» Sun Aug 08, 2010 5:55 pm
The whole immunity token thing would ruin the game for mages. Who cares if you don't get blessings and positive buffs if you can close the distance with any mage and end combat in several seconds? It's a game-breaker, something similar to widespread spell reflection abilities in Morrowind and especially its expansions (some creatures had 60% Reflect ability - that's insane!).
If anything, mages need some additional help, not nerfing. In Morrowind playing as a mage was much harder than playing as a warrior. In Oblivion it was better, but mages were still weaker than warriors. Of course, battlemages ruled them all in every TES game.
I would like Bethesda to really put some effort into game balancing. Oblivion introduced some good features, such as Magic Effectiveness Penalty (although its minimal value should be lower, i.e. having 95% efficiency with 100 Heavy Armour skill while wearing Daedric Armour was still pretty much unbalanced) for wearing armour and possibility of casting spells with unsheathed weapon, but some old exploits and balance problems were still present. I would like to play a game in which using Enchanting system wouldn't break the game under any circumstances. 100% Chameleon was overpowered and too easily achievable both in Morrowind and Oblivion. Also, in both games it was too easy to achieve massive constant spell reflection or absorption capabilities, therefore achieving total immunity to spells.
Shield effect was a problematic one from gameplay standpoint in both Morrowind and Oblivion, too. In the first one it was impossible for an unarmoured character to use the effect to his or her advantage, as it only worked when some armour was equipped (it was a bug). Moreover, shield spells were rather weak. In Oblivion the spell was working correctly, but it was still poorly balanced, as it was most useful for a character with very high AR rating, who could achieve maximum AR relatively easy. On the other hand, pure mage was somewhat hampered because it was impossible to get really powerful AR protection without using armour. Considering the fact that the mage usually had less health than a battlemage, it favoured the latter heavily. In both games elemental shields were overpowered in relation to standard shield spell, too. Therefore, I propose the following - shield spells should create an additional barrier, which would absorb all hits until broken. Spell magnitude would determine the maximum damage that the shield can absorb. Elemental shields, on the other hands, should only create an aura of sorts, delivering damage to nearby enemies, without giving any protection against weapon hits. Naturally, the spells would be subject to standard magic effectiveness penalties. When enchanted as "constant effect", the shield spell would consume "charges", with its magnitude determining charge loss per hit (the higher the magnitude, the lower the charge loss). Those changes should make the effect useful for pretty much anyone without making things unbalanced.
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Give animations to drinking of potions. It's ridiculous that one can regenerate his or her health within seconds during combat and therefore potion usage should be somewhat restricted - giving a proper animation would be a good start and it's realistic, too.
Scrap Oblivion's total armour equality. With 100 in a given armour skill both Daedric and Glass Armour provided exactly the same AR and had similar weight. It was neither realistic nor fun. Actually, armour skills should be remodelled - they shouldn't increase AR so much, but affect magic effectiveness penalty and stamina loss during movement and combat. Sure, that ebony armour will provide good protection even for someone with Heavy Armour skill at 5, but it will tire you so much that it won't be worth it unless you have some means of restoring your stamina (potions, spells, scrolls...) and you will really need a lot of help with that...
Integrate level scaling seamlessly into the game. There should be both leveled and unleveled areas, as in Morrowind. It should be possible to meet both scamps and golden saints both at level 1 and at level 30, even if frequency would vary. Level scaling can be a good tool in game balancing - it simply needs to be used in a rational way.
Give players multiple ways of spending their money. Allow us to buy both small houses with rats and big manors with servants and make it really worthwhile - it should affect our reputation and standing with various factions and people, give access to new quests etc. Allow us to buy ships and do some gambling. Reintroduce banks and vaults. Give us the option of hiring mercenaries. Make us pay taxes. Introduce bounty hunters.