Thoughts on this simple solution to Destruction

Post » Tue Dec 06, 2011 6:12 pm

Maybe Beth should add that for every OTHER school of magic you master, your destruction increases by 25% and mana cost decreases by 15% - that way pure mages who master all schools would have 250% destruction at 1/4 the cost. But hybrids would only have some advantage (as it should be) and people couldn't just max out the destruction tree to get uber.

I posted this in another thread and then wanted to see what people thought of it?

This way you lose some ability if you aren't a pure mage, but gain incredibly if you are... thoughts?
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Veronica Martinez
 
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Post » Tue Dec 06, 2011 5:54 pm

Maybe Beth should add that for every OTHER school of magic you master, your destruction increases by 25% and mana cost decreases by 15% - that way pure mages who master all schools would have 250% destruction at 1/4 the cost. But hybrids would only have some advantage (as it should be) and people couldn't just max out the destruction tree to get uber.

I posted this in another thread and then wanted to see what people thought of it?

This way you lose some ability if you aren't a pure mage, but gain incredibly if you are... thoughts?



There's a mod that already does this...sort of. It adds 10% at Expert, 15% at Master. What actually needs to happen is that you gain +0.5% increased damage per skill level in Destruction, and 1% per Character level (assuming the Master perk is picked up). It would be similar to what you are suggesting, but much more linear.

The Fire/Frost/Shock damage increasing perks should be 25%/50%/75% as well.

Dual Casting needs to be a 20% gain for an increase of 25% - 30% mana, NOT the 10% gain for a 40% increase like it currently is.

Impact needs a drastic overhaul. The current perk is stupid. It needs to allow you to hold in your spell to charge up a bigger spell with an increasing change to stun up to a point. It should increase the damage exponentially so that it's actually worth holding for a longer period. Having it also increase the likelyhood of one of the "low health" effects from Fire/Frost/Shock would also make it much better. Instead of an enemy disintegrating at 20% health (whee...one more spell cast...), they have a chance to pop at 30% - 40% depending on how long you charged the spell.
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Claire
 
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