- Most destruction spells will stagger an opponent when dual cast.
- Dual casting a Destruction spell overcharges the effects into an even more powerful version.
- Shock damage disintegrates targets if their health is low.
- Shock spells do 50% more damage.
- Cast Novice level Destruction spells for half magicka.
- Cast Apprentice level Destruction spells for half magicka.
- Cast Adept level Destruction spells for half magicka.
- Cast Expert level Destruction spells for half magicka.
- Cast Master level Destruction spells for half magicka.
- Can place runes five times farther away.
- Fire spells do 25% more damage.
- Fire spells do 50% more damage.
- Fire damage causes targets to flee if their health is low.
- Frost spells do 25% more damage.
- Frost spells do 50% more damage.
- Frost damage paralyzes targets if their health is low.
- Shock spells do 25% more damage.
That's it. The perks that I underlined are the only interesting ones. The others are uninteresting, redundant, and probably should have just been automatic for magic users.
There are also not that many spells--and no spell creation to partially offset that fact. Let's say you made a "fire mage," in the end you'll only end up with a total of 8 spells; and 6 of which are truly unique. To make matters worse, these 6 spells aren't even all that interesting. Basically, there's the projectile spell, the damage shield spell, the DOT spell, and the trap spell. To be fair though, this was also a problem in past Elder Scrolls games; however, in those games players were able to create there own spells.
And the dragon shouts come off as a gimmick to me. Sure, they're visually impressive and fun to use the first few times, but many of them overlap with other skills/spells. The shouts even overlap with each other somewhat. For instance, why are there two cold shouts? Yes, one is primarily for crowd control while the other is for damage, but why weren't they combined into one shout? I think you guys (Bethesda) should have focused more on quality rather than quantity in this regard.
Another issue I had with Skyrim was the dialogue options. What you say doesn't seem to impact the world, your character, or NPCs all that much. In other words, dialogue options are more about leading you to some linear encounter or quest as opposed to giving you the opportunity to flesh out your character. To role-play, if you will.
In conclusion, the Elder Scrolls series is starting to feel more like Duke Nukem than a first-person RPG.