Should Skyrim Have Slower Magicka Regeneration?

Post » Thu May 26, 2011 7:05 am


Personally, I think that magicka should regenerate slower, but I also think that you should be able to cast spells when you're low- so long as doing so taps directly into your HEALTH or ENDURANCE when your magicka is too low. Like debit card, sort of. Just like in fantasy literature when an exhausted wizard digs too deeply to cast a spell it has adverse physical affects on him.

This idea has good merit I think also with the new runes system a magic user will be able to prepare for a battle so that he/she has stuff up and ready before even going into battle. Tapping into your health and endurance would make it more visceral and force you to choose more. Also this could allow a caster to cast a mother of all spells and leave them with no magika and little.
I still like the exponential growth with respect to willpower such that magika regens very slowly, slower than Oblivion, and at high levels of willpower regenerate faster than Oblivion. If you have 80 strength and endurance you rarely had a down moment as a warrior and you missed few times. You cast a couple of powerful spells and you had to run around like a chicken with his head cut off waiting for your mana to regen.
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Jessica Thomson
 
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Post » Thu May 26, 2011 9:05 am

Even Gandalf had to use his sword from time to time. But if there is a slowing of magicka regeneration, there ought to be ENCHANTED ITEMS that speed it up, or that lessen the amount of magicka drained in a given spell (like, say, a wizard's staff doing what they do in much fantasy lore: amplifying the wizard's ability so it takes less out of him to do more powerful magic).
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Dezzeh
 
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Post » Thu May 26, 2011 3:21 pm

I thought for sure I read somewhere that magicka won't regenerate this time.
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Michelle davies
 
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Post » Thu May 26, 2011 2:27 am

As said before, I like the idea of magicka regeneration with respect to willpower being an exponential model, not linear.
So instead of, you regenerate X number of points more for each point in willpower, it would increase more as it increases. Moderate leveled characters wouldn't see much of a change, lower willpower characters, such as warriors, would see very slow regen, and at a high willpower you would have very rapid regeneration.

Of course fiddling with it depends a lot on how you level with respect to your enemies. Even a high level wizard should have difficulty killing high level enemies (which we saw with Oblivion, it just got ridiculous at high levels). And if people feel the balance is off slightly, we can always tweak the difficulty slider.
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Cartoon
 
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Post » Thu May 26, 2011 5:16 am

You should only be able to regenerate magicka by resting, drinking potions, wearing enchanted items (and spell effects), or unlocking perks. That way, you'd have to think twice before blasting an opponent with your most powerful spell.
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-__^
 
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Post » Thu May 26, 2011 5:02 pm

In some fights they were still important. I only used them in intense combat where I was constantly expending all of my magicka
But generally no they weren't useful.

You needed potions in hard fights against groups, not against standard enemies, even this required multiple +50 enchantments.
One feature with Oblivion magic regeneration is that magic regeneration was not magic points/ seconds but % of magic/ second at willpower 50 you filled up 100 and 500 magic point just as fast.
I don't really se any reason to change, perhaps 25% slower regeneration rate, but as we has no idea how magic is balanced in Skyrim it's to early to say.
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Rachel Hall
 
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Post » Thu May 26, 2011 5:58 am

I thought for sure I read somewhere that magicka won't regenerate this time.


I hope not!

You should only be able to regenerate magicka by resting, drinking potions, wearing enchanted items (and spell effects), or unlocking perks. That way, you'd have to think twice before blasting an opponent with your most powerful spell.



By Vivec NO! This is right up there with having the world level with you. It might sound good on paper, but it will drive everyone away from being a mage and feel this board up with people complaining that their mage svcks (which it will be). Constantly having to refill your mana manually is NOT fun. My advice is to allow people to have an adjustment regen control in the settings to allow people to play as they want.
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Alexandra Ryan
 
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Post » Thu May 26, 2011 3:20 pm

I'm not sure myself.

I think the biggest exploit of regenerating magicka occurs during stealth missions (once again putting stealth characters in the backseat) where you can choose to risk running out of lockpicks to open a door or use magic to do so. Even if it had a chance offailing, and you have too little magicka left, you can just wait until you have enough again and keep trying. Similar thing with invisibility and chameleon and such. Run out? Just wait out of the way until it regenerates, no problem.
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Janine Rose
 
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Post » Thu May 26, 2011 1:21 pm

i dont understand how quaffing potions during a fight is such a huge hassle. the way my game was set up was that you had enough magicka to take out one or two normal npcs like bandits and marauders. if you were fighting a couple of xivilai or dremera or guards then you had to use potions which only makes sense. they are supposed to be difficult enemies that force you to use your wits and resources. i havent played vanilla in so long so i havent had a huge slugfest like when the game first came out in ages. my battles are literally over in seconds with either me dead or the bad guys dead. it was almost a perfect combat dynamic. having magicka slowed increased the tension and eliminated the super hero aspect of the game that i HATE.
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~Sylvia~
 
