why no spell making?

Post » Tue Dec 13, 2011 4:31 am

the master level destruction spells are pretty much nuts already, why cant we just make spells up to that strong?

and should you decide to add spell making, just make it so were enchanting blank books or something.
User avatar
Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Tue Dec 13, 2011 2:38 pm

Finally, a reason for all those burned books!
User avatar
I love YOu
 
Posts: 3505
Joined: Wed Aug 09, 2006 12:05 pm

Post » Tue Dec 13, 2011 10:24 am

Neither Julianos or Herma-Mora know, and they know pretty much everything.

I do know that I am not buying TES 6.
Not unless we get customisation and choice back.
User avatar
zoe
 
Posts: 3298
Joined: Sun Nov 12, 2006 1:09 pm

Post » Tue Dec 13, 2011 2:16 am

Not unless we get customisation and choice back.


I know, I hate playing the same pre-set character every time.

Wait.
User avatar
Catherine N
 
Posts: 3407
Joined: Sat Jan 27, 2007 9:58 pm

Post » Tue Dec 13, 2011 8:05 am

i love blasting stuff with fire, but i hate that my options are a tiny little jet of fire, or blow the living crap out of everything, including my friends.

100 destruction, running around with a bow, hoping i have enough perks left to make a non gimped character.
User avatar
jeremey wisor
 
Posts: 3458
Joined: Mon Oct 22, 2007 5:30 pm

Post » Tue Dec 13, 2011 1:02 pm

i hate that my options are a tiny little jet of fire, or blow the living crap out of everything, including my friends.

Neither of those descriptions matches Incinerate.
User avatar
Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Tue Dec 13, 2011 2:29 pm

Neither of those descriptions matches Incinerate.


This!

Breaks balls and isn't an explosive spell.
User avatar
ZzZz
 
Posts: 3396
Joined: Sat Jul 08, 2006 9:56 pm

Post » Tue Dec 13, 2011 12:08 am

i wish spell making was back. and also, it would be cool to turn Rolls of Paper into Spell Scrolls. just saying (looks at mods)...
User avatar
Shianne Donato
 
Posts: 3422
Joined: Sat Aug 11, 2007 5:55 am

Post » Tue Dec 13, 2011 5:33 am

Why is it still needed? Every spell in Skyrim has its place and uses
User avatar
Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm

Post » Tue Dec 13, 2011 2:17 am

i love blasting stuff with fire, but i hate that my options are a tiny little jet of fire, or blow the living crap out of everything, including my friends.


As opposed to "throw fire", "touch with fire" and "blow the crap out of everything" like we had previously?
User avatar
sexy zara
 
Posts: 3268
Joined: Wed Nov 01, 2006 7:53 am

Post » Tue Dec 13, 2011 6:18 am

1. Fun, unique spells. Some could use a buff, but this is easily done via modding. There are already mods available.
2. Boring, spreadsheet spells with a Spellmaking system that renders buying high-level spells completely pointless. Just buy the weakest version then Spellmake a godly version of it.

Pick an option, unless you have a suggestion for how you could have both.
User avatar
saharen beauty
 
Posts: 3456
Joined: Wed Nov 22, 2006 12:54 am

Post » Tue Dec 13, 2011 9:15 am

i wish spell making was back. and also, it would be cool to turn Rolls of Paper into Spell Scrolls. just saying (looks at mods)...


But you can do exactly that. You can also make Staves. And you can make spell tomes in game (though very limited in scope). Without mods. This is in game already. Id suggest playing the game your criticizing to discover its features before complaining of a lack of them.
User avatar
Christine Pane
 
Posts: 3306
Joined: Mon Apr 23, 2007 2:14 am

Post » Tue Dec 13, 2011 3:00 pm

spellmaking is sorely missed. Especially when combined with the slimmest spell selection of any elder scrolls game.
There are a lot of missing tiers/spell type combos, most notably in destruction.

Having to go that stretch from 25 to 75 with only 'fireblast' or 'kill companion' as spell options kinda svcks. [yes, there are sets for every element, the point still stands]
And I would love having a version of 'flame' that did like 50 damage a second I could whip out when that deathlord is on top of me.
Or a master level rune that actually did more than tickle when mobs walk over it, heck, I wouldnt even mind the normal master level windup when casting a rune.
User avatar
Mari martnez Martinez
 
Posts: 3500
Joined: Sat Aug 11, 2007 9:39 am

Post » Tue Dec 13, 2011 6:09 am

I know, I hate playing the same pre-set character every time.

Wait.


Go to the UESP.
Look at the number of customisable slots in Daggerfall.
Look at the number of spell effects in Daggerfall.
Look at the number of skills in Daggerfall.

Then, retreat to your bed and cry for a week lamenting the loss.
It is an undeniable fact that Skyrim doesnt offer 10% of the character building paths that Daggerfall has.
User avatar
Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Tue Dec 13, 2011 4:13 am

spellmaking is sorely missed. Especially when combined with the slimmest spell selection of any elder scrolls game.



