Spellmaking has always been in TES, its a core feature, it is what lifted Arena above a mere dungeon crawler.
I disagree on core feature for todays games - maybe true for Arena (Daggerfall was my introduction to TES), but not anymore. When I play as a mage, it's the character that is supposed to be strong in what he does, not me tweaking the numbers to max potential, more than likely leaving the system fully vulnerable to power play exploits. Plus it most likely interferes greatly with new magic methods, and I'm not talking "flashy graphics" but function wise. Set in stone? Maybe so, but that allows vanilla set in stone system to be consequently stronger - hence for me "bringing back magic to TES". Playing a mage shouldn't have "deeper gameplay" than any other arch type, simply because they are a mage. For balancing purposes, this should be as equal as possible no matter your approach to your character (imo). Magic is just a tool, just like a sword. It doesn't take half of a brain to use a sword, neither should it to use magic.
This is why I never bothered with playing mages. They became utterly boring. Standard spells made everything extremely hard, and yet indefinitely convenient, whereas powerplaying using in depth understanding of the spell system, made you utterly invulnerable and boring. And I proved this to myself by starting the main quest at level 44 at maximum difficulty where (except for Kwatch) I didn't have to do any fighting at all, disregarding Paradise of course. I'm currently going for a power played max everything character, to see how that goes, but I do suspect it involves quite a bit more work, if possible at all at max difficulty, without resorting to magic/invisibility/other known exploits. Sorry, but this smells like bad game mechanics for miles and miles.
The removal of spellmaking is something I am very unhappy with and I express that, as is my right on a public forum.
Yes of course, but it also gets old and annoying very fast.
![Wink ;)](http://gamesas.com/images/smilies/icon_e_wink.gif)
Kind of like my own rampage against fast travel system, which probably have earned me a place on many ignore lists.
![Smile :)](http://gamesas.com/images/smilies/icon_e_smile.gif)
A feature I have learned to love myself lately, although mostly to filter out bad quoters, shouters, and message count spammers that never add anything useful to a discussion. And in this forum, oh my god are there many of them...
I maintain that unless a lot of thought has been spent into making and balancing what spells we have left, mages are screwed.
Secondly, it is a mathematical impossiblity that the new system is a varied and diverse as the old one.
I really dont care about flashy looks.
Look at the videos. Not a pure mage, and still quite adept in using magic, magic that feels pretty strong as is. I am (at this stage, and I hope I'm not disappointed) convinced this is a well thought out plan, and not just something whipped up quickly in a half hour brainstorming session. It won't be as diverse, but does it have to be? I think we'll be getting more for less, rather than silly combinations made on the spell making altar that didn't even work. Like constant effect disintegrate armor on self to grind armorer skill. The game is our game master, and the devs has to try to make a game master that upholds reasonable law and order within the game. So far, that has not been the case, and grinding and exploiting has been pretty much encouraged.