The one spell effect I miss.

Post » Tue Dec 13, 2011 3:30 am

I'm not that far into the game yet and I was hoping that feather, night-eye and others were somewhere else in the game. Hopefully some dlc will add in the extra effects, otherwise, its the tes nexus for me! Although its funny how there's really no explanation for removing so many spells from the game other than avoiding the super mages. Of course, that was really based on the character you played. No chameleon eh? I guess muffle kind of does the same thing, but still...

They kind of explain that Nords aren't really into magic, but still, no chameleon...
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Del Arte
 
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Post » Tue Dec 13, 2011 9:41 am

This! I think I will have to mod it in.

My first play through was as a khajiit and I absolutely fell in love with the ability to flip it on and off. I honestly can't decide whether high born or night eye are better
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Charity Hughes
 
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Post » Tue Dec 13, 2011 6:11 am

Spells that I miss:

Summon Skeleton (and it's variants), Ghost, Wraith (and it's variants), and Lich

Command Human, Command Animal
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naomi
 
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Post » Tue Dec 13, 2011 12:06 am

I miss ALL of the spells that got removed. :(


This. I have no idea why they removed all those spells... The ones linked to attributes I understand (I dont agree with removing attributes in the first place though) but why remove so much else too? Is their target audience really too stupid to handle some variety?

Hoping for supreme magicka and midas magic for skyrim.
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Donald Richards
 
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Post » Tue Dec 13, 2011 12:56 am

Yeah, I had a lot of build that relied on command spells in one way or another through spell creation. That they are gene is just another stab in the back from skyrim Magic.
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Catherine Harte
 
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Post » Mon Dec 12, 2011 11:27 pm

I think Bethesda went a little too far in how they removed spells. I think the fact magic was overhauled is likely related to it, since they need to create new animations for each spell, but they have gone to far with what they have not included in my opinion.

I'm not that far into the game yet and I was hoping that feather, night-eye and others were somewhere else in the game. Hopefully some dlc will add in the extra effects, otherwise, its the tes nexus for me! Although its funny how there's really no explanation for removing so many spells from the game other than avoiding the super mages. Of course, that was really based on the character you played. No chameleon eh? I guess muffle kind of does the same thing, but still...

They kind of explain that Nords aren't really into magic, but still, no chameleon...


Feather and Night-eye effects are still in the game, they just aren't spells. Night-eye is just a racial power these days, A few things have the "carry weight" increase, you can get it from the steed stone, you can enchant it, I believe some potions can give the effect and there is a perk in the pick pocket tree that gives a carry weight increase as well.

Chameleon was too broken, casting up 110% chameleon (due to the 95% spell efficiency) meant constant sneak attacks, the only problem is Shadow Warrior perk is now just as broken as the chameleon spell was and you don't need magicka to use it... add on the potential 30x sneak attack damage and presto! the game is in fact even more broken and looks somewhat like assassin's creed when doing constant hidden knife counters attack, which are insta-kills of course.
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Megan Stabler
 
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Post » Tue Dec 13, 2011 6:05 am

Disintegrate armor/weapons.
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Teghan Harris
 
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Post » Tue Dec 13, 2011 8:27 am

Cure disease. I remember checking every court wizard in skyrim, random shops, the college restoration trainer, all in search of the cure disease tome. I finally gave in and checked the spell list in uesp wiki, and found out cure disease doesn't exist as a spell anymore.
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Silencio
 
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Post » Tue Dec 13, 2011 12:14 am

Cure disease. I remember checking every court wizard in skyrim, random shops, the college restoration trainer, all in search of the cure disease tome. I finally gave in and checked the spell list in uesp wiki, and found out cure disease doesn't exist as a spell anymore.


That said, Cure Disease isn't needed. The diseases in Skyrim are a joke with the exception of vampirism, you barely notice them. Also if you become a werewolf you have 100% resistance to disease even if you never use beast form... all divine statues cure disease, all Vigilantes of Stendarr will cure diseases and potions of cure disease are easy as pie to make.
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Monique Cameron
 
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Post » Tue Dec 13, 2011 2:41 am

Mark, Recall :(


+1
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Marta Wolko
 
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Post » Tue Dec 13, 2011 5:22 am

Reflect Spell. That effect was awesome. I know it was pretty ridiculous if you got it to 100% but why remove it completely? Maybe they'll add more effects in DLC. Any others you guys miss?

I miss that too, there are a lot of effects I miss. Reflect was one of the most useful.
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Darlene Delk
 
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Post » Mon Dec 12, 2011 9:44 pm

It would be easier to miss spells if we had more quick-keys to assign them to.
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GPMG
 
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Post » Mon Dec 12, 2011 11:38 pm

I think Bethesda went a little too far in how they removed spells. I think the fact magic was overhauled is likely related to it, since they need to create new animations for each spell, but they have gone to far with what they have not included in my opinion.



Feather and Night-eye effects are still in the game, they just aren't spells. Night-eye is just a racial power these days, A few things have the "carry weight" increase, you can get it from the steed stone, you can enchant it, I believe some potions can give the effect and there is a perk in the pick pocket tree that gives a carry weight increase as well.

