Am I the only one who think Destruction is fine?

Post » Fri Dec 16, 2011 1:59 pm

If damage is the only consideration, the answer is changing the Master-tier spells to something that is actually useful. Fire Storm is particularly gimped. If you can get Lightning Storm off it's unstoppable, but I'd rather have something I can cast quickly.


Scaling would fix many of the issues for the older spells as well. Also more spells would be nice if they are not going to re-introduce spellcrafting.
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Jessica Thomson
 
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Post » Fri Dec 16, 2011 6:10 am

Seriously now. All you idiots, yes idiots I'm being very kind here, who disagree that Destruction is not underpowered need to read these two posts. Your inane arguments of: 'Well use another tree', 'You shouldn't be able to nuke a whole room', 'You're supposed to be squishy' show how little you are understanding what is being argued.

It isn't about utilising multiple trees, it's about having the only damage output of a mage being equal to an Archer/Melee character, hell I'd even settle for having HALF the damage output of those playstyles. Example, I can hit harder with an Ebony sword, with NO PERKS in one handed, then using an adept level spell with ALL PERKS. What's worse is that you can increase the output of the sword by simply GAINING SKILL POINTS, this doesn't happen in Destruction. You get the spell, that's it for damage for the ENTIRE GAME.

I caps-locked the more important bits so you 'Destruction is fine' people might be able to grasp the issue

Numpties.


Forum etiquette...

I'm using Destruction as my sole source of DPS in the game, and--Destruction is fine. It's not perfect, but it's a viable playstyle, even when considering the lack of damage scaling (and the bad Master-tier spells.)

What's so stupid about my choice of playstyle? Because it does less damage than someone else's playstyle? Destruction should be equal to melee damage? Why not ask for a smithing/alchemy/enchant exploit while you're at it? :rolleyes:
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Richard Dixon
 
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Post » Fri Dec 16, 2011 6:26 am

There isn't any confusion. You are placing destruction in a bubble. Destruction isn't as damaging as two-handed, dual-wielding, etc. If you take two naked characters and equip one with destruction and one with two swords, yes the dual-wielder will outdamage the mage.

But that isn't how you build the combat system. You build it around playstyles. Destruction damage is lessened because the playstyle makes mages ranged characters. Well played range characters are not getting hit. Ergo, to keep combat challenging, you have to assure that mages aren't downing enemies in one shot. You can't remove a skill tree from the playstyle it was intended for. My daedric two hand sword doesn't do as much damge as a daedric knife sneak attack. Should we bulk up two-hander damage? No, because the implementation of the two-hand perk is built around a specific playstyle.


This would be a convincing argument if archery didn't flat out own destruction in damage department. And the implementation of impact perk also kills the idea of "interesting and challenging combat" because it just isn't when your enemies are stun locked.

The only saving grace for destruction at that point is that thunderbolt is instant, which makes other elements have zero purpose.

But I'm not going to argue that destruction needs buff because functionality wise, stun lock makes it very much viable. I do, however, think that it needs some serious tweaking to keep it interesting. But then again, that goes to almost every aspect of combat in this game for me :(
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Angus Poole
 
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Post » Fri Dec 16, 2011 11:04 am

I'm pretty sure they don't have infinite mana. I've killed quite a few by draining all their mana with the Staff of Magus and having it automatically switch to draining health because they're at zero mana.

It sounds like maybe you're fighting mages who have their Ward up? You need to cast something to break the ward first (generally doing no damage) and then quickly hit them again before they can get the ward back up. Or sneak around and hit them from behind.


Its not just mages who can take a lot of hits, many enemies can. Bears, cats, bandit chiefs, bosses. It can become ridiculous. I always cast two fireballs or firebolts one after another when faced with a ward. The first breaks the ward and the other spell hits them. Still I find it is much easier to melee them, I do more damage and I dont run out of the ability to attack. Which is really the real issue....when you go out of mana you cant even attack...and it takes forever to get more mana. The damage does not bother as much as the dependence on a mana pool that depletes so fast and never fills back up. With enchanted gear this is all fixable, but this is why I say it is an over reliance on enchanted gear. Just to play your mage normally should not require a collection of crafted or found gear.
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Gill Mackin
 
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Post » Fri Dec 16, 2011 11:58 am

I think it's to weak.. Your master spell takes 10 minutes to charge and doesn't do a lot of damage.. :thumbsdown:
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Gen Daley
 
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Post » Fri Dec 16, 2011 3:02 pm

I think the problem most people have not that destruction isn't useful, but that it does very little damage comparred to melee or archery. And probebly the fact tha NPC mages have their spells scale while we don't.
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willow
 
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Post » Fri Dec 16, 2011 12:36 pm

... And what high level warrior fights with just a sword? No shield, no armour? Need more than one single focus, unless you wish to deliberately play that way, for entertainment. Same with magic IMO, you use different kinds. Any character who just focusses on one, single mechanism has similar limitations.


