I understand you. The more option the better, and it would be great if we could have Levitation... the thing is that Levitation would have to be included properly. You know, with an AI being able to react to it and all of that, because if it's not like that, if it's not what it should be: a spell that let you fly, not one that makes you almighty, it becomes a exploit. I think we can agree in Levitation not being handled properly in Morrowind, can't we? They AI would need to be clever enough, and the spell should be something... balanced, not turning mages (your own mage and enemy mages, because they should be able to Levitate as well) into killing-machines. I would say that, even with a clever AI it0s something difficult to implement... imagine that I'm playing with a pure pure warrior. No arrows and no spells... what should I do? What would pure melee enemies do? Just... run away to take cover? The mage chases and kills, anyway.
Look at this video thats Oblivion with fully functional Levitations thats fully supported by AI,
http://www.youtube.com/watch?v=GgrUPA-TlhM
Pathfinding was reworked in Skyrim, there is flying creatures will be in game,
As pure warrior you can use armors and shields for resisting spells (perks thats increase resistance to spells and ability block with shield was confirmed), not all mages will levitate but most powerful will, how you prepare before for such battles?
Be prepared for such fights, take enchanted weapons and armors, use poisons, use scrolls, thrown weapons into mage, if he will lose concentration he will fall, paralyzed mage will floating helpless target, burden curse will drop and anchor him to earth, at last shout FUS RO DAH and he will fall to earth.
There is many possibilities to deal with levitating mage, thats will balance Levitation, flawed feature must be fixed and improved not axed thats wrong way to fix something.
Besides dragons use their magical language to fly, there can be Levitation shout for all, and as I describe before it can be devided by power with different cool downs, so flying like lich or Winged Twilight will be more frequent then true Levitation thats will take for example day for recharging, while time under levitating can be small.
Another problem is that Levitation is something that would have to be taken into account when building the entire world, once more in order to make it be what it should be: just a spell, not an explit. This is very complex.
Exactly making game be interesting for exploring in Z axis, is really need, if mages can use Levitation then warriors and rogues can climb and jump thats logical does not?
TES open world game who need artificial borders like in Oblivion?
If need to forbid levitation there is other ways to do thats, powerful winds at certain altitude will distract mage concentration and levitation effect will be canceled, powerful mage put enchained circle in area thats prevent from levitation, with burden or dispel or silence, there is flying enemies around thats can disturb concentration of mage during flight (dragons. cliffracers) low ceilings in area prevent from rising altitude
The issue of 100% Chameleon is quite different. I have spoke with you about it some times, and my point is that it's - for me without a doubt - a severe exploit, that removes completely the function of Invisibility. I know it's optional, but that doesn't convince me. In my opinion - and I find it quite reasonable - , the game shouldn't have exploits.
Thats exactly the same issue, not need to remove invisibility and chameleon need make them improved and fixed for example similar to this
Invisibility
Novice
Become invisible while motionless, movement will break invisibility, cannot recast spell if detected.
Apprentice
Able to move invisibly while crouched, interacting with the environment or bumping anyone breaks invisibility, cannot recast spell if detected.
Journeyman
Able to perform stealth kills and critical strikes while invisible, bumping anyone or interacting with the environment breaks invisibility. Inflicts sneak attack damage on strike that breaks invisibility, cannot recast spell if detected.
Expert
Able to interact with the environment while invisible, interacting don't breaks invisibility until not seen by actor, cannot recast spell if detected.
Master
Able to hide sight of enemy but enemy will aware of presence of character around and will search.
For first Invisibility is not stealth since Light has no effect o it so invisibility can be used even in areas full of light,
for second actors thats aware of player presence can search for player and if bump into him effectively breaking his invisible state, or by force player (by saying something like "catch you... you cant hide forever') to make stupid things thats will break his invisibility like attack or open doors (interact with objects), for second creatures can fill presence of invisible actor because of their beast mind thats hard to affect with certain illusion spells and their animal senses, enemy mages actually can cast detect life spell and if their level + skill level+ magnitude of spell will be greater then player character level + skill level + magnitude of spell then player will be detected in invisible state, thats can be difference between invisibility and chameleon, under chameleon character will be always detected by detect life spell.
