Mark and Recall, other spells.

Post » Wed Dec 07, 2011 7:07 pm

Well, the question is simple... why Bethesda decided to delete these spells and spell effects from the game - feather, burden, mark and recall , night eye, drain health/stamina, water walking etc. ? I can understand (although don't agree) with their decision about Open Lock - well, yeah, lets make thieves unique.

But other effects?
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suzan
 
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Post » Thu Dec 08, 2011 12:40 am

Drain spells - ok, they were cool...

But:



Feather - in skyrim is a spell which increases your inventory strength..

Burden - now seriously.. Anyone ever used this stupid spell ? What the hell i need to cast burden onto enemy for ? I do not know if they have inventory (ofc they have none), how full is their inventory, etc..

Mark/Recall - Every dungeon is like a round-trip, you do not need to backtrack them.... Useless in skyrim..

Night eye - never used that one either, i don't want to hurt my eyes..

Water walking - Useless... Unless youre a jesus lol..
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Jacob Phillips
 
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Post » Wed Dec 07, 2011 1:34 pm

Burden worked on fast moving enemies. It was not a spell to kill them, but to slow them down so you could kill them other ways.

As for Mark and Recall, I miss those spells. But, since a few quests have script events when you leave the dungeon, then I guess all dungeons have to be walked out of.

Water walking would make sense in this game as swimming in arctic ice filled water and surviving makes no sense to me.

Stealthy characters love using Night Eye. At least in these dungeons, Night Eye is needed.
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Eve(G)
 
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Post » Wed Dec 07, 2011 4:10 pm

Actually some of them are in, but they are removed, as you said it, to make things unique.

Absorb spells are still in for Vampires only.

Drain is still in, alchemy only.

Night eye is still in, for Khajiit only.

Feather is still in, alchemy only.

Open lock is still in, Tower stone only.
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Wane Peters
 
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Post » Wed Dec 07, 2011 10:54 pm

Drain spells do exist in a form - The Vampires do have a drain health spell of sorts.

Feather - You can get potions that do the same thing now. Something of a consolation.

Burden - Almost useless. An enemy would have to be loaded down with a crapload of stuff or you'd need a very powerful burden spell for it to have any real effect.

Mark/Recall - Replaced by Fast Travel for the most part. But it was also possible to break quests that required you to be remain in a particular location. Example: You're in a dungeon an enter a chamber where, the doors are sealed and you have to fight your way out to unlock the exits. Instead you recall, upon going back into the dungeon, you find that the scripts still think you are locked in the chamber and known of the doors in will open anymore. You cannot complete the quest.

Water Walking - Most bodies of water aren't really deep enough for it to be worth it and the ones that are, aren't exactly numerous about from the big lakes and the sea across the maps northern edge. Plus most deep rivers are narrow enough that you can swim across by the time you've gone into your inventory, selected the spell etc.

Night eye - The Khajit have a form of it. Dunno why they removed it as an obtainable spell though.
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Alba Casas
 
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Post » Wed Dec 07, 2011 2:05 pm

Well, the question is simple... why Bethesda decided to delete these spells and spell effects from the game - feather, burden, mark and recall , night eye, drain health/stamina, water walking etc. ? I can understand (although don't agree) with their decision about Open Lock - well, yeah, lets make thieves unique.

But other effects?

I had an enchanted ring with Night Eye + Detect Life that was very useful in the dark. I used Mark in my home and could recall there whenever I wanted in a flash. Loved these spells (plus fly) and I hope they come back some day.
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Kira! :)))
 
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Post » Wed Dec 07, 2011 4:11 pm

I had an enchanted ring with Night Eye + Detect Life that was very useful in the dark. I used Mark in my home and could recall there whenever I wanted in a flash. Loved these spells (plus fly) and I hope they come back some day.


Am I the only one who played Batman Arkham Asylum and thought.. 'blow me, Batman stole my magic helmet'
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Ezekiel Macallister
 
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Post » Wed Dec 07, 2011 10:11 pm

The removal of Night Eye is very annoying, as I like to play sneaky charachters, and it's annoying going into the menu every 2 minutes to pull out a stupid torch so I can check around and be sure I didn't miss something in the dark.
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Cat
 
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Post » Wed Dec 07, 2011 9:24 pm

Mark/Recall - Replaced by Fast Travel for the most part. But it was also possible to break quests that required you to be remain in a particular location. Example: You're in a dungeon an enter a chamber where, the doors are sealed and you have to fight your way out to unlock the exits. Instead you recall, upon going back into the dungeon, you find that the scripts still think you are locked in the chamber and known of the doors in will open anymore. You cannot complete the quest.


Easily avoided by thinking about what you can do with all the spells in the game, and designing encounters around them. Have a fight you don't want people to get out of? Using recall is blocked/randomly teleports you with in the confines of the chamber. Want to let the mages run away and come back later? Put a lever outside the locked door so they can open it again later, but not from the inside.
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des lynam
 
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Post » Thu Dec 08, 2011 1:32 am

The removal of Night Eye is very annoying, as I like to play sneaky charachters, and it's annoying going into the menu every 2 minutes to pull out a stupid torch so I can check around and be sure I didn't miss something in the dark.


Try the novice spell Candlelight.
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Craig Martin
 
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