Chameleon was too broken, casting up 110% chameleon (due to the 95% spell efficiency) meant constant sneak attacks, the only problem is Shadow Warrior perk is now just as broken as the chameleon spell was and you don't need magicka to use it... add on the potential 30x sneak attack damage and presto! the game is in fact even more broken and looks somewhat like assassin's creed when doing constant hidden knife counters attack, which are insta-kills of course.


So there was no reason to remove chameleon after all.

Feather and night-eye might be in the game, but not as spells, so that doesnt really help mages. At all.
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sam westover
 
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Post » Tue Dec 13, 2011 11:32 am

I miss ALL of the spells that got removed. :(


Makes magic very boring and sad.
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Chase McAbee
 
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Post » Mon Dec 12, 2011 10:27 pm

Mark, Recall :(

One of the most useful combinations ever.

Lol Levitate and Slow Fall were so much fun in Morrowind.

I used levitate a lot in Morrowind. Slow fall was entertaining to watch.

Yeah, I had a lot of build that relied on command spells in one way or another through spell creation. That they are gene is just another stab in the back from skyrim Magic.

The command spells was very useful and entertaining to use. This is another loss of the spell system, there is overall a severe lack of options.
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Scott
 
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Post » Tue Dec 13, 2011 2:39 am

Pretty much everything that was removed. I hate having to carry around loads of potions. The variety of spells is pretty low in this game compared to previous but why? There seems to be no logical reason. There was really no need to remove them, how long could it possibly have taken Bethesda to add in a few extra?
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rolanda h
 
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Post » Tue Dec 13, 2011 11:26 am

I still miss all of teleportation spells from Morrowind, as well as Levitation, Jump, Slowfall, and Waterwalking. Alteration changed from the Environmental Magic which helped me navigate, to the defensive magic.
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Alina loves Alexandra
 
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Post » Tue Dec 13, 2011 3:52 am

Fly, super jump, chameleon.
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Horror- Puppe
 
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Post » Tue Dec 13, 2011 4:56 am

Pretty much everything that was removed. I hate having to carry around loads of potions. The variety of spells is pretty low in this game compared to previous but why? There seems to be no logical reason. There was really no need to remove them, how long could it possibly have taken Bethesda to add in a few extra?


How about your run of the mill 'touch' 'self' or 'ranged' style magic. Nolonger can we paralyze self, or use a touch based magical attack for greater impact vs ranged. Still, I was never a big spell maker, but I was a massive enchanter. Helmet of permanent night eye was one of my favorite creations! Made dungeon crawling a lot healthier! Still...they gutted spells and enchantments...so as soon as the creation kit rolls out...
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sexy zara
 
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Post » Tue Dec 13, 2011 8:36 am

So there was no reason to remove chameleon after all.

Feather and night-eye might be in the game, but not as spells, so that doesnt really help mages. At all.


There was a reason to remove chameleon, there just wasn't a reason to add a perk that effectively just replaced chameleon out.

Feather and Night-eye doesn't help mages now, however for the PC version it does help modders re-add these spells since the effects do not need to be written from scratch.
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Stephanie Kemp
 
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Post » Tue Dec 13, 2011 8:27 am

Funny how most of the mentioned effects are still in the game...


Mostly in potions though, not as spells.

I miss Feather, it was nice being able to lighten my load when needed. I also miss touch-range spells that devastated enemies that came too close, though I guess those were replaced with the Destruction hold-the-button-down-until-you-run-out-of-magicka ones.

Most of all I miss a lot of the undead conjuration creatures. Now I have to kill a guy to resurrect his corpse, rather than summon my own badass skeleton/zombie immediately.
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Patrick Gordon
 
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Post » Tue Dec 13, 2011 5:44 am

I miss the Open lock Spells.
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Mylizards Dot com
 
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Post » Tue Dec 13, 2011 12:24 am

How about your run of the mill 'touch' 'self' or 'ranged' style magic. Nolonger can we paralyze self, or use a touch based magical attack for greater impact vs ranged. Still, I was never a big spell maker, but I was a massive enchanter. Helmet of permanent night eye was one of my favorite creations! Made dungeon crawling a lot healthier! Still...they gutted spells and enchantments...so as soon as the creation kit rolls out...



Same, i was never a mage character and used a select number of spells to help along my melee character and if i am finding the magical side of Skyrim a disappointment i can only imagine what a let down it is for others who enjoy playing as a mage.

I miss water breathing-not only that but i miss being able to do anything underwater such as combat. Night Eye was useful in dark dungeons for me. Feather was great and meant i could pick up more loot. I was hoping they would bring back some sort of teleporting spell found in Morrowing such as divine or almnesty intervention. Now that the invisibility doesn't help you get out of tight combat situations they could have added something to get you out of their quickly if you needed a breather.
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Michelle Serenity Boss
 
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Post » Mon Dec 12, 2011 9:33 pm

Mark, Recall, Divine Intervention, mostly because with a proper coach network (which Beth didn't actually do considering half the towns don't have coaches), fast travel wouldn't have even been necessary. I also sorely miss levitate and the ability to go straight up a mountain instead of having to find the damned trail or test jump all the way up.
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Kerri Lee
 
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Post » Tue Dec 13, 2011 1:02 pm

LEVITATE!
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Travis
 
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