Chameleon will work as not additional spell but as middle-high level perk thats add chameleon spell effect to base invisibility spell and can has requirements in some sneak skill perks or levels.
Chameleon must be caped, 100% chameleon must not be achievable in game only with CS, 50-75% chameleon will be best cap, for second actors must use detect life spell thats will always found character under chameleon, chameleon can work as support spell for sneak skill not as replace of it, so it can lower light penalty for sneaking characters, as well as be overridden by direct light spell since actors can still hear movement of character thats will increase detection,
There can be different additional spell effects thats can be added as addons to invisibility via perks like
Demoralize Aura: hide real character vision and make him looks fearsome for enemies effectively demoralizing them and make them flee, don't work on certain actors.
Charming Aura: real character vision and make him looks charming to actors don't work in combat, but affect actors in certain radius around caster.
Levitation fit to new magic system also and can be done in different way.
Levitation SlowFall and Jump can work as one spell like Alter Gravity spell
At Novice level its work like feather spell on self, as burden at enemy, as gravitation trap thats slowing enemy on ground and charge will allow Jump at two times higher then normal jump, when channeled spell allow Slowfall, as channeled spell can be interrupted by lucky strike of enemy or (battle mages can have special training for reducing such chances thats can be implemented with perk) or with spell like Burden or paralyze or can be cleansed with Dispel or when Magicka is not sufficient for work of spell, channeled spells use different amounts of Magicka when it not sufficient its downgrades to lower perk for example mage has 150 Magicka float use 50 for cast and 5 drain for each second when Magicka lowered under 50 float will be changed with slowfall, additional checks can be added like check of player Fatigue and level of Encumbrance when Over-encumbered for example can become Burdened but instead of levitation will only allow float.
At Apprentice level when Mage understood Alternation better, Magnitude of Feather will rise, Magnitude of Burden rise, gravitation trap thats maximum burden enemy he still can attack but cant move and sink in water, charge will allow Jump at three times higher then normal jump, Mage can walk on water and don't crumble ice during channeling, but receive damage from walking over magma or another dangerous substance.
At Journeyman level Magnitude of Feather will rise, Magnitude of Burden rise more, gravitation trap thats paralyze enemy, charge will allow jump four times higher then normal jump, channel will allow float like a Lich and strafe backward without penalty, floating not allow change altitude higher then one jump height or half of it, anything higher will slowly decrease with Slowfal to one jump height or half of it, but can float over dangerous environment like lava and pits don't trigger pressure plates or similar traps.
At Expert level Magnitude of Feather will rise, Magnitude of Burden rise more, gravitation trap thats thats additionally squash enemy at end of duration, charge will allow jump five times higher then normal jump, channel will allow Levitate with both hand if another hand was equipped with something else not with gravitation spell player lose ability to rise altitude and start slow fall if spell was removed from both hands player will fall fast as normally, levitation use much more Magicka then float or water walk for cast and can drain more for sustaining.
At Master level Magnitude of Feather will rise, Magnitude of Burden rise more, gravitation trap thats rise and fall enemy into air at end of duration, charge will allow jump six times higher then normal jump, channel will allow Levitate with one hand.
With skill levels in Alternations school power of Burden and Feather will rise automatically as base spell, while channeling, charge and traps can require additional perks and added by perks dynamically by scripts into base spell when spell casted, all previous spell effects staked in higher level spell so for example Apprentice can both slowfall and and waterwalk, such way will allow remove from casted spell effects in restricted areas or trigger zones so there can be places where such magic negated like Mournhold in Morrowind just with simple script or create enemies thats invulnerable for such effect but can be harmed by other effects from that spell.