Restate them, then, if you actually care about my opinion. You clearly care enough to quote and respond to me. The ones that I remember, again, tend to be these:
Spellcrafting opened up RP opportunities. I've countered with my view that the RP opportunities it provides are shallow, predicated upon the premise that RP is in and of itself largely meaningless unless the game world is equipped to respond to it. In my mind RP that's mostly in your mind with no feedback is not really RP at all.
Spellcrafting required and rewarded imagination. I've countered this with my view that spellcrafting was more limited than you're willing to admit, given that it was mostly tweaking individual effects and then stacking them atop one another. Direct interaction between effects was itself very limited. Things such as conjuring minions and then applying effects to them was on the higher end of complexity potential, and typically by the time you've gotten to that point you start to eliminate the challenge in the vanilla game.
Spellcrafting required and rewarded intelligence. I've countered this with my view that it really didn't, since most exploits were blatant and obvious. It doesn't cost a lot to make every NPC like me as much as they possibly can. It doesn't cost much to drain more health than the enemy has for one second and effectively kill them instantly. Et cetera, et cetera.
In my opinion -- opinion, mind you -- spellcrafting didn't really add much to the experience. In my experience it actually detracted from playing the game more than it added due to how easily it was abused, and how generic it could make individual spells feel. Spell effectiveness scaling with skill level and the ability to cast two spells simultaneously eliminates two major practical reasons to include the feature. What's left is RP, which is something that's entirely subjective. For your sake I hope that it's easy to mod in and that Bethesda figures out a way to allow mods to be used on consoles. I think that the fact that racial powers can be assigned to the shout button at least leaves a framework in place to create such a thing. I'd also strongly advise you invest in an adequate PC to play the game since it allows for much deeper modding. In my mind the most devoted fans of the series are those that recognize the value of customizing the game to their liking in a fundamental manner. Your opinion may differ, but I really think that those who play the games on consoles are missing a very big part of what makes the series so great.
The Rp that SC added might have been meaningless to you, but obviously not for others, including me. If rp'ing with just your mind without feedback from a game is meaningless, I don't believe there is any game that could have what you think true rp is, if there is one i would like to know.
I don't know about SC being limited, it certainty didn't feel limited to me, but maybe i'm just more imaginative than the average gamer, or the things i enjoyed about sc are just that different than what some might feel should be in a game, I really never thought of it as "how to be more effective in combat" i thought of it as "conform/shape spells more to your play style" an example: I had a character who i wanted to play on the hardest difficulty, i soon realized that i was dying very fast against normal encounters that were usually easy for me, (the ruins outside the sewers) so as soon as i was able to make my own spells, (i was playing a mage) i made spell for 3 fire damage for 45 seconds. One of my fondest memories of the game was just spamming that spell on every enemy i encountered while running away. Yes, it took a lot of time to kill stuff, but in the end i had made many low damage over time spells. I really enjoyed that play-through because it offered something different then what i was used to in Ob.
Again, i never really looked at the SC system and thought about exploits, it was usually how to fit the spells i had at my disposal suit my needs more. i recently took the time to make a drain speed spell. Though i did not notice the difference in my opponents speed till higher magnitudes, it helped with casting a few Dots and running away strategy that iv'e been having success with recently. As far as exploits existing, instead of taking it out, how bout we try to balance it? In oblivion IIRC sc worked like this, the more magnitude you have, the more the spell costs in terms of magicka. It seemed very linear, maybe it should have a magicka boost after a certain point? Example: 5 drain life- 5 magicka, 10 drain life- 10 magicka, 30 drain life - 45 magicka. not exactly a 1-1 ratio, but enough to balance it out. It would keep increasing to the point you were better off either using a weaker version, or draining all your magicka when you did use it, im not talking about an insta kill spell either, just a more powerful version of an existing spell.
I don't think we should take something out just because it was ab-usable in a past game (Alchemy). I really don't think it would be too hard to balance SC maybe the more paralyze you had the less other effects you could have. I don't think spell effectiveness scaling with level or being able to duel wield spells eliminates custom spells at all, how bout we assign a general number to a spell, like 1-10, being a more damaging spell, so it's power increased more with skill level, but so did the magicka cost. and it could be like that in all fields. Or just make it possible to delete spells so we had to make stronger versions every now and then, but i'm sure some people would find that tedious. I think the only thing that needs to scale with skill level is damage, not area of effect or duration. They could make it so crossing two different spell types had enough cons to balance out. example: a fireball custom spell with destroy armor on it would cost less than a fireball spell with frenzy on it because they are from separate schools.
Also, it seems to me that your saying i'm not going to get the full experience unless i play on a pc. I don't think Bethesda should be thinking of mods as a safety net that will catch all the players they can't satisfy. (I'm not saying that they are either) Skyrim should just have a more balance spell making, I honestly don't see what the problem is. Don't sit there and complain that it is spread sheety or imbalanced. Make it less imbalanced make it more immersive, if no one has ideas i will make some suggestions, i don't want a gimped SC or a Overly statistic anolysis one, i want all the options we had in oblivion and more. I understand something that can break the game will ruin someones overall view on the game, and honestly i don't want that. I've been thinking about this latey while listening to Weezer and i have a lot of ideas that i would love to share.
If i missed anything in your argument feel free to tell me and i will respond to you in a kind and polite way my good sir/mam.
I just want everything that made me fall in love with Ob and Mw and Df and Arena + more, i understand we all can't get what we want but i will still hope for myself and my fellow gamers :foodndrink: