Mage's DLC wish list.

Post » Fri Dec 16, 2011 6:32 pm

I'm a mage player. For the last three games my first character has been a Breton Mage. I love TES magic. I love it!!!! But I'll be honest. I feel like the College of Winterhold questline was way to short, and a little on the dull side. Additionally, the Master level spell quests were just to simple. The worst part though, it the fact that spell potentcy is unaffected by your character level. Anyway, check out the poll and let me know what you guys think.

..................................................................................................................
Regarding the ability to adjust existing spells:

Skyrim's spell effects and visuals beat previous TES games hands down. But for all the new and wonderful effects (Wall of Flames, Runes, constants), magical players still lost spell creation, and at later levels destruction spells start to become less effective against buffed enemies. Sad face.

I propose that spell making stay out (oh boy, here come the flames). I know this sounds like heresy coming from a Mage player, but here me out please.

What should be done is this:

- Keep the existing spell system as seen in Skyrim. Have defined spells like Flames, Fireball, etc. Like I said their effects are great and their visuals are stunning.

- Now here's what should be different: Let players enter the magic menu and tweak those spells.

Take the lowly Flames spell for example. As it is in Skyrim, it starts as a novice spell and stays a novice spell for the entirety of the game. Which renders it completely useless past level 10 or so. It simply doesn't do enough damage. Therefore the player should be able to say "Hey I'm an expert at Destruction now!" and go into the magic menu and adjust the Flames Spell with a couple of sliders. Like this...

Menu ->
___ Magic ->
_____ Destruction ->
_______ Flames -> Alter Spell? [Yes] No

Range: 1m--------------[]------------ 20m (10m +5 Magicka cost per second)

Damage: 8pt/sec---------[]-----------------60pt/sec (22pt/sec +15 Magicka cost peer second)

This spell is now an ADEPT level spell.
Keep Changes? [Yes] No

So there you have it. Flames is still Flames. Frost Rune is still Frost Rune. But you can play with them all you want
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YO MAma
 
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Post » Fri Dec 16, 2011 2:24 pm

IMO mages would be balanced if:
1) Spell damage scaled with destruction skill level, just as weapon damage scales with weapons. Currently, players are penalized for raising their destruction skill, since it raises their level and thus enemy level but doesn't increase dps.
2) Magicka regen actually worked in combat
3) Fortify Destruction increased spell damage, not reduced spell cost.
4) Enchantments on light/heavy armor are half as effective as those on clothes.

Spell cost reduction should scale with skill level (as it does, but possibly at a greater rate), should not be as necessary due to high regen if geared properly, and should be a rare enchantment found on artifacts and unique gear (archmage's robes). With this in mind, more unique/legendary mage gear is desperately needed.

As far as factions go, I think mages are fine, although I wish leading the college at winterhold offered more opportunities to spread magick across skyrim:
a) ability to form a legitimate guild
B) ability to build guild halls through skyrim cities
c) ability to recruit heavily from various cities

Seeing the dragonborn as the leader of the college should allow it to become accepted in Skyrim.
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yermom
 
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Post » Fri Dec 16, 2011 1:27 pm

I'm a mage player. For the last three games my first character has been a Breton Mage. I love TES magic. I love it!!!! But I'll be honest. I feel like the College of Winterhold questline was way to short, and a little on the dull side. Additionally, the Master level spell quests were just to simple. The worst part though, it the fact that spell potentcy is unaffected by your character level. Anyway, check out the poll and let me know what you guys think.

..................................................................................................................
Regarding the ability to adjust existing spells:

Skyrim's spell effects and visuals beat previous TES games hands down. But for all the new and wonderful effects (Wall of Flames, Runes, constants), magical players still lost spell creation, and at later levels destruction spells start to become less effective against buffed enemies. Sad face.

I propose that spell making stay out (oh boy, here come the flames). I know this sounds like heresy coming from a Mage player, but here me out please.

What should be done is this:

- Keep the existing spell system as seen in Skyrim. Have defined spells like Flames, Fireball, etc. Like I said their effects are great and their visuals are stunning.

- Now here's what should be different: Let players enter the magic menu and tweak those spells.

Take the lowly Flames spell for example. As it is in Skyrim, it starts as a novice spell and stays a novice spell for the entirety of the game. Which renders it completely useless past level 10 or so. It simply doesn't do enough damage. Therefore the player should be able to say "Hey I'm an expert at Destruction now!" and go into the magic menu and adjust the Flames Spell with a couple of sliders. Like this...

Menu ->
___ Magic ->
_____ Destruction ->
_______ Flames -> Alter Spell? [Yes] No

Range: 1m--------------[]------------ 20m (10m +5 Magicka cost per second)

Damage: 8pt/sec---------[]-----------------60pt/sec (22pt/sec +15 Magicka cost peer second)

This spell is now an ADEPT level spell.
Keep Changes? [Yes] No

So there you have it. Flames is still Flames. Frost Rune is still Frost Rune. But you can play with them all you want



I agree completely. Nice post:)
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Tyrel
 
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Post » Fri Dec 16, 2011 2:22 pm

Just beat the MQ on expert dificulty with my Breton Mage (level 52 with only 250 HP) last night. Almost threw my controller about five times with resistance buffs being broken and all.

