Skyrim would have been so much better if they left the spell

Post » Fri Dec 16, 2011 3:22 pm

I've switched to a rogue type character after having spent over 100 hours as a mage. That was until I realized how pathetic the destruction spells were, limiting the growth of the mage. Now some people might have an argument that conjuration and illusion have some big effects, but only using the shock/fire/frost incantations is just horrible. Epic Fail!

That's not even mentioning the inability to create staffs or enchant them...I don't know what they were thinking.
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Eoh
 
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Post » Fri Dec 16, 2011 2:36 pm

The lack of spell creation limits all of the magic schools and mages in general not just destruction magic. We need spell creation its the heart of the magic system.
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leni
 
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Post » Fri Dec 16, 2011 1:09 pm

The lack of spell creation limits all of the magic schools and mages in general not just destruction magic. We need spell creation its the heart of the magic system.


Yep. What he said.
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maddison
 
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Post » Fri Dec 16, 2011 6:13 pm

I miss the other effects as well. Spell creations been around for a long time. I'm suprised it's removal was even brought up during development. Shame... Still trying to decide which loss was worse, the effects or spell creation. I find myself unable to play a Mage now. Too bland.
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Emmie Cate
 
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Post » Fri Dec 16, 2011 5:26 pm

Hear hear!

:foodndrink:
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Donatus Uwasomba
 
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Post » Fri Dec 16, 2011 4:34 pm

I miss the other effects as well. Spell creations been around for a long time. I'm suprised it's removal was even brought up during development. Shame... Still trying to decide which loss was worse, the effects or spell creation. I find myself unable to play a Mage now. Too bland.

They are both terrible losses. Spell creation I think ranks slightly higher but I do miss the old spell effects.

Dispel
Chameleon
Command Humanoid/Creature
Poison
Weakness spells
Mark/recall
Levitate
Water walking
Reflect spell
Absorbtion spell

I miss a lot relating to the magic system. Mages are always my favorite character in any game but in Skyrim we are limited.
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Manuela Ribeiro Pereira
 
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Post » Fri Dec 16, 2011 6:08 pm

Spell creation not only supplemented mages, but all characters that wanted to use a bit of magic. It's such a huge loss ...
And I wish they had learned from spellmaking for the new smithing system. Smithing the same items you can find/buy is like crafting spells that are already in the game. Each material should have special effects, and you should be able to make every weapon out of every material (How about a silver dwarven sword against undead, vampires and werewolves? Or a glass orcish war axe that is lighter than usual and uses less stamina?). Damn they wasted a lot of potential ... :sadvaultboy:
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Trish
 
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Post » Fri Dec 16, 2011 11:17 am

Lolz! I can make a spell that does over 9000! Damage. Beth Your game is broken and I'm OP cause I have no self control!!!!! - sound familiar?

Naw but really, I don't know why they took it out by it would make a lot of people happy to have it back.
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Andrew Lang
 
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Post » Fri Dec 16, 2011 4:16 pm

I don't know what they were thinking.


They were thinking of every way possible to take away the aspects that made being a Mage fun.



Bethesda:

"...Reduced Spells?

Check!


...Make sure spells don't level with you?

Check!


Remove Spellmaking?

Check!


Enable casting delay to increase innacuracy?

Check!


...Wonderful, wonderful!! Our plans to nerf magic so that the plot-point of Shouts appear to remains relevant are complete."




[As long as magic svcks, so do you Bethesda... so do you.]
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Karl harris
 
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Post » Fri Dec 16, 2011 5:42 pm

[snip]


Take away the advantages (regen) when needed most.

Check!
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sexy zara
 
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Post » Fri Dec 16, 2011 3:43 pm

Lolz! I can make a spell that does over 9000! Damage. Beth Your game is broken and I'm OP cause I have no self control!!!!! - sound familiar?

Naw but really, I don't know why they took it out by it would make a lot of people happy to have it back.

Yes, its a shame people could not limit themselves. Due to roleplaying value I made very powerful mages and weaker mages and spell casters. I was also able to mix effects I wanted.

I know I for one would be very happy.
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Eilidh Brian
 
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Post » Fri Dec 16, 2011 11:30 am

yep.

tbh I have no intention of starting a pure mage until there is some kind of DLC aimed at enhancing the magic user gameplay experience.

Spell creation is obviously the ideal scenario but in all honesty... it's unlikely to happen.

So I guess a spell tome dlc is prolly the first thing we'll see... it better have a massive number and variety of spells... with some creativity behind them please!

I really miss some of the subtle clever spells people used to come up with in Oblivion.
Most of my mage's main spells were created by myself... same goes for a huge amount of players.

I feel the ball was dropped on this, Bethesda obviously failed to grasp the popularity of the feature.

I wonder how hard would it be for them to include scroll making in a DLC?

HEY! Mebbe that's why they were getting all up in Mojangs face about the new Scrolls game!!!
:celebration:
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glot
 
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Post » Fri Dec 16, 2011 8:22 pm

I think spell mana does reduce by around 33% when comparing a skill of 0 to 100, so they is level scaling as far as efficiency goes. Also, the destruction spells do not simply do damage now, but also contain additional effects (slow, mana drain and bleed).

With that said, I agree that the lack of customisation with spells leaves out a lot of niches which were otherwise filed, and the difference in damage increase-enchantments/perks between weapons (100% in perk + enchants going to 100% again IICR v 50% for magic) is highly significant at higher levels on higher difficulties.
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Kayleigh Mcneil
 
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