Spell creation Cap

Post » Fri Feb 26, 2010 7:45 pm

Hi all.

In an un-modded Oblivion the cap for spells was 100 effect and 120 seconds duration. For me this was annoying as without stacking spells there was a limit which in my opinion was too low, and even spells found/bought were in some cases better than what you could create. Eg. Pack mule i think??? Feather spell with 300 seconds duration, 240 points if I remember right. Any one agree this needs a change for Skyrim?
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x_JeNnY_x
 
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Post » Sat Feb 27, 2010 1:23 am

If you have enough money or skill there should be no limit to your magical creations, spells or enchantments.
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Tiffany Castillo
 
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Post » Fri Feb 26, 2010 9:05 pm

If you have enough money or skill there should be no limit to your magical creations, spells or enchantments.


Yeah lets make this game even more easier than god-mode Oblivion.
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Kelsey Hall
 
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Post » Fri Feb 26, 2010 11:00 pm

If you have enough money or skill there should be no limit to your magical creations, spells or enchantments.

I agree, but they need to maybe remove the money portion and replace it with something else. Why are you paying gold for the spell? And who sets the rate as to how much gold you have to pay?? It doesnt make a whole lot of sense. But the limiter really was incredibly obnoxious. I like fewer harder hitting spells than a ton of weak ass ones.
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Kate Murrell
 
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Post » Fri Feb 26, 2010 10:16 pm

I like having a clear notion of limit, but not the way it was done in O. Some effects that may be too powerful could have a cap - Invisibility, Paralysis and Silence are the ones I can think of. But limiting elemental damage and such... These could rise by skill level or character level, I do not know.
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Kate Norris
 
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Post » Fri Feb 26, 2010 6:24 pm

I agree there needs to be limitations. Life has limitations so why not a game. Want emersion but no limitations? Limitations within reason are fine. How long do you think a summoned demon will hang around a lowly mortal - not very long I bet.
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Luis Longoria
 
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Post » Fri Feb 26, 2010 7:10 pm

How about the people who like to play the incredibly powerful mage? The most powerful in the world one day? Just cause there is no limit also doesnt mean the spells arnt taxing. More powerful spells mean they take more magicka so instead of killing 5 NPCs with 50 firebolts, you kill one in one shot with one firebolt and pick the rest off with the leftover magicka you have.

No caps! Skill and gold (unless they find a replacement for this) should be enough of a cap.
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Jessie Rae Brouillette
 
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Post » Sat Feb 27, 2010 12:05 am

I think the limitations were fine in Oblivion. Just cast the spell again after the effects have worn off.
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laila hassan
 
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Post » Sat Feb 27, 2010 12:16 am

I don't mind limits, but I think the universal limit of 100 power 120 duration are bad. 100 power feather is different than a 100 power fort strength for example. Each spell effect should have a separate power and duration limit.
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Lily
 
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Post » Fri Feb 26, 2010 7:13 pm

I think it would be... interesting if each character started out with low caps for spell effects in all parameters, but as they used the spell effect, they would gain research points that they could use to expand the caps (1 research point corresponding to 1 gold in a completely unbounded Spellmaker).

So, you'd start off with a 5 dmg, 0-duration, 0-radius Fire Damage spell effect, and once you used it a little you use RP to increase the damage to 6, or duration to 2, or boost the radius to 1. Main difference from spellmaking (aside from using RP instead of gold) would be that improvements would be one-way. That is, once you increase magnitude, it's done. Have to get more RP if you want to boost duration or radius.

The capping could also be applied to spells that you buy -- that is, if you buy a spell that does 50 points of Fire Damage, but you've only researched your Fire Damage spell effect up to 45, then the spell would only do 45 Fire Damage. Of course, that would sort of turn each spell effect into its own skill.
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Sheila Reyes
 
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Post » Fri Feb 26, 2010 4:43 pm

I don't mind limits, but I think the universal limit of 100 power 120 duration are bad. 100 power feather is different than a 100 power fort strength for example. Each spell effect should have a separate power and duration limit.


I agree with this 100%.
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how solid
 
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Post » Fri Feb 26, 2010 4:18 pm

They dont have to limit the spells just make them cost too much mana where you wouldnt be able to have too many active at same time... I see the problem being with magicka potion chugging allowing you to get your magicka full too quickly.
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Averielle Garcia
 
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Post » Sat Feb 27, 2010 1:44 am

I should be able to cast anything that I can cast. Arbitrary limits are ugly IMO and should be replaced with practical limits. For example, you can't cast unbalancing spells simply because there's no way to get your magic that high. Alchemy needs to be rebalanced so you can't spam INT potions. Witcher had good solution : you get drunk as the potion poisons your body, too much toxin = you die (passing out from drunkenness would suffice.)
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roxanna matoorah
 
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Post » Fri Feb 26, 2010 11:11 am

If you create and use one of those area effect nuke spells, it should mess you up too. Fatigue and maybe almost loose consciousness. Its should be the last resort, then you wake up in an hour after using it.. :shocking:
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Calum Campbell
 
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