Wheres the magic?

Post » Thu May 03, 2012 9:47 am

What happened to all these? It seems with every TES we loose more and more.

Open Lock
Lock
Burden
Water Walking
Levitation
Slow Fall
Feather
Bound Armour's
a lot of Bound Weapons
Summon : Ghost,Scamp,Clannfear,Spider Daedra,Wraith,Lich,Xivila,Skeleton,Zombie,Bonelord,Golden Saint,Bonewalker,Hunger,Winged Twilight.
Jump
Weakness to Fire,Frost,Shock,Poison,Magicka
Silence
Sound
Chameleon
Blind
Reflect
Fortify : health,magicka, attribute,fatigue,skill
Mark
Recall
Sleep
Sanctuary
Elemental Poison
Swift Swim
Detect Enchantments
Detect Key
Divine and Almsivi Interventions
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Marta Wolko
 
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Post » Thu May 03, 2012 10:24 pm

Oh, yes. Also Sanctuary, Elemental Poison, Swift Swim, the Interventions, Detect Enchantment, Detect Key, and more...
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Lizs
 
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Post » Thu May 03, 2012 9:49 pm

Waaaait. Skyrim doesn't have these? What can you cast?
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Jessica Nash
 
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Post » Thu May 03, 2012 8:53 pm

Oh, yes. Also Sanctuary, Elemental Poison, Swift Swim, the Interventions, Detect Enchantment, Detect Key, and more...

I will add them but it just raises further questions.
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YO MAma
 
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Post » Thu May 03, 2012 1:06 pm

magic missile!

http://www.youtube.com/watch?v=TxF0vygnF2Y


But yeah a bound dagger would have been cool.
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Flesh Tunnel
 
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Post » Thu May 03, 2012 10:09 pm

they got axed coz kids nowadays arent interested in them

theyd rather have more useless killscams we cant turn off, so thats what we get
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Vahpie
 
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Post » Thu May 03, 2012 1:05 pm

Wait...
You actually want MORE stuff in sequel than in prequel?
What kind of silly logic is that!?

Seriously though, magic is totally boring in Skyrim.
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R.I.p MOmmy
 
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Post » Thu May 03, 2012 11:08 am

Fortify stat spells, miss them...
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Ana Torrecilla Cabeza
 
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Post » Thu May 03, 2012 5:06 pm

Fortify stat spells, miss them...

we have these still, just under different names

fortify strength is carry weight for example

but we dont have all of them, somethings better than nothing i guess
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Jeff Tingler
 
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Post » Thu May 03, 2012 4:26 pm

Yeah, Magic isn't really magic in skyrim, way to restricted.
I became fond of studying magic by making so many spells from the Spell maker, I ended up learning how to invert myself.
Seem's more realistic if Magic was real than being restricted with a few type of spells you can only do one thing with.

But seriously I want my Jesus Boot's back >:|
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Christie Mitchell
 
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Post » Thu May 03, 2012 7:14 pm

I too miss all of the "indirect" magical effects - the detection spells, charm and drain/absorption ones most of all. Even though most of the areas Bethesda designed weren't particularly conducive to making use of these spells regularly, they certainly helped add to the wonder I experienced when playing both magic and non-magic using characters alike in Morrowind and Oblivion. It gave you a sense of just how varied and wide-ranging the applications of using magic were, which was also complemented by how much easier it was to chance upon scrolls and potions in those past games. There was a sense that there was always more subtle spell effects to learn and master than you had the time for. Whereas in Skyrim, chances are the average duel with a mage NPC will only instill you with an appreciation for strictly offensive projectile spells and the occasional ward/summon.

