The one spell effect I miss.

Post » Tue Dec 13, 2011 5:43 am

Burden - Never really used it, as without spellmaking it to extremes it prolly wouldn't so much. If they changed it into a spell that slowed people down (like frost spells do, but less cost and alteration), it would be cool.

Feather - I would like it back.

Elemental Shields - Would be cool to have back, never really used it though. Fire, Lightning, & Ice wards would be useless though, as Wards already block all of those.

Open - Would be nice, I suppose just have the level of unlock scale on Alteration skill rank. Lydia can open Master locks though, so...

Water Walking - Would be nice, though I never use it. It would make completely ruin any monsters near water though.

Bound Armors - I would like them back, though I never used them. Would be an alternative to picking the Mage Armor perk I suppose.

Other Bound Weapons - Would be good so people can use other types of weapons so things like the mace perks would work with it.

Skeletons & Zombie summoning - With Necromancy as they are now, it wouldn't work. I feel like Necromancies should have longer durations regardless though, since you need a body to cast them.

Ghost summoning - Yes, I would like it back. Ghosts would make more sense to summon then skeletons.

More Daedra summons - Of course.

Damage Health, Stamina, Magicka - Sure. Not sure if it should cost more than elemental spells because they wouldn't be resisted based on enemies, or less because they don't have alt effects.

Disintegrate - Wouldn't work with no durability. If it weakened their weapons or armor temporarily like how Marked for Death does armor, then yes.

Drain - No.

Weakness - Maybe. No weakness to Magicka though.

Chameleon - mmm idk. If it was capped at 50% or something, maybe.

Command - Maybe. Would prolly be a very high level spell though.

Night Eye - I would like it, though idk how you can trick your mind into seeing better.

Silence - No.

Dispel - Perhaps. It wouldn't work on Daedra (banish does that), though it may work on undead.

Reflect Spell - If it was a weaker version of Ward that bounced attacks back, then sure.

Spell Absorption - Meh, Alt perks already do that. Wards can too.

Absorb - (are there spells for these? If not, yea.)

Cure Disease - Yes. High rank though.

Fortify - Prolly not.

Levitate - Not unless was limited to a few feet to avoide floor traps or go across same-level gaps. No flying around.

Mark & Recall - If I am correct, you could place the Mark anywhere then teleport back to it? Then no, unless the mark gets deleted upon entering a new area. No leaving zones with it.

Jump - In reason. No super leaping.

Slowfall - Would be ok.
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Nauty
 
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Post » Tue Dec 13, 2011 12:51 pm

I miss acrobatics. The mountains of Skyrim would be a heaven to jump around in, instead you slog through and can usually climb down but not up a mountain other than on a designated path.

I could live without the levitation in Morrowind because we had acrobatics in Oblivion, but now that is gone and there is no alternative. The sheer joy of being there is diminished.

Why is Chameleon gone? Yes, it made some quest lines easy, (Dark Brotherhood- Thieves Guild) but it was a personal choice. One could always play it 'straight' . I wonder if some hardliners won an argument inside Bethesda?
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Sarah Unwin
 
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Post » Tue Dec 13, 2011 6:01 am

I don't know if anyone has mentioned this or not but I'm kind of glad Night-eye didn't make it as a spell. It gives the khajiits something special and creates a bit of diversity in gameplay.
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Emily Martell
 
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Post » Tue Dec 13, 2011 11:27 am

I hate it that open lock's gone -.-
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Thema
 
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Post » Tue Dec 13, 2011 12:38 pm

Waterwalking. I loved walking on-top Lake Rumare around the Imperial City. Hopefully it'll be modded in..
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Causon-Chambers
 
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Post » Tue Dec 13, 2011 6:59 am

Chameleon. :sadvaultboy:

This and Night eye for stealth/assassin characters......But no now I have to play a kahjiit to get Night Eye. Atleast from what I researched so far, the spell don't exist in Skyrim unless it is a racial attribute.
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Milad Hajipour
 
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Post » Tue Dec 13, 2011 12:34 am

Are you telling me they took perfectly fine features away? That's news to me!
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Angela Woods
 
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Post » Tue Dec 13, 2011 5:37 am

This and Night eye for stealth/assassin characters......But no now I have to play a kahjiit to get Night Eye. Atleast from what I researched so far, the spell don't exist in Skyrim unless it is a racial attribute.

I think that's a good thing, its not a necessary skill but something that sets khajiits apart from other races
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Christina Trayler
 
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Post » Mon Dec 12, 2011 9:31 pm

Night-Eye.


They got rid of night eye???? Why in the heck would they do that? What happened did they just have a group meeting and say "hey btw guys F- magic!"'
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Liv Staff
 
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Post » Tue Dec 13, 2011 12:14 pm

http://www.gamesas.com/index.php?/topic/1291357-a-small-observation-on-the-amount-of-spells-in-the-game/page__st__20
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Verity Hurding
 
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Post » Tue Dec 13, 2011 3:17 am

I think they removed something like 20 unique spells (more or less). I want every single one of them back. If they have to be tweaked in order to maintain balance, then so be it. Don't just scrap them because you want to "streamline" the game.