Agree.
User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Tue Dec 13, 2011 2:14 pm

Why is it still needed? Every spell in Skyrim has its place and uses


Following that logic you could only have a fireball spell and it would have its "place and use"...

It's needed because Skyrim has nearly no spells at all, I'm missing over half the spells I used in Oblivion and over all Oblivion had 23 times more spells (15 times if you remove the spells that would not work in Skyrim).

Really, the TES series has always been the best game series out there when it comes to spells but now it's just pitiful.
User avatar
LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

Post » Tue Dec 13, 2011 4:03 pm

Go to the UESP.
Look at the number of customisable slots in Daggerfall.
Look at the number of spell effects in Daggerfall.
Look at the number of skills in Daggerfall.

Then, retreat to your bed and cry for a week lamenting the loss.
It is an undeniable fact that Skyrim doesnt offer 10% of the character building paths that Daggerfall has.

Most of the skills in Daggerfall were extremely shallow, and some completely pointless. The character creation also allowed you to make a god character right from the beginning, with the only payoff being slower leveling.
I do agree that there should be more armor slots and far more spell effects, though. At this point it doesn't seem like we'll be getting pauldrons and greaves and the like back, but hopefully we'll see a Spell Tome DLC in the future that brings back some of the old favorites.

Mark/Recall and Levitation have to stay gone, though. Or make it so they can only be used in exterior cells; they completely break the majority of the dungeon designs.
User avatar
Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Tue Dec 13, 2011 3:29 pm

1. Fun, unique spells. Some could use a buff, but this is easily done via modding. There are already mods available.
2. Boring, spreadsheet spells with a Spellmaking system that renders buying high-level spells completely pointless. Just buy the weakest version then Spellmake a godly version of it.

Pick an option, unless you have a suggestion for how you could have both.


buy a novice spell, you can only make it at novice strength.
User avatar
aisha jamil
 
Posts: 3436
Joined: Sun Jul 02, 2006 11:54 am

Post » Tue Dec 13, 2011 4:13 pm

I have been around this series sense the beginning. Boggles my mind to no end, that Bethesda did not include spell making. This is the Elder Scrolls series. Spell making and enchanting were always very fun and deep. Skyrim's feels basic (enchanting anyways). Don't lose hope. Mr. Howard is extremely talented and SMART. We'll see it make it's return in a DLC, it's wanted by everyone of us who have been around or :tes: for what it offers players. Once the CS is out, PC players, will prolly have multiple spell making mods to choose from. It's the console gamers like me (I wait awhile for patches and mods to simmer abit on Nexus. Playing on console helps me avoid temptation.) that have to keep the toes crossed.

I wouldn't mind seeing scroll making. Would put all that charcoal and rolled paper to use!
User avatar
Emma-Jane Merrin
 
Posts: 3477
Joined: Fri Aug 08, 2008 1:52 am

Post » Tue Dec 13, 2011 4:58 am

buy a novice spell, you can only make it at novice strength.

So... buy a spell effect, then make the same effect at the same strength it was at before?
What does that achieve, exactly?
User avatar
Elena Alina
 
Posts: 3415
Joined: Sun Apr 01, 2007 7:24 am

Post » Tue Dec 13, 2011 10:57 am

A huge amount of the spell effects in Daggerfall were bugged or simply never worked, or were in various states of uselessness.

Skyrim reduced the amount of spells to what you'd actually use, though a few more wouldn't hurt. I'll bet you buck dollar that the DLCs will expand that.
User avatar
Wayne W
 
Posts: 3482
Joined: Sun Jun 17, 2007 5:49 am

Post » Tue Dec 13, 2011 4:19 am

You can also make Staves.


Huh?
User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Tue Dec 13, 2011 3:46 am

So... buy a spell effect, then make the same effect at the same strength it was at before?
What does that achieve, exactly?


well it would be like buying a spell then improving upon it slightly, or making it a different function.

buy fireball and make a stronger flames for example.
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Tue Dec 13, 2011 12:05 pm

Hopefully they will see that we want it back and put it in DLC :/
User avatar
Neliel Kudoh
 
Posts: 3348
Joined: Thu Oct 26, 2006 2:39 am

Post » Tue Dec 13, 2011 6:46 am

1. Fun, unique spells. Some could use a buff, but this is easily done via modding. There are already mods available.
2. Boring, spreadsheet spells with a Spellmaking system that renders buying high-level spells completely pointless. Just buy the weakest version then Spellmake a godly version of it.

Pick an option, unless you have a suggestion for how you could have both.

Add to the fact that they just added the dual casting system, meaning combining spells together of differing values, effects and nature could potentially cause more problems. They delved into the matter, but this never saw the final product. See what Mods come out.
User avatar
tannis
 
Posts: 3446
Joined: Sat Dec 09, 2006 11:21 pm

Next

Return to V - Skyrim