One thing I miss is how many magical items in the previous games had multiple effects? That also made magic as a whole feel far more interesting and limitless in its possibilities. And don't try to defend their removal with notions of "balance" in these single-player games - I would think that merging cuirasses/greaves, and restricting the player to wearing but one ring would surely have been sufficient for furthering that cause, anyway. :rolleyes:

Having additional choices in choosing spells (even if they had similar/overlapping uses) helped add to the enjoyment of playing a magic user in MW/OB. Things like the distinction between Invisibility and Chameleon, which have been folded into one. Perhaps the average player simply found the need to have two near-identical spell effects unnecessary, but to me it's what greatly helped to supplement the diversity of playstyles for magic users. Playing a magic user in Skyrim is like playing Hexen - at the end of the day, save for a few (and ever-dwindling assortment of) spells like telekinesis, I mostly feel like I'm just playing an FPS and shooting different colored laser beams out of my hands at people.
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Becky Palmer
 
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Post » Thu May 03, 2012 9:22 pm

The most glaring one to me is probably "unlock." Seriously, why does every character I make have to get good at lockpicking to get anything good out of dungeons? I still miss the other spell effects, but this one in particular bothers me every time I have to stop maging it up to fiddle around with a lockpick for a couple of minutes.
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Glu Glu
 
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Post » Thu May 03, 2012 11:31 am

Is there a bashing option? Or is it just lockpicking, no unlock spell, and no lockbash?
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Batricia Alele
 
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Post » Thu May 03, 2012 6:21 pm

Look, all of you. I hate to say it, but TES Is being Nerfed because it's what "Fans" want.

Unfortunately for us REAL Fans WE want Morrowind, but not set in Morrowind.

If they released a game on the same engine that Morrowind was run on, with the identical features, set in ANY province aside from Morrowind I would buy it. The only reason I wouldn't buy it if they set it in Morrowind is because I'd be like "[censored]es, you can't go selling me Morrowind again."
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Flash
 
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Post » Thu May 03, 2012 10:35 pm

Technically, Oblivion was the same engine in a different place. The problem is mostly just making it harder and harder to justify any sort of specialization which was unfortunately the only REAL form of role playing that existed and could do in-game on account of most quests (even in DF and MW) only having a narrow set of outcomes. The skills are what set a mage, warrior, and thief apart and when you have to cross over to do basic things it hurts that. I find it odd to do mental roleplaying for my characters when they're expected to do something outside their field to accomplish basic tasks. In this topic's case, why's it so hard to be a mage and do stuff now?

Is there a bashing option? Or is it just lockpicking, no unlock spell, and no lockbash?

No unlock spell, no lockbash. Just lockpicking. Though bashing has been out since Daggerfall where I used it GREATLY.
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Vincent Joe
 
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Post » Thu May 03, 2012 9:31 am

Look, all of you. I hate to say it, but TES Is being Nerfed dumbed to level the level a pumpkin can play it because it's what "Fans" idiot kids who represent most of the market want.

fixed
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Katie Louise Ingram
 
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Post » Thu May 03, 2012 1:25 pm

Yeah, I got bored of my Mage in Skyrim fast. If they're going with set spells instead of scaled effects, they really need to put 100% into it and give us something more akin to a tabletop game spell list, so the flexibility is still there. I just want Morrowind-style spells back, with balanced enchanting (enchanters are restricted by their skill for one, top level enchantments require high character skill), and a more interesting spellcrafting method.

The magic perks are pretty pitiful too, though they're trying out, what is to them a whole new system, so it's to be expected. I forgave Arcanum it's little grievances, and in a similar vein I'm sure modders are already working to spice TES:V magic up (haven't been following that scene myself yet though).
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Ebony Lawson
 
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Post » Thu May 03, 2012 2:47 pm

Yeah, I got bored of my Mage in Skyrim fast. If they're going with set spells instead of scaled effects, they really need to put 100% into it and give us something more akin to a tabletop game spell list, so the flexibility is still there. I just want Morrowind-style spells back, with balanced enchanting (enchanters are restricted by their skill for one, top level enchantments require high character skill), and a more interesting spellcrafting method.
What I dislike is how the current spell set is even more of a regression from what Oblivion offered.

