Better Magic

Post » Sat Feb 19, 2011 1:43 am

I would love to see a magic system with more depth this time.

I would love to see more variance in AoEs, like a cone for ice, or a line for lightning.

And fire spells actually behaving differently than ice spells, and not being just another kind of damage that you have to choose based on the immunities of the opponent. Same for sound, acid, lightning ... wait, do we even have acid and sound ? I dont remember them right now in TES.

Or Chameleon any useful if its not 100%, or not being hopelessly overpowered once you reach 100%.

Magic Resistance 100% not translating to "no magic can touch you, EVER". Magic Resistance should only work on pure magic effects that effect you directly, such as Frenzy. A fireball is fire created from magic, but its not a form of magic - it is the real thing.

Magic Resistance not lowerable below 0%. How is that supposed to work, anyway ? Elemental Resistance not lowerable below 0%, except if you have a corresponding creature type.

Resistances not stacking linearily. If you have two items of 50% resistance, your total resistance should be 75%, not 100%. You only get to 100% if you have an item with 100% resistance.

Magic Reflection and Magic Absorption not translating into total immunity from any magic, even area spells. They should only reflect certain amounts of magic, then collapse. As item enchantments, they shouldnt be possible in the first place.

Damage Reflection should let the full damage through, should be capped at 50%, and should have some other drawbacks.

Defenses against Arrows. Seriously, you can get completely immune against magic and melee damage in TES, but there is no defense at all against Arrows ?

Buffs that you cast once, block a fixed amount of mana, and then continously operate with needing refreshment.

Recast timers on spells, and a limit on total spells you can have. Of course you can reconfigure your spelllist outside combat any time by storing and loading spells from spellbooks, but you shouldnt end up with hundreds of spells in your spelllist and having to scroll through them all the time to find the spell you want to use (other than the ~8 you can have in a quickslots).
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michael danso
 
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Post » Sat Feb 19, 2011 10:41 am

I agree with resistance to magic, I did not believe it affected elemental spells at all until after lots of testing with magic.
Chameleon less than 100 is very effective but only helps if you are sneaking, think of it as fortify sneak.

Disagree with resistance less than 100 but don’t stack weakness to magic, note resist magic work against elemental weakness but not the elemental damage.

Dragon shouts has cool down but it makes little sense on fireballs.
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Ymani Hood
 
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Post » Sat Feb 19, 2011 1:08 am

I would love to see a magic system with more depth this time.

I would love to see more variance in AoEs, like a cone for ice, or a line for lightning.

And fire spells actually behaving differently than ice spells, and not being just another kind of damage that you have to choose based on the immunities of the opponent. Same for sound, acid, lightning ... wait, do we even have acid and sound ? I dont remember them right now in TES.

Or Chameleon any useful if its not 100%, or not being hopelessly overpowered once you reach 100%.

Magic Resistance 100% not translating to "no magic can touch you, EVER". Magic Resistance should only work on pure magic effects that effect you directly, such as Frenzy. A fireball is fire created from magic, but its not a form of magic - it is the real thing.

Agreed.

Magic Resistance not lowerable below 0%. How is that supposed to work, anyway ? Elemental Resistance not lowerable below 0%, except if you have a corresponding creature type.

When resistance is lowered to under 0% it should transfer into weakness.

Resistances not stacking linearily. If you have two items of 50% resistance, your total resistance should be 75%, not 100%. You only get to 100% if you have an item with 100% resistance.

That would be tricky. How would they stack?
The highest value at the bottom and the lowest on the top? Other way around? Depending on which one was equipped first?

Magic Reflection and Magic Absorption not translating into total immunity from any magic, even area spells. They should only reflect certain amounts of magic, then collapse. As item enchantments, they shouldnt be possible in the first place.

Damage Reflection should let the full damage through, should be capped at 50%, and should have some other drawbacks.

I don't agree. I think all effects should be available as enchantments.
Exploitation can be prevented by giving items an enchant limit, and making powerful effects insanely expensive.

Defenses against Arrows. Seriously, you can get completely immune against magic and melee damage in TES, but there is no defense at all against Arrows ?

Agreed.

Buffs that you cast once, block a fixed amount of mana, and then continously operate with needing refreshment.

Like the buffs in Dragon Age? That would be great.

Recast timers on spells, and a limit on total spells you can have. Of course you can reconfigure your spelllist outside combat any time by storing and loading spells from spellbooks, but you shouldnt end up with hundreds of spells in your spelllist and having to scroll through them all the time to find the spell you want to use (other than the ~8 you can have in a quickslots).

No. Just... no.
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lydia nekongo
 
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Post » Sat Feb 19, 2011 1:42 am

Nothing wrong with the magic we had.
Except that it was a little too stunted/ dumbed down in Oblivion.
Nothing was overpowered and nothing needs fixing.
Especially not an effect capped at a certain %. This is totally unnessecary and would only serve to make the game more linear, less customisable and more boring.
No-one forces you to use 100% chameleon, so please do not petition to remove it just because you dont like it. Dont use it, and let those of us that enjoy such options continue to get pleasure out of em.

