No Spell Making?

Post » Mon Sep 13, 2010 3:32 am

I personally don't feel that a game with five schools of magic and 80+ spell effects, now with more strategic and exciting uses and secondary effects which they seem to have completely overhauled, constitutes mages being screwed over just because they can't create their own myriad combinations of those spells.

Being a mage in Skyrim sounds like it's going to be incredibly powerful and fun (placing spells on the ground for enemies to walk into and trigger like traps, structures catching on fire and burning with actual effects on the economy as a result, etc.) and the revamped combat in the game seems like it was thoroughly planned and executed for concrete reasons, with this being one of the natural results of balancing it. It also sounds like being a pure mage is going to be quite different from being anything else in the game.

I don't personally feel like I'm losing anything by not being able to create spells, given that acquiring more powerful versions of spells will still be possible through alternate means, and given that we cannot combine different spell effects this time regardless of how we do it (creation OR dual-casting.) People have long complained that mages are overpowered, too. Perhaps this is a response to that criticism. (Although I suspect it has more to do with technical limitations and clear design choices.)

But I do wish it was in for those who feel they just have to have it.
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Evaa
 
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Post » Sun Sep 12, 2010 8:32 pm

Yeah but what leads people to creating broken spells in the 1st place. This to me is a minor issue, they're going to be sacrifices. It's going to be impossible for Bethesda to make 100 % of their fan base happy.

There are far better ways of getting rid of overpowered spells than getting rid of spellmaking.
charm 100pts for 1 second. Conversations are in real time. Those 1 second exploits don't matter much anymore.
They could make spells like this cost a lot of magicka. There are better ways.

But I do wish it was in for those who feel they just have to have it.

Your empathy is appreciated
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Louise Dennis
 
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Post » Mon Sep 13, 2010 3:57 am

But I do wish it was in for those who feel they just have to have it.

Honestly, I do. Spell creation is THE MOST of what made me feel "like a mage". It let me experiment, create efficient, fun, or just plain wacky spells. With no spell making, it just makes me feel like a warrior, but instead of buying swords from Joe Bob's Sword Emporium, I buy spells from Bob Joe's Spell Emporium. Who makes his spells? I don't know.

It would be taking away, for me, the most UNIQUE PART of being a mage. Unlike ANY OTHER play style in the game, you got to fully customize your experience.

Balance should NEVER be part of this argument, because if Fast Travel lovers get to tell us to simply not use it, we can tell you to not use it as well. There is nothing forcing you to make your own spells.
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FLYBOYLEAK
 
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Post » Sun Sep 12, 2010 10:11 pm

Honestly, I do. Spell creation is THE MOST of what made me feel "like a mage". It let me experiment, create efficient, fun, or just plain wacky spells. With no spell making, it just makes me feel like a warrior, but instead of buying swords from Joe Bob's Sword Emporium, I buy spells from Bob Joe's Spell Emporium. Who makes his spells? I don't know.

It would be taking away, for me, the most UNIQUE PART of being a mage. Unlike ANY OTHER play style in the game, you got to fully customize your experience.

Balance should NEVER be part of this argument, because if Fast Travel lovers get to tell us to simply not use it, we can tell you to not use it as well. There is nothing forcing you to make your own spells.

+10.
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Anne marie
 
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Post » Sun Sep 12, 2010 5:17 pm

Custom Spells aren't important the only reason I use them is to absue them not to roleplay at all. Getting rid of the abuse makes the game harder which is a good thing.
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Hannah Whitlock
 
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Post » Sun Sep 12, 2010 7:00 pm

Custom Spells aren't important the only reason I use them is to absue them not to roleplay at all. Getting rid of the abuse makes the game harder which is a good thing.

Thats you, not us.

Just because you can't control yourself doesn't mean they should punish the whole community.
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Elizabeth Davis
 
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Post » Mon Sep 13, 2010 12:43 am

Custom Spells aren't important the only reason I use them is to absue them not to roleplay at all. Getting rid of the abuse makes the game harder which is a good thing.


That's your problem, not ours. I don't use any spells that exploit the weaknesses of the game engine. Those type of exploits never make sense during my role playing.
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leigh stewart
 
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Post » Sun Sep 12, 2010 11:29 pm

Thats you, not us.


I doubt that, I bet a bunch of people have exploited this system by creating spells that are more powerful then the regular spells like a Fire Damage 50 for 3 seconds, Paralyze for 3 seconds on target or touch.
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Jonathan Windmon
 
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Post » Mon Sep 13, 2010 5:25 am

I'm pretty sure they removed spell making for the same reason they stopped multiple spell effects from affecting targets at the same time. I reckon it has something to do with the way spell animations unfold on textures(the first thing players would prob. do is make a frostfire spell). But hey, I'll tell you exactly what fast travel fans told me: "Go get a mod for that..."
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JESSE
 
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Post » Mon Sep 13, 2010 7:31 am

Oh MAN that would svck if we couldn't create our own spells! :sad:

I couldn't create all my super powerful Destruction spells then!
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krystal sowten
 
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Post » Mon Sep 13, 2010 3:14 am

Can we stop pretending that balance is important in an Elder Scrolls game? When have these games ever been balanced? I'm not talking about exploits (like that 100% Chameleon armor thing from Oblivion) but having an overpowered spell that came about because you know which spell effects work well together after some experimentation is just fun. You should be rewarded for playing around with a feature like spell-making.
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StunnaLiike FiiFii
 
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Post » Sun Sep 12, 2010 10:15 pm

Post limit.
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Curveballs On Phoenix
 
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