the joys of no more spell crafting

Post » Tue Aug 03, 2010 11:25 am

I feel like I needed spellcrafting as a Conjurer.

Like you would get a "Summon x for 10 seconds spell" but I was much more powerful than that, so I wanted to create a "Summon x for 60 seconds" spell.

How am I going to be able to do this now?
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Anthony Rand
 
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Post » Tue Aug 03, 2010 3:09 am

Can you actually name 85 unique spells in oblivion? Also I'm certain without a shadow of a doubt that there will be customization with spells outside of "spellcrafting" where you can choose touch self, other people, ect... I would also venture to guess that if there is no spell crafting you'd still have the option to rename a spell.


idk how many unique there are, close to that but not sure if that much or more, but thats beside the point. the problem with duel wielding spells as a way to combine affects is also not every spell made in SC just combined two affects. there are plenty that require over two.
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Hope Greenhaw
 
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Post » Mon Aug 02, 2010 11:17 pm

I feel like I needed spellcrafting as a Conjurer.

Like you would get a "Summon x for 10 seconds spell" but I was much more powerful than that, so I wanted to create a "Summon x for 60 seconds" spell.

How am I going to be able to do this now?



Charging up the spell results in a longer duration, maybe?
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Sweet Blighty
 
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Post » Tue Aug 03, 2010 11:47 am

while i liked being able to make my own spells i think it was to give spells a more unique look
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luis dejesus
 
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Post » Tue Aug 03, 2010 10:58 am

I feel like I needed spellcrafting as a Conjurer.

Like you would get a "Summon x for 10 seconds spell" but I was much more powerful than that, so I wanted to create a "Summon x for 60 seconds" spell.

How am I going to be able to do this now?


Quite simply the stronger you are and the longer you charge it the longer it'd last, not to mention the perk system. Once again we don't have even half the details we need to have an accurate speculation, right now speculation is all we have.
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Curveballs On Phoenix
 
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Post » Tue Aug 03, 2010 8:49 am

Very specific effects for each spell translates to me as very few spells. To create unique effects for each means having less.
Or we can have very specific and unique effects for each spell effect, thus allowing unique spells and having many of them.

I don't understand how people think removing spellmaking is the only way we can have unique spell effects, they aren't mutually exclusive, beth just chose not to make the effects more unique. So while fire, frost, and shock damage all felt similar, they weren't similar because they had to be. Look at how they were in Morrowind, identical. Then in Oblivion they changed slightly from one another. They could continue to make spell effects more unique without removing spellmaking.

Cluttered spellbook? Meet delete spell button.

Unique spell effects would make combat more interesting. Better AI would make combat more interesting. Fewer spells would make combat less interesting.

Spells gaining strength through skill level does nothing for the player, only for the NPC's. That would make buying spells a lot easier, because you would have fewer spells to purchase.
Even if this were desired, it can be programmed to work with spellmaking. Once again demonstrating the systems aren't mutually exclusive.


And if magic is too spreadysheety for people, then why don't they just use standard spells? Oblivions were bland, but Morrowind had plenty of useful premade spells.
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Tom Flanagan
 
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Post » Tue Aug 03, 2010 8:59 am

Why duel wield magic? whats the point? They are just reusing the duel wield weapon system and implementing it with the magic system. If they want to have magic cast only when there's no weapon in hand, then just use the Morrowind system. I dont see any point in this duel wield magic system, other than it just being a Fable 3-esque gimmick. I'll have absolutly no problem with it as long as theres spell creation though.

I figured spell creation would be made more in depth in Skyrim, not outright cut (presumably).

Not trying to argue, Im just pissed that they might cut one of my fav features, that was in all of the previous TES games.


I have to agree about the dual wielding. I am fine with it if spell crafting remains, as it means more possibilities, potentially. But, for me, if they were going to take a cue from Fable III it should have been the local co-op :wink_smile: :foodndrink: . You know me.