Spoiler
That last battle before entering Sovengarde was insane! An Ancient Dragon, a Frost Dragon, a Dragonpreist, and his Storm Atranochs ALL AT ONCE!!! It was a lot harder than the actual last fight with Alduin. That Ancient Dragon pretty much one-shot killed me! To beat them I used Storm Call, two Dremora Lords, and Lightening Storm. Honestly, If I didn't have two conjured Dremora Lords, I really don't think I could have beaten it without dropping the difficulty. They distracted the dragons while I charged up Lightening Storm - its gotta be the best offensive spell in the game.

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Keeley Stevens
 
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Post » Fri Dec 16, 2011 8:26 am

It's always funny to see how some racism becomes so ingrained that people use it casually like that.


Anyway, I'd like to see a new spell school. That's really it. Psijic Order would be cool too. Don't care to see Spellmaking reintroduced. And definitely don't want to see 100+. I'd like a new 15-100 skill that introduces new spells and perks.
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asako
 
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Post » Fri Dec 16, 2011 10:47 am

It's always funny to see how some racism becomes so ingrained that people use it casually like that.


Because I always make a Breton? LOL

I also have a Bosmer for the Theives Guild quest line (level 12), an Orc for the Companions quest line (level 18), and a Dunmer for the Dark Brotherhood (level 9).

I'm playing the Bosmer and Dunmer without doing any MQ for RP purposes. Shouts seem out of character for them.
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Alexxxxxx
 
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Post » Fri Dec 16, 2011 8:57 pm

Because I always make a Breton? LOL
Because "gyped."
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bonita mathews
 
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Post » Fri Dec 16, 2011 7:35 pm

I'm a mage player. For the last three games my first character has been a Breton Mage. I love TES magic. I love it!!!! But I'll be honest. I feel like the College of Winterhold questline was way to short, and a little on the dull side. Additionally, the Master level spell quests were just to simple. The worst part though, it the fact that spell potentcy is unaffected by your character level. Anyway, check out the poll and let me know what you guys think.

..................................................................................................................
Regarding the ability to adjust existing spells:

Skyrim's spell effects and visuals beat previous TES games hands down. But for all the new and wonderful effects (Wall of Flames, Runes, constants), magical players still lost spell creation, and at later levels destruction spells start to become less effective against buffed enemies. Sad face.

I propose that spell making stay out (oh boy, here come the flames). I know this sounds like heresy coming from a Mage player, but here me out please.

What should be done is this:

- Keep the existing spell system as seen in Skyrim. Have defined spells like Flames, Fireball, etc. Like I said their effects are great and their visuals are stunning.

- Now here's what should be different: Let players enter the magic menu and tweak those spells.

Take the lowly Flames spell for example. As it is in Skyrim, it starts as a novice spell and stays a novice spell for the entirety of the game. Which renders it completely useless past level 10 or so. It simply doesn't do enough damage. Therefore the player should be able to say "Hey I'm an expert at Destruction now!" and go into the magic menu and adjust the Flames Spell with a couple of sliders. Like this...

Menu ->
___ Magic ->
_____ Destruction ->
_______ Flames -> Alter Spell? [Yes] No

Range: 1m--------------[]------------ 20m (10m +5 Magicka cost per second)

Damage: 8pt/sec---------[]-----------------60pt/sec (22pt/sec +15 Magicka cost peer second)

This spell is now an ADEPT level spell.
Keep Changes? [Yes] No

So there you have it. Flames is still Flames. Frost Rune is still Frost Rune. But you can play with them all you want

I agree with your entire post. I voted yes on everything, more content is always good.

We also need spell creation to open up our options as Mage. As the system is it is deeply lacking.

We also need more spell types, the overall variety is seriously lacking.

I would like to customize the spells to make them more improved and design my characters power levels based on my roleplay value for my characters. As it is the current lower level spells are useless at later levels. Then the later skills especially destruction takes up an insane amount of magic consumption and the later spells are useless.

Ad it is the entire magic system is watered down.

I also agree a few other guilds would be interesting to join especially the two mentioned above.
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Alyesha Neufeld
 
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Post » Fri Dec 16, 2011 9:45 pm

Because "gyped."


You know... I never put the two together.
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Miguel
 
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Post » Fri Dec 16, 2011 10:09 am

Spell making, new spells and the mage factions would be nice additions to a DLC. I also would like to see a mage transformation of some sorts, maybe depending on which faction you join, if there is an evil faction, maybe a lich transformation, psijic order and the such, I'm not really sure on transformations outside of a lich.
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daniel royle
 
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Post » Fri Dec 16, 2011 8:37 pm

Aside from my vote, I wanted to say that I am stridently opposed to more perks, as destruction is already sitting fat and heavy at 17 perks. Adding more would svck. Now, making the current ones better would be fine. Say, if augmented flames were 40% and 80%. Etc.
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Stacyia
 
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Post » Fri Dec 16, 2011 6:32 pm

1. No

2. Yes.

3. New spells, spell making, new perks for skill trees.

All of this would be just glorious.

Cheers
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chinadoll
 
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Post » Fri Dec 16, 2011 4:43 pm

Been playing high elves since always, but i feel this game NEEDS more mage quests. I would love a couple side quest where you are rewarded with some special tomes with unique spells. I would also like the opportunity to join a separate mage faction(necromancers) where new spells you cant get by joining a diffrent faction will net you. Being a mage for me is great, but more variety is very welcome, if not needed.
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Nikki Lawrence
 
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