Wait for it... WWwwwwwwwwHHhhhhhhhhOOOOOOOOOooooooosssssSSSSSHHHHHHHhhhhhhhhh, lol!
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casey macmillan
 
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Post » Fri Dec 16, 2011 3:21 pm

This would be a convincing argument if archery didn't flat out own destruction in damage department. And the implementation of impact perk also kills the idea of "interesting and challenging combat" because it just isn't when your enemies are stun locked.



But archery is slower. You hit once, and there are three or four seconds (draw time plus re-aiming) before you can hit again. Magic is constant damage.

In other words: Archery = Pump Action Shotgun; Destruction = Automatic rifle

What proponents of bulking up destruction magic are effectively asking for is an automatic long distance shotgun. That would be easy mode.
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tiffany Royal
 
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Post » Fri Dec 16, 2011 12:55 pm

You - still - don't - get - it...

No one is asking for a walk in the park but a walk in the park should be possible in game no matter what your focus is if you so choose it! Like smithing/enchanting/natural scaling makes melee and archery a wet dream. Modders have already made it possible for destruction to scale while not being overpowered. That is simply all that anyone is asking for. A FAIR way for destruction spells to scale. I myself use mods so I HAVE what I want but others who use console are sol.


If the modders are making it equal to the crafting exploit with melee, then that is overpowered. I'm pretty sure you're not supposed to be killing dragons in one hit, and I wouldn't be surprised if they fix the exploit in a patch, so people shouldn't get too used to it.

If people are just saying that Destruction is weaker than a weapon made with the crafting exploit, then I would agree, but that's not "broken". It's the crafting exploit that's broken and overpowered, not Destruction being underpowered. When I say I think Destruction is "fine", I mean it only takes me a few seconds to kill most things, and I easily blaze through almost every combat with no problems. That's not underpowered. If anything, it's sometimes too easy. I'm starting to think people are just hung up on the numbers and not the actual gameplay, after hearing about the crafting exploit and making uber-weapons. Do people find weapons more powerful without the crafting exploit, or is it only the exploit that makes Destruction seem underpowered by comparison?
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Devin Sluis
 
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Post » Fri Dec 16, 2011 3:59 pm

You cannot make a straight damage comparison because all damages are applied differently, magic damage should be less damaging than melee damage, because ideally you use magic at range, and kill the enemy before it even gets close to you.

Don't even talk about archery, archery is a lot slower than swinging a sword, so you only get to apply that hit every few seconds. DPS is the key here, not the single damages of any particular attack, whether it is archery, melee or magic.


I want to see this mythical rule that states that magic should be less damaging than melee? In a single player game where your only competition is yourself WHO CARES???
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Spencey!
 
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Post » Fri Dec 16, 2011 6:15 pm

But the reason for concept one IS concept two. Proponents of bulking up destruction damage say that it is unbalanced. But it isn't. What you are seeing IS balancing. Warriors need to hit harder to remain alive. Why? Because they are constantly taking damage. Assassins need initial strikes to be deadly. Why? Because they can't survive prolonged engagements. Mages' individual strikes aren't as damaging. Why? Because they are masters at keeping distance.

Damage output for mages is lessened because if you are good with mages, you can't be hit. But you will be causing constant damage to enemies.


You speak as if melee types can't dodge or block? Let's not forget that you can get some pretty ridiculous armor down the line!
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Red Bevinz
 
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Post » Fri Dec 16, 2011 12:49 pm

I want to see this mythical rule that states that magic should be less damaging than melee? In a single player game where your only competition is yourself WHO CARES???