One would think that after having wrested good ol' attributes out of the game, in an effort to seemingly move towards a more direct and realistic "low-level" approach to RPG design where things are represented by what you can see/do instead of arbitrary numbers, there would be the potential there for some far more interesting spells than ever before.

You may no longer be able to drain a warrior's strength attribute, but one could hardly appreciate that most of the time anyway. They could've had Illusion spells that cause the target's arms to feel weak, causing them to have greater difficulty swinging their weapon - making it easier for the player to dance around them in combat. Or perhaps an Alteration spell that literally could have made their weapon heavier, again hindering their abilities in combat, but also causing their weapons to hurt twice as much if you happened to get hit by them. Spells with multiple factors and effects like that prove to be the most interesting, in my opinion - especially because increasing your skill rank and/or perks could allow you to gradually mitigate the negative effects instead of just providing mindless bonuses to casting potency and spell cost.

But do we get a system that's even half as thoughtful as that? Nope nope nope. Just a rehash of Oblivion's spells for the most part, with a few being merged or otherwise reorganized.
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Kitana Lucas
 
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Post » Thu May 03, 2012 1:50 pm

I have to throw an interjecetion in here out of pure bloody principle.

Some of you complain, as we all are free to in our own rights, but it's those of you who blatantly tear the frayed edges to Oblivion... Well, that won't do.
Lacking in some ways as Skyrim may be when compared to previous titles, it has still taken an enormous leap past Oblivion's gameplay. For the first time since Morrowind you're given a truly immersive world. So what if you're missing spells? Enough of you complain and I'm sure the devs will find a way to reintroduce a few things.

You learn by doing, and the men and women at Bethesda have worked long and hard to give us a gaming experience with no rival. Are there issues? Are there things we miss? Of course there are! But that is part of growing, and that's exactly what's happening here. An evolution of an industry, the growth of the brainchild that was the Elder Scrolls. Right now TES is in that awkward teen stage of life. It's sixy, all the guys want her, but she hasn't quite figured out exactly who she is yet. She hesitates, she won't give you everything you want, but she's still absolutely amazing and I love her.

Yes, I just personified the Elder Scrolls series as a teen girl. Now I feel like a digital pervert...
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SUck MYdIck
 
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Post » Thu May 03, 2012 8:01 pm

I feel no incentive to play as a mage is skyrim, even though the destruction spells look amazing and the spell in each hand is a great idea. In Morrowind especially the amount of spells and how hard many of them were to cast made me feel like an arcane master when i successfully made a powerful mage. The time you had to spend levelling intelligence and willpower also made it feel worthwhile, because you HAD to make sure you practised magic, and the skill requirements in the mages guild made you really feel like you were a student making steady progress to the top.
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Sophie Morrell
 
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Post » Thu May 03, 2012 7:53 am

-snip-

I never put much thought into the subject, but you're definitely right, and it's sort of what I was getting at with the tabletop comparison.
Set spell effects with no spell crafting can be done well. Really well. Then again, now I'm thinking that a spellcrafting system that incorporated bad effects as an off-balance to spell difficulty and mana cost would be even cooler if balanced well. :bonk:

I have to throw an interjecetion in here out of pure bloody principle.

Some of you complain, as we all are free to in our own rights, but it's those of you who blatantly tear the frayed edges to Oblivion... Well, that won't do.
Lacking in some ways as Skyrim may be when compared to previous titles, it has still taken an enormous leap past Oblivion's gameplay.

Ok, quick off-topic, but I don't quite get this 'defend Bethesda out of principle' stance, in this circumstance at least. I'm sorry, but they're not your friends, and no one here is insulting them in the first place. They're a corporation who makes money from video games, and if they do care that much about their games, well, any concerns brought up on this forum are constructive anyway, even if sometimes worded rudely. And those concerns are from an anonymous person on the internet at that. I doubt they're immature enough to take it to heart. Lastly, opinion is opinion, if someone likes Oblivion, it's silly to act as if they're wrong. Brugdush, OUT! *throws microphone to the ground*
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Zach Hunter
 
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