowered spells or whatever, that is no ones problem but your own, that isnt even an Argument. balancing as well isnt an argument their could have been far more better ways to balance magic use such as casting powerful spells beyond your scope costing Magicka AND stamina or some other detrimental effects or even spell failiures and the like, but no heavens be damned if the player is ever able to fail at anything.


we have Enchantment, what sense would it make to not have Spellmaking when you have enchantment....
User avatar
Budgie
 
Posts: 3518
Joined: Sat Oct 14, 2006 2:26 pm

Post » Tue Jan 04, 2011 7:25 pm

So...you guys want 80 spells at best divided equally into what 6-8 schools og magick? giving a total of what 10-13 spells for each school...AT BEST?

as stated it isnt about making Overpowered spells or whatever, that is no ones problem but your own, that isnt even an Argument. balancing as well isnt an argument their could have been far more better ways to balance magic use such as casting powerful spells beyond your scope costing Magicka AND stamina or some other detrimental effects or even spell failiures and the like, but no heavens be damned if the player is ever able to fail at anything.


we have Enchantment, what sense would it make to not have Spellmaking when you have enchantment....


+1
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Tue Jan 04, 2011 11:05 pm

I'm fine with it being out. Maybe being a mage will actually be hard this time around. Hopefully no more spamming spells to level up...no more one second spells to make everyone love you.

100 charm for 1 second on touch = the date [censored] drug of Cyrodiil after all

No more random combinations that you can make to wtf pwn any and all enemies in one blow. You'll actually have to think about what spells you want to use and what combination works the best in combat. Switching on the fly in order to change spells could actually be vital this time around. Ya know, it will actually be hard to be a mage, and thus it will be fun. Bye bye spellmaking and hello flamethrowers, runes, and big area of effect explotions!
User avatar
J.P loves
 
Posts: 3487
Joined: Thu Jun 21, 2007 9:03 am

Post » Tue Jan 04, 2011 2:42 pm

So...you guys want 80 spells at best divided equally into what 6-8 schools og magick? giving a total of what 10-13 spells for each school...AT BEST?

as stated it isnt about making Overpowered spells or whatever, that is no ones problem but your own, that isnt even an Argument. balancing as well isnt an argument their could have been far more better ways to balance magic use such as casting powerful spells beyond your scope costing Magicka AND stamina or some other detrimental effects or even spell failiures and the like, but no heavens be damned if the player is ever able to fail at anything.


we have Enchantment, what sense would it make to not have Spellmaking when you have enchantment....

Unfortunately whether or not you or others like it, it seems that's what we're getting. What I don't understand is why everyone is so opposed to any change in design. You can't make a decision that it is bad when you haven't experienced how magic works in the game yet. Face it games evolve and TES is no different, if they didn't then it would just be the same thing over and over again.

edit:grammar
User avatar
Krista Belle Davis
 
Posts: 3405
Joined: Tue Aug 22, 2006 3:00 am

Post » Tue Jan 04, 2011 10:29 am

I STILL haven't made any custom spells in Oblivion.. everytime I tried, it said my illusion needs to be 100 first. By the time that ever happens, I won't care anymore.
User avatar
Tania Bunic
 
Posts: 3392
Joined: Sun Jun 18, 2006 9:26 am

Post » Tue Jan 04, 2011 6:13 pm

Unfortunately whether or not you or others like it, it seems that's what we're getting. What I don't understand is why everyone is so opposed to any change in design. You can't make a decision that it is bad when you haven't experienced how magic works in the game yet. Face it games evolve and TES is no different, if they didn't then it would just be the same thing over and over again.

edit:grammar


I don't know why you make it seem as if Evolving is a good thing, Evolve is to change, for better or for worse. it isnt always a good thing, they had 5 years so they say in development and the best they come up with is the rumorous removing spellmaking? which hasnt been uttered by any Devs or the like so why this is so rampant is beyond me, and the people saying "I never used it so it doesnt need to be in" should really stop replying to this thread as thats nothing near contributive to the discussion, it is akin to saying, I never played Argonians so they should just remove them. its apart of the game, when you have a foundation for a game you either Improve it or swap it with something better, not tack on a bunch of spells then blow up the number 80 as if thats something significant and run with it. how do you even play as a mage and NOT make your own spells?