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Post » Thu May 26, 2011 9:53 am

If warriors and rouge type classes have to take fatigue and life potions to during fights and can't swing when they are out of fatigue....really energy fatigue is the lack thereof, then fine require casters to down potions. In the past two games even fully fatigued you could swing your weapons/fist. But run out of magika and you can't cast a spell so a high level caster can do nothing while a high level warrior still puts out damage and has armor bonus to protect. Maybe have it where you spell effectiveness drops a lot once out of magika but otherwise casters should down potions generally as much as other types play styles.
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Logan Greenwood
 
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Post » Thu May 26, 2011 6:30 am

Don't fool wif ma power fantasy!

I vote no.
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Cameron Wood
 
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Post » Thu May 26, 2011 1:08 pm

Well alchemy is no longer part of the magic skills list so in a way they cant depend on mages having perks in it as there are only so many perks after all. This means the devs have to balance magic without a perked alchemy skill. Heck they even have to do it without much alchemy skill at all.
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Jack Bryan
 
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Post » Thu May 26, 2011 2:38 pm

That would ruin being a mage for me, and is a major reason why I hated playing a magic user in MW. Having to use potions constantly is REALLY frustrating, and not in the 'this game is challenging' kind of way. If that was for the early levels, I could get over it, so long as there were perks I could take or SOMETHING that would mean I didn't have to later.

I try to play without buffs or potions wherever possible. I absolutely HATE having to rely on potions and enchantments in order to hold my own against fighters. It doesn't make the gameplay more mage-like, it makes it more like a vending machine- insert potion out comes spell. Mages shouldn't have to use potions, they've invested time and learning into controlling their magicka and increasing it! Non-mages being able to spam low-level spells and such, yeah, that was a little annoying, but force THEM to use potions, not magic users in general or it will just unbalance the game right back in favour of sword-slingers again.
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jessica sonny
 
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Post » Thu May 26, 2011 4:17 am

One thing I disliked about Morrowind was the ass-backwards mechanic of regenerating enchantment charge and not regenerating magicka. Magicka regeneration is good, and it's stupid to kill it in order to prevent powerful mages from being able to spam weak fireballs indefinitely.
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Mike Plumley
 
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Post » Thu May 26, 2011 4:56 pm

Yes, all the way back to Morrowind standards - no regen, especially now that you can gain more magicka each level if you want, increasing the magicka pool. It's all about balance. If we have regenerative magicka, it's going to be countered with mages appearing weak. With no regenerative magicka, we can have mages that actually feels powerful again, but you'll think twice about using. The regenerative magicka killed my interest in playing the magic, it just felt so cheap - not special at all.
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Mandi Norton
 
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Post » Thu May 26, 2011 12:30 pm

I voted yes, but honestly, I always end up lowering the mana rate anyway with a mod. So whether the developers choose to do so or not, that one at least is easily changed to my liking.
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Kelly Tomlinson
 
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Post » Thu May 26, 2011 9:11 am

Hm, a perk for it would be nice but no I don't think we should gain automatic magicka regen from the get go.
Would feel too much like handholding and make the importance of potions crap.
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Kat Lehmann
 
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Post » Thu May 26, 2011 4:55 pm

The Morrowind/Daggerfall way of no regeneration, is really bad for pure spellcasters. You can't just use magic when it counts, when your only weapon is magic. You can cast 6 fireballs from your magicka pool, and if all of them miss/fail? Too bad, hopefully you can hit hard enough with your staff.

Also for everybody else, because magicka potions tend to be expensive, you have to rest after every battle which can be borderline unrealistic sometimes. In Morrowind I use a mod where it gives a minimal amount of Magicka regeneration. It's not noticeable during combat, but it can refill during traveling without resting.

Because they're trying to make combat more fluid and faster paced, we'll either need some magicka regeneration or if, it's static,a lot bigger magicka pool so spells can be cast a lot more without running out.
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Nadia Nad
 
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Post » Thu May 26, 2011 3:55 am

Hm, a perk for it would be nice but no I don't think we should gain automatic magicka regen from the get go.
Would feel too much like handholding and make the importance of potions crap.