Then your premise is that destruction magic SHOULD be overpowered. That's fine. I agree with you that in a single player game it doesn't matter. I wouldn't find it as interesting to play as a mage if that was the case but to each his own.
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Elizabeth Lysons
 
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Post » Fri Dec 16, 2011 9:07 am

Players that favor weapons and a mix of some magic won't really need the impact perk.Matter of fact, my first toon was too overpowered after I had dual casting with destruction spells plus impact perk. Pretty much the enemies won't touch you as you will stagger them over and over.
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Joanne Crump
 
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Post » Fri Dec 16, 2011 3:48 pm

But archery is slower. You hit once, and there are three or four seconds (draw time plus re-aiming) before you can hit again. Magic is constant damage.

In other words: Archery = Pump Action Shotgun; Destruction = Automatic rifle

What proponents of bulking up destruction magic are effectively asking for is an automatic long distance shotgun. That would be easy mode.


I am not sure how much slower archery is really. The higher level mage spells are pretty slow to cast. I never use archery as my sole attack anyways, it is always backed up with melee when enemies close on me. Mages should be able to use spells to create distance, imobilize, slow, and snare enemies and so forth. In this game you would not have enough mana to do these things and still kill the enemy afterwards. I would not mind using the weak destruction spells if I had enough mana to cast them and I had enough to cast utility and defensive spells. Heck I cant even cast a oakflesh it reduces the amount of mana I have for offense...and I need every bit of mana I can get. I just opt to kite and use the extra mana I would have used for oakflesh for an extra firebolt or two.

The very very small mana pool and poor regen abilities (especially early on) make it impossible to fillu utilize other mage schools to compliment destruction. I don't even like using illusion spells for CC, because I don't have enough mana to kill anything after I CC stuff. It just this whole cost to damage ratio is very bad. It really restricts and hampers mages too much. A warrior can still attack and block with zero stamina, a mage cant do anything. I like the idea of being forced to use all the mage schools to develop interesting strategies to overcome enemies, I'd rather this than just OP destruction spells so they kill everything one hit, but what we have now is a seriously restrictive mana system for mages.

You go OOM you are no longer a mage really. You cant do anything. But run and kite...which looks and feels ridiculous. Like I said I keep a staff of fireballs fully handy, and sometimes I can just spam that to get through a bad fight..but sometimes that is not even enough...it runs out of power. The only reason I can play without too much of a difficulty is because I keep Beron with me, and I just heal him and massage my little mana pool as I can.
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Melis Hristina
 
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Post » Fri Dec 16, 2011 5:35 pm

15+ hits to kill a draugr deathlord on master at 50+, game pits 6 or 7 of them at me at once. No matter how you spin it, that is a lot of spam. Destruction isn't hard, it's incredibly boring. Once you learn your enemies there's no risk because you can keep them stunlocked the entire time. Takes the fun out of trying to survive. At the same time, your spells do the damage of a pea-shooter, so you can't even enjoy your stunlocking of foes to death.

Destruction is definitely in need of a fix.
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Kim Bradley
 
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Post » Fri Dec 16, 2011 8:03 pm

If the modders are making it equal to the crafting exploit with melee, then that is overpowered. I'm pretty sure you're not supposed to be killing dragons in one hit, and I wouldn't be surprised if they fix the exploit in a patch, so people shouldn't get too used to it.

If people are just saying that Destruction is weaker than a weapon made with the crafting exploit, then I would agree, but that's not "broken". It's the crafting exploit that's broken and overpowered, not Destruction being underpowered. When I say I think Destruction is "fine", I mean it only takes me a few seconds to kill most things, and I easily blaze through almost every combat with no problems. That's not underpowered. If anything, it's sometimes too easy. I'm starting to think people are just hung up on the numbers and not the actual gameplay, after hearing about the crafting exploit and making uber-weapons. Do people find weapons more powerful without the crafting exploit, or is it only the exploit that makes Destruction seem underpowered by comparison?


My example was exploit free using the Bound Sword.

Destruction is weak!
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Jack Bryan
 
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Post » Fri Dec 16, 2011 11:32 am

Players that favor weapons and a mix of some magic won't really need the impact perk.Matter of fact, my first toon was too overpowered after I had dual casting with destruction spells plus impact perk. Pretty much the enemies won't touch you as you will stagger them over and over.