How a spell looks ia utterly unimportant, what matters is what a spell does and elder scrolls has always provided a plethora of options in that regard.

That being said, its rumoured that spellmaking is out of the game in Skyrim, and that is of course terrible, as it can only mean less options, less choice, more hack n slash dumb stuff in favour of a 'cool look'.
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Ridhwan Hemsome
 
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Post » Fri Feb 18, 2011 11:22 pm

I would love to see a magic system with more depth this time.

I would love to see more variance in AoEs, like a cone for ice, or a line for lightning.

And fire spells actually behaving differently than ice spells, and not being just another kind of damage that you have to choose based on the immunities of the opponent. Same for sound, acid, lightning ... wait, do we even have acid and sound ? I dont remember them right now in TES.

Or Chameleon any useful if its not 100%, or not being hopelessly overpowered once you reach 100%.


Hopefully the new AI will be smart enough to counteract this.

Magic Resistance 100% not translating to "no magic can touch you, EVER". Magic Resistance should only work on pure magic effects that effect you directly, such as Frenzy. A fireball is fire created from magic, but its not a form of magic - it is the real thing.

Magic Resistance not lowerable below 0%. How is that supposed to work, anyway ? Elemental Resistance not lowerable below 0%, except if you have a corresponding creature type.


Agree.. Sort of. Once Resistance goes below 0 it should begin to become weakness.
Resistances not stacking linearily. If you have two items of 50% resistance, your total resistance should be 75%, not 100%. You only get to 100% if you have an item with 100% resistance.

Magic Reflection and Magic Absorption not translating into total immunity from any magic, even area spells. They should only reflect certain amounts of magic, then collapse. As item enchantments, they shouldnt be possible in the first place.

Damage Reflection should let the full damage through, should be capped at 50%, and should have some other drawbacks.


This is what they are designed for. As far as enchantments, these are some of the most expensive enchantments. All magic should be enchantable. The entire goal of the mage is to become invincible.

Defenses against Arrows. Seriously, you can get completely immune against magic and melee damage in TES, but there is no defense at all against Arrows ?


Agree.

Buffs that you cast once, block a fixed amount of mana, and then continously operate with needing refreshment.


Okay like Dragon Age. I loved that buff system. It rocked.

Recast timers on spells, and a limit on total spells you can have. Of course you can reconfigure your spelllist outside combat any time by storing and loading spells from spellbooks, but you shouldnt end up with hundreds of spells in your spelllist and having to scroll through them all the time to find the spell you want to use (other than the ~8 you can have in a quickslots).


Never. This is not an mmo. No recast timers. Why would there be a timer? As long as I have the proper amount of magicka and my character isn't too fatigued I should be able to cast as fast as I like. Although I would like spells that are more like incantations. Spells that require some kind of chant to use. Really powerful spells. Or spells in the summoning school.
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Quick Draw III
 
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Post » Sat Feb 19, 2011 6:07 am

Just a little correction...


That would be tricky. How would they stack?
The highest value at the bottom and the lowest on the top? Other way around? Depending on which one was equipped first?



Umm...Multiplication is commutative. It doesn't matter what order they're in.
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FLYBOYLEAK
 
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Post » Sat Feb 19, 2011 8:56 am

And fire spells actually behaving differently than ice spells, and not being just another kind of damage that you have to choose based on the immunities of the opponent.


From the http://www.gameinformer.com/b/features/archive/2011/01/24/skyrim-building-better-combat.aspx?PostPageIndex=2:

"More so than in Oblivion, Skyrim’s new magic system also gives players legitimate benefits to using one attacking spell over the other. Fire deals the highest amount of damage, lighting drains the enemy’s magicka, and frost drains stamina and slows down enemies physically."
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Bethany Short
 
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Post » Sat Feb 19, 2011 3:07 am

it sounds like you wanna super nerf mages if thats the case i gotta say no to everything you said
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Tamara Dost
 
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Post » Sat Feb 19, 2011 8:59 am

Chameleon should max out at a Predator level, you shouldn't be able to turn completely invisible for very long.
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Enie van Bied
 
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Post » Sat Feb 19, 2011 5:12 am

I had an idea for an anti-arrow spell, that would be fun. It's called safeguard, once cast you have a passive shield that will deflect the first arrow that hits you.
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Flash
 
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Post » Sat Feb 19, 2011 12:03 pm

its been said that there will be differing ways to cast spells. such as flamethrower affects as well as casting spells on the ground which work like traps when a npc walks into them.

not sure what the OP meant by below 0% resistance, although what comes to my mind is when you cast a spell to weaken resistance on an enemy so that spells are more affective.
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Alada Vaginah
 
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