Yeah, I used maybe 2 restore magicka potions EVER in Oblivion. And the fact that I could constantly restore health because I didn't need magicka potions to do it meant I never needed health potions either. Go figure.
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Luis Reyma
 
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Post » Thu May 26, 2011 1:25 pm

The Morrowind/Daggerfall way of no regeneration, is really bad for pure spellcasters. You can't just use magic when it counts, when your only weapon is magic. You can cast 6 fireballs from your magicka pool, and if all of them miss/fail? Too bad, hopefully you can hit hard enough with your staff.

Also for everybody else, because magicka potions tend to be expensive, you have to rest after every battle which can be borderline unrealistic sometimes. In Morrowind I use a mod where it gives a minimal amount of Magicka regeneration. It's not noticeable during combat, but it can refill during traveling without resting.

Because they're trying to make combat more fluid and faster paced, we'll either need some magicka regeneration or if, it's static,a lot bigger magicka pool so spells can be cast a lot more without running out.


How about if the magicka pool was increased, like doubled, or maybe even a bit more and you had no regen. Then you can do a fair bit of battling, but you'll still need to use potions or need to rest, just not excessively.
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Nick Swan
 
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Post » Thu May 26, 2011 1:38 pm

The Morrowind/Daggerfall way of no regeneration, is really bad for pure spellcasters. You can't just use magic when it counts, when your only weapon is magic. You can cast 6 fireballs from your magicka pool, and if all of them miss/fail? Too bad, hopefully you can hit hard enough with your staff.

Also for everybody else, because magicka potions tend to be expensive, you have to rest after every battle which can be borderline unrealistic sometimes. In Morrowind I use a mod where it gives a minimal amount of Magicka regeneration. It's not noticeable during combat, but it can refill during traveling without resting.

Because they're trying to make combat more fluid and faster paced, we'll either need some magicka regeneration or if, it's static,a lot bigger magicka pool so spells can be cast a lot more without running out.


i probably used the same mod. its funny cause i also used a mod the slowly restored weapon enchantment over time in oblivion. gotta love the modders. :) the way you had it set up is pretty much how i had it. it didnt regenerate so fast like oblivion where you could spam spells and constantly heal yourself but it would refill while looting looting corpses or just exploring. mine was set to a bit under 2 minutes but ive played with a 1 minute refill and it wasnt to overpowered. i just like my games extra hard.

as for magicka and health potions i cant attest to vanilla oblivion but in my game they were all over the place. one of the mods i was using even gave them to npcs so they could use it. think it was a combat mod or something. i never had any issues with magicka potions in morrowind.
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Lew.p
 
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Post » Thu May 26, 2011 2:28 pm

No not slower please it worked well enough for me in oblivion. And you had to be like a pure mage to cast some of the spells in oblivion. It could just stay as it was thats fine with meh
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IM NOT EASY
 
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Post » Thu May 26, 2011 5:28 pm

I always felt the potionsystem broke immersion. Loremasters may correct me on this but I never felt that magicka as a resource was connected to the world, there is no source of the mages power, so how does chugging potions restore it?
And from a gameplay perspective it feels mostly like a way to legitimise alchemy and bartering, giving these skills a way to contribute to combat. But it always feels ridiculous in any game to toss back potions to win fights, and especially so in TES. I get potions that prepare one for battle, like enhancing strength or stuff like that, but I dont think you shold drink potions while fighting.
Unless there is a significant lore-reason to maintain magicka I would like all classes to share a common resource for all exertions. Lets say fatigue drains with magic-use the same way as if you swung a sword, and tweak the attribute system so that "mage"-attributes like willpower grants bonuses to fatigue when using magic, and endurance grants a bonus to fatigue for physical exertion like running and fighting.
This way it feels more natural and connected to the game world and the character, and it allows a plausible reason for regenerating the magic-resource.
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marie breen
 
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Post » Thu May 26, 2011 3:54 pm

In Morrowind the potential magicka pool was a lot bigger than in Oblivion.
The bonuses were multipliers, not a fixed boost. It was possible to get a huge magicka pool as an apprentice Altmer.

In Oblivion the size of the magicka pool largely didnt matter, as it regenerated quickly.

I wouldnt mind slower or no regeneration, as long as my magicka pool is bigger than in Oblivion.
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Noely Ulloa
 
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Post » Thu May 26, 2011 11:18 am

I always felt the potionsystem broke immersion. Loremasters may correct me on this but I never felt that magicka as a resource was connected to the world, there is no source of the mages power, so how does chugging potions restore it?

(snip)



There is. The sun isnt a huge ball of flaming gas, its a hole in the sky to Aetherius. The stars are smaller holes. Through these magic pours into the world, wich is perceived as sun/ starlight.
Certain plants or other ingredients store magical energy, wich can be extracted using alchemy.
In lore, observing the stages of the moon is also important to alchemy for some reason. Possibly because they are the corpse of a dead god.
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naomi
 
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