I don't even take that perk. Because I feel obligated to run with both hands on one spell all the time. Also it does not increase damage that much for the cost. Much better to not perk that and cast two firebolts with both hands. That is way more damage than dual casting and not a tremendous loss in efficiency. In fact you would gimp yourself with dual casting in destruction once enchantments made casting destruction spells too easy. You can do more damage without the perk. Not to mention if you are dueling a mage you can cast a ward and cast spells with he other hand. I mean you can do this with dual casting but it seems like you waste a perk.
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jennie xhx
 
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Post » Fri Dec 16, 2011 6:29 pm

You can't make destruction spells broken overpowered with crafting so it's not viable. lol

To be fair, though, destruction spells are very underwhelming early on for how fast they drain your magicka. At levels 10-20 you cast 5-6 spells and then you're completely out of magicka, have no way to attack and have an enemy with 3/4ths of his HP chasing you around the dungeon. You rely on companions and summons A LOT early on. Once you get some cost reduction gear and or level up enchanting mages are definitely viable and probably similarly overpowered.
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X(S.a.R.a.H)X
 
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Post » Fri Dec 16, 2011 4:33 pm

Then your premise is that destruction magic SHOULD be overpowered. That's fine. I agree with you that in a single player game it doesn't matter. I wouldn't find it as interesting to play as a mage if that was the case but to each his own.


Is is having actual usefull master spells overpowered?
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Multi Multi
 
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Post » Fri Dec 16, 2011 7:48 pm

Scaling would fix many of the issues for the older spells as well. Also more spells would be nice if they are not going to re-introduce spellcrafting.


That would be fine if balanced, excepting: 1) the spells obviated by hier-tier spells (firebolt->incinerate), and 2) Master tier spells which would never advance.
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Anthony Rand
 
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Post » Fri Dec 16, 2011 5:11 pm

You can't make destruction spells broken overpowered with crafting so it's not viable. lol

To be fair, though, destruction spells are very underwhelming early on for how fast they drain your magicka. At levels 10-20 you cast 5-6 spells and then you're completely out of magicka, have no way to attack and have an enemy with 3/4ths of his HP chasing you around the dungeon. You rely on companions and summons A LOT early on. Once you get some cost reduction gear and or level up enchanting mages are definitely viable and probably similarly overpowered.


And this is the main problem and probably the source of much angst. You play a mage early on and it svcks, you have no mana and no way to kill anything. Later on you can make mana trivial. The curve needs to be much less severe, and arguably the cost reductions need a cap towards the later levels so you just can't cast into infinity.
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Chica Cheve
 
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Post » Fri Dec 16, 2011 8:29 am

Yeah but if damage scaled then there would BE no incentive to use new spells once you got them, you could spend the entire game spamming flames or frostbite.

Spells are supposed to be similar to weapons, you ditch the old one when you get a new one.

In this case the problem is not that spells do not scale, but that the higher level spells don't have as good utility as the low ones.


Not true. I use a mod that scales my destruction spells. Guess what? Even though flames still has it's uses, I use other damaging spells depending on the situation. in fact, having the spells scale OPENS up options instead of limiting them!
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Sharra Llenos
 
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Post » Fri Dec 16, 2011 10:46 am

And this is the main problem and probably the source of much angst. You play a mage early on and it svcks, you have no mana and no way to kill anything. Later on you can make mana trivial. The curve needs to be much less severe, and arguably the cost reductions need a cap towards the later levels so you just can't cast into infinity.


To not have to cast into infinity, however, destruction needs a damage buff. Otherwise, you'll just end up running out of mana again because you didn't do enough damage to kill the enemy.
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james reed
 
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Post » Fri Dec 16, 2011 11:13 am

My example was exploit free using the Bound Sword.

Destruction is weak!


So you honestly fought something that you could kill with three hits of your sword, but you had to hit 24 times with your highest level Destruction spell? I've never seen anything like that in the game. Maybe you were casting Fire spells on something with Fire Resistance?
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Misty lt
 
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Post » Fri Dec 16, 2011 10:51 am

To not have to cast into infinity, however, destruction needs a damage buff. Otherwise, you'll just end up running out of mana again because you didn't do enough damage to kill the enemy.


Well I have not reached max level yet, but you can get to 100% reduction is spell schools. That is obviously too much imo. I think a cap of 90% reduction would be a very good compromise. I am thinking 90% spell reduction costs would still allow high level mages to kill stuff?
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Jennifer Rose
 
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