Charged Spells

Post » Sun Aug 08, 2010 10:12 am

Well I was thinking about how stupid I look when I use Restoration magic to heal myself and then I was like "Well shouldnt there be a charge up function like how the melee warriors have power attacks and archers can pull back their arrow" I honestly think that this should be in Skyrim what about you guys?
User avatar
Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Sun Aug 08, 2010 10:10 pm

Yes, although I'm not sure if it wouldn't feel a bit too action game :toughninja: but on the other hand it could be really useful so...I'll take it :)
User avatar
Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Sun Aug 08, 2010 2:32 pm

NO!
THIS IS NOT FABLE!!!!!
:mad:
User avatar
NIloufar Emporio
 
Posts: 3366
Joined: Tue Dec 19, 2006 6:18 pm

Post » Sun Aug 08, 2010 10:18 pm

Is it that Fable-ish? At first it sounds like an acceptable idea though. On the other hand, I don't know if it really fits in the kind of magic systems TES uses so far.
User avatar
Scott
 
Posts: 3385
Joined: Fri Nov 30, 2007 2:59 am

Post » Sun Aug 08, 2010 4:38 pm

Didn't they already confirm that they're doing something exactly like this with the magic system? Like, you'll be able to do different things with fire magic, like throw a fireball or set down a fire trap and things like that?
User avatar
Nikki Lawrence
 
Posts: 3317
Joined: Sat Jul 01, 2006 2:27 am

Post » Sun Aug 08, 2010 6:41 pm

Is it that Fable-ish? At first it sounds like an acceptable idea though. On the other hand, I don't know if it really fits in the kind of magic systems TES uses so far.


Exactly. But aren't charged spells already confirmed? I'm pretty sure I saw it in one of the GI articles...
User avatar
Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Sun Aug 08, 2010 12:22 pm

Didn't they already confirm that they're doing something exactly like this with the magic system? Like, you'll be able to do different things with fire magic, like throw a fireball or set down a fire trap and things like that?

I talking about charging a spell like you charge a melee attack or charge a bow. I am mainly directing this toward the Restoration because I look like a idiot when I am in need of healing alot and I just keep raising my hand to heal when I should hold it up and regenerate HP that looks more realistic
User avatar
luke trodden
 
Posts: 3445
Joined: Sun Jun 24, 2007 12:48 am

Post » Sun Aug 08, 2010 10:10 pm

I talking about charging a spell like you charge a melee attack or charge a bow. I am mainly directing this toward the Restoration because I look like a idiot when I am in need of healing alot and I just keep raising my hand to heal when I should hold it up and regenerate HP that looks more realistic

Well then, seeing as you'll be able to do different things with fire magic, I imagine you'll be able to do different things with restoration magic as well. Same goes for pretty much any type of magic, I'd assume.
User avatar
aisha jamil
 
Posts: 3436
Joined: Sun Jul 02, 2006 11:54 am

Post » Sun Aug 08, 2010 2:13 pm

realy- aside from the doubts on spears and animations- combat is the only thing that i know for a fact is improving .


yes to charged spells
User avatar
Tamika Jett
 
Posts: 3301
Joined: Wed Jun 06, 2007 3:44 am

Post » Sun Aug 08, 2010 1:01 pm

Yes to charged spells (for maximum effect, not for improved beyond maximum)

and an addition yes for chance of failure:
---------
On the screen shot from the new update, http://img256.imageshack.us/img256/222/skillsmenu.jpg, you can see a skill to the far left that ends in "AFT" which we can assume is "SPEECHCRAFT"
So we know all magic skills and probably 3 combat skills. Speechcraft would most likely be stealth then.

I want to bring up another observation, and I want this spoken from the mountain tops.

In that picture Destruction is highlighted and its description goes:

  • "The School of Destruction covers the harnessing of elemental energies. This skill makes it easier to cast spells like Fireball, Ice Spike, and Lightening Bolt."



Easier to cast -> as in: difficulty in casting -> as in: not automatic success
And I feel very comfortable extrapolating that to:

chance of complete spell failure

hell yeah
User avatar
lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Sun Aug 08, 2010 6:02 pm

NO!
THIS IS NOT FABLE!!!!!
:mad:

Really?

Just because its from fable its a bad thing? Plenty of games do this...

Be a nice option if we have spell creation.
User avatar
Alan Cutler
 
Posts: 3163
Joined: Sun Jul 01, 2007 9:59 am

Post » Sun Aug 08, 2010 8:24 pm

Easier to cast -> as in: difficulty in casting -> as in: not automatic success
And I feel very comfortable extrapolating that to:

chance of complete spell failure

hell yeah

Nice find
User avatar
Bryanna Vacchiano
 
Posts: 3425
Joined: Wed Jan 31, 2007 9:54 pm

Post » Sun Aug 08, 2010 7:37 pm

NO!
THIS IS NOT FABLE!!!!!
:mad:


Why does everyone think fable is the worst thing that ever happened and everything in it is terrible? All installments in the series have featured unique ideas and fun gameplay. TES and fable are very different games, but that doesn't mean they don't share similarities.