Dual Spell weaving was an improvement for Fable as a series (aside from the gauntlets, which I hated, as they made me feel like a lame sorcerer who needed talismans to work a spell), but that was because previous Fable's only allowed one spell effect at a time. Compared to the spell possibilities of Oblivion, Fable's dual wielding was an infant's worthless joke. Internet porm films might be a huge upgrade for some punk 15 year old who is used to only having second hand Playboy magazines in his possession, but for some sultan with a harem of fifty beautiful women, its a useless step backwards. If Skyrim really does remove spell making, allow me to say thanks for stealing away our harems, and replacing them with moving pictures. :toughninja:
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Laurenn Doylee
 
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Post » Tue Aug 03, 2010 6:47 am

I have to agree about the dual wielding. I am fine with it if spell crafting remains, as it means more possibilities, potentially. But, for me, if they were going to take a cue from Fable III it should have been the local co-op :wink_smile: :foodndrink: . You know me.

Dual Spell weaving was an improvement for Fable as a series (aside from the gauntlets, which I hated, as they made me feel like a lame sorcerer who needed talismans to work a spell), but that was because previous Fable's only allowed one spell effect at a time. Compared to the spell possibilities of Oblivion, Fable's dual wielding was an infant's worthless joke. Internet porm films might be a huge upgrade for some punk 15 year old who is used to only having second hand Playboy magazines in his possession, but for some sultan with a harem of fifty beautiful women, its a useless step backwards. If Skyrim really does remove spell making, allow me to say thanks for stealing away our harems, and replacing them with moving pictures. :toughninja:

An interesting anology.
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Da Missz
 
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Post » Tue Aug 03, 2010 5:50 am

I have to agree about the dual wielding. I am fine with it if spell crafting remains, as it means more possibilities, potentially. But, for me, if they were going to take a cue from Fable III it should have been the local co-op :wink_smile: :foodndrink: . You know me.

Dual Spell weaving was an improvement for Fable as a series (aside from the gauntlets, which I hated, as they made me feel like a lame sorcerer who needed talismans to work a spell), but that was because previous Fable's only allowed one spell effect at a time. Compared to the spell possibilities of Oblivion, Fable's dual wielding was an infant's worthless joke. Internet porm films might be a huge upgrade for some punk 15 year old who is used to only having second hand Playboy magazines in his possession, but for some sultan with a harem of fifty beautiful women, its a useless step backwards. If Skyrim really does remove spell making, allow me to say thanks for stealing away our harems, and replacing them with moving pictures. :toughninja:


you can keep your 50 women, I've got no use for them, my harem is going to have 85 Todd Howards ^_^
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Nathan Risch
 
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Post » Tue Aug 03, 2010 1:29 am

Neutral. My OB builds were based around spellmaking, not ubers, never used weakness stacking or anything like that, just utilities and to make things interesting, but, if the new ways to cast the same spell turn out to be really interesting, and make magical combat more tactical, then I will definitely live with the loss.
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Laura Hicks
 
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Post » Tue Aug 03, 2010 2:01 pm

An interesting anology.

Agreed.
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Steven Hardman
 
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Post » Tue Aug 03, 2010 5:26 am


Oh and beside the long blond hair and being a high elf your character looks similar to mine in dress. :D


:blink: :swear: Sir! Sir! That is Glorfindel The Mighty, who drove The Witch-King of Angmar, Lord of The Nazgul, into flight, and did battle with a Balrog! Shame on you for mocking him! Lol. If his spell making options hadn't been cut, thus severely limiting his litany of potentialy hexes and curses, boy would you be in trouble! lol
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Philip Lyon
 
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Post » Tue Aug 03, 2010 12:41 pm

:blink: :swear: Sir! Sir! That is Glorfindel The Mighty, who drove The Witch-King of Angmar, Lord of The Nazgul, into flight, and did battle with a Balrog! Shame on you for mocking him! Lol. If his spell making options hadn't been cut, thus severely limiting his litany of potentialy hexes and curses, boy would you be in trouble! lol


I truly love the outrage, it made this whole tread worth it :thumbsup: (Of course I assume you were joking) :goodjob:
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Benito Martinez
 