Chameleon, silence, disintegrate(damage) armour/weapon, various summoning spells, OPEN LOCK, night eye, the list goes on and on and on until you think to yourself "WHAT IN THE HELL WERE THEY THINKING!?"
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Vicki Blondie
 
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Post » Tue Dec 13, 2011 5:59 am

Silence, where the [censored] is my silence? Rolling a mage kinda svcks because dest kinda blows. But not for enemies, I've been 1 shot at full health by a mage dualcasting before. Hurt my feelings. I really wish I could have shot him with a shut the [censored] up arrow.
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Chica Cheve
 
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Post » Tue Dec 13, 2011 12:17 pm

I think they removed something like 20 unique spells (more or less). I want every single one of them back. If they have to be tweaked in order to maintain balance, then so be it. Don't just scrap them because you want to "streamline" the game.

Chameleon, silence, disintegrate(damage) armour/weapon, various summoning spells, OPEN LOCK, night eye, the list goes on and on and on until you think to yourself "WHAT IN THE HELL WERE THEY THINKING!?"


I updated my thread that I linked in post 60 with colors to show the difference in spells. Green = gone but could have been in Skyrim, Red = gone but could not have been in Skyrim, Yellow = new in Skyrim that were not in Oblivion.
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Kate Schofield
 
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Post » Mon Dec 12, 2011 11:53 pm

I updated my thread that I linked in post 60 with colors to show the difference in spells. Green = gone but could have been in Skyrim, Red = gone but could not have been in Skyrim, Yellow = new in Skyrim that were not in Oblivion.


Why wouldn't we be able to summon some of those monsters? I mean, I understand they would have to create models for each monster and program them in the game before you can summon them. But that same argument could be used for every single spell listed in green, logically. Maybe replace "models" with "spell effects" or whatever you want to call it.

I mean, you're summoning a creature. It essentially teleports from a wormhole to you. It doesn't have to be like, one city over to be able to summon it. Unless I'm missing something? Would it violate "lore rules" or something?
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James Baldwin
 
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Post » Tue Dec 13, 2011 4:52 am

I think they are red because they aren't in the game to begin with, not because of lore reasons.

Anyways, I don't think the Skeleton summons would work, unless instead of summoning them, it changes to turning a skeleton you find on the ground into a higher level version.

Ghost I can see summoning, skeletons or zombies, no. (with the new necromancy system, i mean.)
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marina
 
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Post » Mon Dec 12, 2011 11:08 pm

I miss Feather & Silence... To the people saying Night Eye isnt in game, it is *but not as a spell*... And it svcks ass, so it doesnt matter...
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Taylor Tifany
 
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Post » Tue Dec 13, 2011 7:15 am

I think they are red because they aren't in the game to begin with, not because of lore reasons.

Anyways, I don't think the Skeleton summons would work, unless instead of summoning them, it changes to turning a skeleton you find on the ground into a higher level version.

Ghost I can see summoning, skeletons or zombies, no. (with the new necromancy system, i mean.)


Skeleton models are already in the game, so they could easily make those.

I decided I'd allow marking the zombie and skeleton spell BTW as green/red because they are kinda different from the resurrection spells in their nature and because I marked the resurrection spell yellow in the Skyrim section.
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Esther Fernandez
 
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Post » Tue Dec 13, 2011 12:51 pm

I miss Feather & Silence... To the people saying Night Eye isnt in game, it is *but not as a spell*... And it svcks ass, so it doesnt matter...

Half of these "missing spell effects" are in the the game *but not as a spell*

Damage/Drain/Fortify/Restore Stat/Skill, Command Animal, Adsorb health, Open, Feather, Cure Disease, Resistance/Weakness to element, Detect Life, Reflect, Absorb.

All of them can be found as a potion, shout, stone or perk.
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Shelby Huffman
 
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Post » Tue Dec 13, 2011 1:26 am

I pretty sure we can all look forward to more spell tomes in DLC/Expansions

In before "blah blah blah paying for what should have been in at release blah blah blah"
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Chase McAbee
 
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Post » Tue Dec 13, 2011 3:44 am

Most of the spells mentioned have been turned into perks, guys.
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luke trodden
 
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Post » Tue Dec 13, 2011 4:06 am

Most of the spells mentioned have been turned into perks, guys.


I'd like to see you try to name even one.

It's not even relevant if there are similar things in the perk trees. We want to be able to cast these as spells so playing a mage can be fun again.
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Miranda Taylor
 
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Post » Tue Dec 13, 2011 7:44 am

Half of these "missing spell effects" are in the the game *but not as a spell*

Damage/Drain/Fortify/Restore Stat/Skill, Command Animal, Adsorb health, Open, Feather, Cure Disease, Resistance/Weakness to element, Detect Life, Reflect, Absorb.

All of them can be found as a potion, shout, stone or perk.



The problem with all of those are: potions use up alot of wegiht carrying capacity, shouts take too long to recharge-much more so than magic, plus you could get off three or four of the same spell at one time depending on your magica but shouts is one at a time, stones-again one at a time, what if i want to increase my carrying capacity (feather) AND say cast a spell to open a hard lock? As for perks, you can only get the really useful ones after you have unlocked them in the relevant skill tree. If you have the skill level to get the perk at the top you better make sure you have the ones at the bottom of the branch or you will be using alot of perk points. Ah the days when certain 'perks' eg sneak attack=6X damage were free...
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Jose ordaz
 
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Post » Tue Dec 13, 2011 11:55 am

Night-Eye (as a Khajiit) is much better this time around. I could not stand the blue veil. Not it actually feels right.
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KRistina Karlsson
 
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