I could care less how magick works on paper in skyrim, as it stands it would be fleeting just shooting spells until something dies or the *wow* factor they are trying to achieve. why not have the elemental and secondary effects inherent to Magic spells and still allow for spell making? having 80 static spells IS having the same thing over and over again and is another avenue thats closed in regards to having one character play distinctively from another.
User avatar
CSar L
 
Posts: 3404
Joined: Fri Nov 09, 2007 9:36 pm

Post » Tue Jan 04, 2011 8:43 pm

Wait was it not confirmed that spellmaking is removed? I thought it was?
If not then forgive my ignorance, I was defending it as if it was a decision made by Bethesda because I have a little faith that they would make the right decisions.
I never said evolving is a good thing per se only that it is inevitable in any game series. Or maybe we should have just kept creating games the same way as morrowind with no physics, bad graphics, and chance based attacking?
By the same thing over and over again I meant the game itself never changing I wasn't talking about the spells. (refer to previous sentence ^)
And actually even with customizable spells it's still pretty much the same thing over and over anyway the spell effects never change only the combinations.
User avatar
lisa nuttall
 
Posts: 3277
Joined: Tue Jun 20, 2006 1:33 pm

Post » Wed Jan 05, 2011 1:44 am

I could care less how magick works on paper in skyrim, as it stands it would be fleeting just shooting spells until something dies or the *wow* factor they are trying to achieve. why not have the elemental and secondary effects inherent to Magic spells and still allow for spell making? having 80 static spells IS having the same thing over and over again and is another avenue thats closed in regards to having one character play distinctively from another.


Exactly.

Look, I enjoyed playing the game "Magicka".. It had 8 different elements I could combine to make different stuff happen.
It was fun, and I played it for a few hours enjoying every minute. But at the end of the day I was done..
I knew that the electro fire beam was the best spell, the arcane ice missiles was the most fun, etc.
I was done.. I'm never playing it again.

Same thing goes for Skyrim if it has 80 static spells assigned to 6 different magic classes... I'll collect 'em all, find out which are powerful and which ones I like.
Then at the end of the day I'll have "Figured it out".
It doesn't matter if the dev's make 8, 80 or over 9 000 static spells.. It'll just take longer to figure out.

Spell creation is virtually endless.. And if we can make 2 custom spells which we can combine with eachother? Wtf omg I just heard Angles sing.
User avatar
jessica breen
 
Posts: 3524
Joined: Thu Aug 03, 2006 1:04 am

Post » Tue Jan 04, 2011 4:01 pm

I like making wierd things happen with spellmaking, like one time i made a really wierd spell and it glitched scalons to permanently go invisible but they were still there.

Back to the subject, I dont mind if they remove spellmaking but it removes people being unique if everyone has the same skillset, armour and weapons.
you could then say about using mods but what about console users.

Removing spellmaking could be a good thing as long as they bring back some of the older spells or bring in some new effects.
people complain about spellmaking being spreadsheety but removing spellmaking doesnt remove the spreadsheet it just makes it smaller and simpler so they can then rebuild it.

You cant compare magic and weapons because they are different things but I get the point, its like saying you can have this powerful bow but you can only use this rare type of arrow on it and you only get 10 every in game week.

Its wrong that you only get to learn spell only from people but i think spell tomes/staff could be put in aswell, you can then say your a powerful wizard and you learned it not from a novice mage but from a book or a staff in a very dangerous dungeon.

overall I dont mind what happens to spellmaking IF they put something equal or better in its place.
User avatar
josie treuberg
 
Posts: 3572
Joined: Wed Feb 07, 2007 7:56 am

Post » Tue Jan 04, 2011 4:10 pm

From what I've gathered, there will be no spellmaking in Skyrim because the way spellcasting works makes it completely redundant. To throw a more damaging fireball, you don't pick a different spell, you charge the damn thing up. Want it bigger? Put that bad boy on both hands. More powerful versions of the spells you already have will be unlocked with perks, most likely, or just be determined by your level in the appropriate skill. Sure, [censored] about that if you want, about how you want to cast different spells, not use different perks, but what that actually means is greater character variety, such that your one dude will be awesome with fire spells while another will fade from sight with little effort, and you can build your battle strategies around that. I personally will not miss spellmaking at all if this is what magic's going to be like. Spreadsheets, GTFO.

So we could have 1-2 fireball spells, and if we need a stronger one just charge it up?
So in the begining you fling fireballs willy-nilly, but towards end game you have to spend 10-15 seconds charging up the same spell?
A lot of games have had this charging mechanic, fable's fireball spell for instance, and it always ends in boring combat because you spend 10-15 seconds charging up for each enemy

Not that I don't like the new things, such as charging spells and laying traps and channeling into a flamethrower-like spell, but it does not negate the need nor desire for custom spells.
User avatar
Add Me
 
Posts: 3486
Joined: Thu Jul 05, 2007 8:21 am

Post » Wed Jan 05, 2011 1:36 am

Unfortunately whether or not you or others like it, it seems that's what we're getting. What I don't understand is why everyone is so opposed to any change in design. You can't make a decision that it is bad when you haven't experienced how magic works in the game yet. Face it games evolve and TES is no different, if they didn't then it would just be the same thing over and over again.