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Post » Tue Aug 03, 2010 2:27 pm

you can keep your 50 women, I've got no use for them, my harem is going to have 85 Todd Howards ^_^



:mellow: :ninja: :eek:



*shudders*....
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Alex Vincent
 
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Post » Tue Aug 03, 2010 2:21 pm

Pretty much, and its not even just for the stereotypical Mage. My Witchdoctor had some awesome custom curse spells. My Imperial Inquisitor loved using his custom interrogations spells to get confessions out of heretics. My Vampire playboy could make an entire castle erupt into provocative euphoria with a snap of his fingers, my necromancer used his sacrifice magic that hampered him as well as hampering his foes. Will these options be available without spell creation? Not the way I want them to be.


And here is part of the key and crux, Xarnac. What you are basically describing is how custom spell making helped make a more unique character type. It helped you to roleplay more specifically to who your character was, Vampire Playboy, or High Elven Hedonist and ally to Sanguine, Holy Crusader dedicated to Arkay or to Meridia, Apex Archmage with a knowledge of magic deep enough to summon mighty Daedra for far longer than the normal spell allotments, and to weave spells in ways lesser mages cannot comprehend. Spell crafting, for the mage centric or mage leaning character, meant crafting a spell list that truly matched who your enchanter/necromancer/conjurer/mystic/charmer/battlemage/hedgewizard/Archmage was.

Dual wielding without spell making won't entirely abolish that for the creative player, but it will surely hamper it severely by comparison.
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Dalton Greynolds
 
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Post » Tue Aug 03, 2010 7:42 am

I will be severely disappointed if spell crafting is absent from the game.
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patricia kris
 
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Post » Tue Aug 03, 2010 2:50 pm

Well it was needed in MW and OB due to the fact that spells did not increase in damage as you leveled or anything so while a greater fireball at level 5 was great against level 5 creatures, the same spell was useless at level 20 (not even factoring in nearly everything as spell immunity at that point). The spellcraft was needed to make more powerful spells. The tradeoff was they cost twice as much to cast.

Now if they fix this ^ so that spell power increases with your magica skill or whatever, then crafting new spells may not be needed at all and it would simplify things.


Daggerfall had a "magnitude per level, and last this long per level" Problem was it could get to some pretty ridiculous heights in power if you knew how to work the system. That said I wish they'd bring a similar system back.

Also as I recall, Battlespire had a system that gave you a general spell, like "Damages Health" that you could customize on the fly to do damage at range, area of effect, do fire or ice damage, explode on impact, bounce around the room, etc. That system was pretty cool.
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NEGRO
 
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Post » Tue Aug 03, 2010 2:23 pm

you can keep your 50 women, I've got no use for them, my harem is going to have 85 Todd Howards ^_^


Should Glorfindel lend you his, uh, dress first??? :touched: :tops: :whistling: Lol
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Josh Trembly
 
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Post » Tue Aug 03, 2010 10:00 am

And here is part of the key and crux, Xarnac. What you are basically describing is how custom spell making helped make a more unique character type. It helped you to roleplay more specifically to who your character was, Vampire Playboy, or High Elven Hedonist and ally to Sanguine, Holy Crusader dedicated to Arkay or to Meridia, Apex Archmage with a knowledge of magic deep enough to summon mighty Daedra for far longer than the normal spell allotments, and to weave spells in ways lesser mages cannot comprehend. Spell crafting, for the mage centric or mage leaning character, meant crafting a spell list that truly matched who your enchanter/necromancer/conjurer/mystic/charmer/battlemage/hedgewizard/Archmage was.