Oh, wouldn't mind charged spells, but I wouldn't mind if they didn't have them either.
User avatar
Anthony Rand
 
Posts: 3439
Joined: Wed May 09, 2007 5:02 am

Post » Sun Aug 08, 2010 10:06 pm

yes to charging up dragonshouts

no to charging up spells by holding the button

yes to unique effects for chained spells (freeze + telekinesis, etc.)
User avatar
Jimmie Allen
 
Posts: 3358
Joined: Sun Oct 14, 2007 6:39 am

Post » Sun Aug 08, 2010 2:50 pm

Again, who needs charged spells when I can summon a lightning storm/blizzard/flamethrower from my palms.
User avatar
Sasha Brown
 
Posts: 3426
Joined: Sat Jan 20, 2007 4:46 pm

Post » Sun Aug 08, 2010 6:07 pm

I definitely feel like the "IMMA CHARGIN MAH LAZER" feel of being a wizard or sorcerer was missing from previous TES games.
Seeing some complex spellcasting motions and so on gives you a certain feeling of satisfaction when you pull the spell off with explosive results.
User avatar
Alada Vaginah
 
Posts: 3368
Joined: Sun Jun 25, 2006 8:31 pm

Post » Sun Aug 08, 2010 4:10 pm

For a healing restoration spell you should be able to hold down the cast button to restore as much health as you want. This should also be applicable to spells such as chamelon. Getting better at the spells lets them use less magicka for the same level of effect.

I don't think you need several different spells of the same effect at different levels (eg: heal minor wounds, heal major wounds, heal legendary wounds).

For a fireball spell, and scrolls it's a bit exploitative to have insta-kill one hit spells. It would also make the rapid fireball useless- this is why they have introduced the range limited flamethrower effect if you hold down the cast button.
User avatar
Amy Siebenhaar
 
Posts: 3426
Joined: Fri Aug 10, 2007 1:51 am

Post » Sun Aug 08, 2010 4:47 pm

I thought OP meant this as in "hold the hotkey to continously heal instead of repeatedly tapping it". Frankly, I don't see what's wrong with it, as long as it's limited to certain spells (or how it it relates to Fable at all).
User avatar
Justin Bywater
 
Posts: 3264
Joined: Tue Sep 11, 2007 10:44 pm

Post » Sun Aug 08, 2010 7:27 pm

Yes to charged spells (for maximum effect, not for improved beyond maximum)

and an addition yes for chance of failure:
---------

I want to bring up another observation, and I want this spoken from the mountain tops.

In that picture Destruction is highlighted and its description goes:

  • "The School of Destruction covers the harnessing of elemental energies. This skill makes it easier to cast spells like Fireball, Ice Spike, and Lightening Bolt."



Easier to cast -> as in: difficulty in casting -> as in: not automatic success
And I feel very comfortable extrapolating that to:

chance of complete spell failure

hell yeah

I'll never understand how people enjoy that. It's nothing but a complete annoyance to me. All they have to do is confirm spell making is out and I might change my mind and play a melee character instead of a caster.
User avatar
Bones47
 
Posts: 3399
Joined: Fri Nov 09, 2007 11:15 pm

Post » Sun Aug 08, 2010 3:18 pm

Yes. Charging should take a fixed (or variable based upon effects, not magnitude) time and scale from 1 damage (in 1 foot if applicable) to X damage (in Y feet if applicable). Because having a dozen "flare" spells at different powers was a ridiculous scenario in oblivion, and yet it was practically essential to keep updating spells as you got stronger.

On the other hand, the closer to max a spell is the more magicka it should take to cast - and the more magicka something takes to cast should (offset by relevant skill levers) mean a higher failure chance, whether that be a minor failure of not aiming right, or a major failure of the whole spell backfiring, or anything inbetween.
User avatar
Luis Reyma
 
Posts: 3361
Joined: Fri Nov 02, 2007 11:10 am

Post » Sun Aug 08, 2010 8:31 pm

If you mean stuff like constant mana drain and constant health increase when holding down the cast key then yes (similar to the fire spray spell that was mentioned in the combat update, right?).

If you mean stuff like Fable then no. Let me explain: offensive ranged spell X costs Y mana, I hold down the cast key and charge it, only Y mana gets subtracted but the spell is getting stronger and stronger. See the problem? I could potentially kill anything with spell X.

So if they cap how much you can charge it and it makes it constantly drain your mana like mad when charging it (0 mana and you cast it automatically) then I think it could work. But they have to keep the whole system balanced.

Wait and see I guess.
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm


Return to V - Skyrim