Improvised Destruction Spell Perks

Post » Thu Feb 07, 2013 8:26 am

Destruction Magic is the main weapon of pure Mages, but sadly the current system didn't flourish the potential of Destruction Magic, it sound great at the beginning but then the Mages will likely took an axe to the face because Destruction Magic isn't really destructive compared to what Warrior can do with their big axe, what assassin can do with a dagger and what archer can do in sniping...and they all can upgrade and enchant their weapon become ever powerful

I have posted in other thread on how to level and balanced the Destruction perk, but instead of giving numbers, i give "XX" so any numbers can fill in. And i only focus on the core tree not on the brances

Novice
- half the Novice spell cost

Apprentice
- half the Apprentice spell cost
- add XX% Novice spell damage

Adept
- half the Adept spell cost
- further add XX% Novice spell damage
- add XX% Apprentice spell damage

Expert
- half the Expert spell cost
- further add XX% Novice spell damage
- further add XX% Apprentice spell damage
- add XX% Adept spell damage

Master
- half the Master spell cost
- further add XX% Novice spell damage
- further add XX% Apprentice spell damage
- further add XX% Adept spell damage
- add XX% Expert spell damage

The reason is, when we rise level, we also mastering previous spell, in previous TES mechanic including Skyrim, level up didn''t increase spell magnitude, magicka attribute or pool didn't increase magnitude but only we can cast spell longer, that the flaw in my opinion...we don't want to cast spell on high level enemy forever and ever to kill them right?

Master spell damage should be fixed damage, the highest, because it is master level, considered as the conclusion of what we have learned.

Of course the branches can add special perks that give some extra special effects like what already been done in Skyrim.

What say you guys?
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Katie Louise Ingram
 
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