Dual wielding without spell making won't entirely abolish that for the creative player, but it will surely hamper it severely by comparison.

yeah and this is especially important for the people that make a lot of characters, like myself. My Necromancer and Mage/Scholar had the exact same skill set, but they used them in totally different ways. Without the spell creation, we effectively will have less ways to play and in turn characters will be more similar than they should be. In OB alone I had several Mage/Mage types that never used the same spell, or the same spell in the same way.
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Roisan Sweeney
 
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Post » Tue Aug 03, 2010 1:38 pm

Spellmaking bothered me because 90% of the time I spent at the McSpellAltar was dropping coins in so that I could "make" a spell that the character already knew and only magnitude/duration/etc was changed. The latest I have heard is that this 90% that bothered me has been fixed and that we will have greater control in manually manipulating spell effects. So where previously we had a dozen of the same spell with nothing but magnitude/duration changes filling up our spell list we will only need one. Awesome! That said, I would still love to see spell making in. There is still that 10% of testing and mixing different spells that would be a blast to play around with. Even though this one doesn't bother me too much it is yet another pointless cut that is guaranteed to ruin game play for people.

Ps... for the person complaining spellmaking was confusing and spreadsheety.... wth are you talking about? :confused:
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Lifee Mccaslin
 
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Post » Tue Aug 03, 2010 12:18 pm

I'm going to generate some hate, but oh well.

I'm glad Spell Creation is gone. That means they could use their limited resources towards other useful stuff that I think are more important. Yeah, I understand that some people liked it, but frankly, (and this may sound harsh) I don't care. It's my opinion on what I think they should use their limited resources on, and if that means cutting out Spell Creation to focus your limited resources (notice how I emphasize "limited" resources) on something that I think would provide more overall fun gameplay for me, then props to Bethesda.

For some reason, people get this idea that Spell Creation was in Skyrim in the first place and then they cut it. Remember, every TES game they make, they start from scratch. So SC was never in there in the first place, so for me, I'd rather have the team focus on other meaningful aspects of Skyrim then having to waste time implementing SC.

Again, this is MY opinion, and I believe I'm perfectly entitled to it.
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Victor Oropeza
 
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Post » Tue Aug 03, 2010 1:18 am

as much as i love finding ways to break games. im kind of glad they removed it. i agree with the point that npcs didnt have access to the uberspells, on the other hand i was under the impression that npcs used special spells that were designed just for them with low mana cost. i could be wrong on that since its been awhile since i messed with spell lists.
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Karine laverre
 
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Post » Tue Aug 03, 2010 12:57 am

Should Glorfindel lend you his, uh, dress first??? :touched: :tops: :whistling: Lol


I'd love his dress ^_^ in fact I think it'd look much better on me ^_- :spotted owl:
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Sierra Ritsuka
 
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Post » Tue Aug 03, 2010 6:34 am

I'm going to generate some hate, but oh well.

I'm glad Spell Creation is gone. That means they could use their limited resources towards other useful stuff that I think are more important. Yeah, I understand that some people liked it, but frankly, (and this may sound harsh) I don't care. It's my opinion on what I think they should use their limited resources on, and if that means cutting out Spell Creation to focus your limited resources (notice how I emphasize "limited" resources) on something that I think would provide more overall fun gameplay for me, then props to Bethesda.

For some reason, people get this idea that Spell Creation was in Skyrim in the first place and then they cut it. Remember, every TES game they make, they start from scratch. So SC was never in there in the first place, so for me, I'd rather have the team focus on other meaningful aspects of Skyrim then having to waste time implementing SC.

Again, this is MY opinion, and I believe I'm perfectly entitled to it.

I'd rather they got rid of melee combat power attacks and turned that towards magic.

See how that works?
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Causon-Chambers
 
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Post » Tue Aug 03, 2010 5:06 am

as much as i love finding ways to break games. im kind of glad they removed it. i agree with the point that npcs didnt have access to the uberspells, on the other hand i was under the impression that npcs used special spells that were designed just for them with low mana cost. i could be wrong on that since its been awhile since i messed with spell lists.

Yes some of them did.

And spellmaking != uberspells
I never used uberspells until I hit level 50 as a pure mage and I suddenly svcked, none of the standard nor powerful spells I had could do significant damage to anything. But thats a flaw of level scaling, not spellmaking nor the previous spell system.
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Mark Hepworth
 
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