edit:grammar



You don't have to experience getting kicked in the jimmy to realize getting kicked there will svck no matter what anyone else tells you. I can conclusively state it will be a bad thing to remove spell making because spell making was an important part of the game to me. Sure the spell casting might be better, it might be more dynamic etc. But it still means I lost one of the most important parts of the game to me. Recees can improve their chocolate all they want, but if they remove the peanut butter their peanut butter cups will svck to me.
User avatar
anna ley
 
Posts: 3382
Joined: Fri Jul 07, 2006 2:04 am

Post » Tue Jan 04, 2011 6:53 pm

The current assumption for the reduced armor slots in Oblivion is to better balance enchanting (at least from what I know)
And there were better ways to balance it. I have a hard time believing that they realize how serious it is to many people. Just as im sure if they realized how much people would complain about armor slots in Oblivion they would have found a better way.

Eitherway I don't think they reviewed all options, and im sure they have one or two guys there trying very hard to make it work with the new system, but I doubt greatly all of the devs care about it much. Todd in general seemed very displeased about it when he talked about it.

The reduction of armor slots was to make better looking armor. In Oblivion you can not wear a shirt under armor as it would require that the armor cover the entire body part, iron armor shows skin on the arms, if you had a shirt under the shirt should be visible. Yes skirt over greaves should work as all the skirts in Oblivion was long so they could just hide greaves the same way rings and amulets are hidden, this also apply to robes but this was probably laziness, because to compensate you can use stronger constant effect enchant in Oblivion than in Morrowind, some effects like restore health was removed for balance.

Cast on use enchanting was removed because it was possible to make very powerful items.
weakness to fire+ fire damage 100 in 30 feet on target is just some of them.
User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Tue Jan 04, 2011 12:07 pm

Cast on use enchanting was removed because it was possible to make very powerful items.
weakness to fire+ fire damage 100 in 30 feet on target is just some of them.

But is removal the best way to balance it? No.
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Tue Jan 04, 2011 1:08 pm

I honestly think there will be no point, you will just cast a spell as effective as you can, also a Great thing about not having spellmaking is that you dont need to keep going back to upgrade your spells they probably just are with you, and we have 85 spell effects that can be cast 4 different ways not to mention having different one in each hand, that is way more different "spells" than you would actually make

bethesda isn't an idiot, they would have thought out a good system for spells
User avatar
Jason White
 
Posts: 3531
Joined: Fri Jul 27, 2007 12:54 pm

Post » Tue Jan 04, 2011 9:26 pm

I notice you failed to address the other major point I was making: Namely, spellcasting in the past four games has been boring as [censored]. I know your custom spells were probably a bit more useful than the ones the game provided, but that doesn't change the fact that they were often completely interchangeable, e.g. my example with fireballs, frostballs, and lightning bolts having the exact same effect on every target unless they were weak/resistant against the elemental effect in question. This did happen, sure, but the bottom line is that it was only ever a different color of sparkly stuff you were tossing around.

From what I've gathered, there will be no spellmaking in Skyrim because the way spellcasting works makes it completely redundant. To throw a more damaging fireball, you don't pick a different spell, you charge the damn thing up. Want it bigger? Put that bad boy on both hands. More powerful versions of the spells you already have will be unlocked with perks, most likely, or just be determined by your level in the appropriate skill. Sure, [censored] about that if you want, about how you want to cast different spells, not use different perks, but what that actually means is greater character variety, such that your one dude will be awesome with fire spells while another will fade from sight with little effort, and you can build your battle strategies around that. I personally will not miss spellmaking at all if this is what magic's going to be like. Spreadsheets, GTFO.

Yes I fully agree the magic effects are boring, and some of the new possibilities sounds nice. Love the trap idea, however I fear that this will make magic more like a tool instead of less.

Is charging confirmed? as I understand holding the button down gave you a flamethrower effect not a stronger fireball then you released the triger, however a dual hand cast gave you a stronger effect. Yes you might have different effect who reacted different on charging as a said charging and will remove much of the need for spellmaking.
User avatar
Angel Torres
 
Posts: 3553
Joined: Thu Oct 25, 2007 7:08 am

Post » Tue Jan 04, 2011 11:26 am

If the no spell making proves true...its 85 spells not effects, and even among effects its no larger than what was in Oblivion and Morrowind both which sported about 81-82-90 effects, the only thing that would make this unique is messing around with Firetrap it being its own spell effect coulped with Paralysis so the enemies dont just run through your fire trap spell.


Thats Tactical, thats improvement, thats shaping my mage how I want them to be.

restate.


at this point they are just 85 -spells- if there is no spell making.
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

PreviousNext

Return to V - Skyrim