Why the removal of mysticism?

Post » Wed Oct 13, 2010 9:19 pm

because at the end of the day - Skyrim is all about hack and slash - the pics in GI certainly (in my eyes) reinforce that.. hopefully when E3 rolls around, we'll see how magic is implemented into the game.

still gonna buy it though - I'm getting burned out by FO3 & NV
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Rachyroo
 
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Post » Wed Oct 13, 2010 10:19 pm

ewwww telekinesis in OB was so lame, no wonder I forgot about it.

anyway the way I see it

soul trap: conjuring
telekinesis,reflect: alteration
absorb: restoration

How do you mean, lame? It was the Force itself! :teehee:
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Killer McCracken
 
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Post » Wed Oct 13, 2010 11:39 pm

Of the six schools of magic, five had a very well-defined mechanical identity:

- Destruction was about direct damage and debuffs
- Alteration was about utility spells and buffs
- Conjuration was about creating magical minions and equipment
- Restoration was about healing and buffs (but different kinds of buffs - Alteration gave you entirely new abilities, while Restoration just made you better at your normal ones)
- Illusion was about controlling visibility and screwing with the AI

Mysticism, meanwhile, was the "Miscellaneous" school that got everything that didn't fit well in the other five. What do telekinesis, detect life, soul trap, statistic draining, teleportation, and countermagic have to do with each other? The school never really had a strong mechanical identity. It suffers a lot from overlap with Alteration, which covers a lot of the same ground (how come Open Lock and Levitation spells aren't Mysticism, for example?) In lore terms, it was supposed to be a metamagic school, magic concerned with the nature of magic itself, but only a third of its mechanics (soul trap, reflect magic effects, and dispel) had anything to do with that flavor at all.

Basically, Mysticism just wasn't a very well thought out school.



There were in-game books that dealt with, and refuted, that very statement, in a lore-consistent manner.

Read: Mysticism, found in Morrowind and oblivion.

I play an Altmer, and the removal of how the mage's guild understood the old way practises from Skyrim has me a bit worried.
But maybe the Synod or College of Whispers, or both, have found a way to incorporate it into other schools of magic. Therefore fortifying them as well as ingraining it into the very basics of magic use, in wich case I shall be delighted.
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Ellie English
 
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Post » Wed Oct 13, 2010 10:47 pm

There were in-game books that dealt with, and refuted, that very statement, in a lore-consistent manner.

Read: Mysticism, found in Morrowind and oblivion.


Which explains why they make sense together in lore, but doesn't change the fact that mechanically the school is utterly schizophrenic and has no consistent identity.
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Dawn Farrell
 
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Post » Thu Oct 14, 2010 1:25 am

I think removing Mysticism may have been a short answer to a bigger problem, but I suppose they thought an easier solution was best.

I'm going to miss Mysticism, but every since Morrowind it had been getting worse and worse (then again, that is the devs fault, of course). It was always a dumping bin for all the spells that didn't seem to fit in.

But perhaps we can get some more solid definitions of all the other schools so we can have some more interesting spell structures going on.
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Cartoon
 
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Post » Thu Oct 14, 2010 4:54 am

Which explains why they make sense together in lore, but doesn't change the fact that mechanically the school is utterly schizophrenic and has no consistent identity.



But for roleplaying purposes lore outweighs how the game actually physically works.
You dont observe the phases of the moon either when alchemising, as you would if you were really in Tamriel.
But I roleplay I do.
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Christie Mitchell
 
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Post » Wed Oct 13, 2010 10:21 pm

I never used Mysticism all that much, but as others have said, I'll miss it from a lore point of view.
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Stephanie Nieves
 
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Post » Wed Oct 13, 2010 7:48 pm


Aside from screwing up the lore, I suppose the effects could be shuffled into another school. Perhaps reflect damage/magicka into illusion, and the rest into alteration. It really doesn't matter; I'm just bummed that the school of mysticism is no more. What will the Psijiics do?

Eh, it doesn't really screw up the lore. Books in the past games made it clear that the different spell schools are artificial constructs mages use to organize the various spell effect, not any sort of intrinsic structure to magic. Hell, I recall there being one book where a mage is calling for Destruction to be gotten rid of, and its spells distributed amongst the other schools.
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Evaa
 
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Post » Thu Oct 14, 2010 2:56 am

Of the six schools of magic, five had a very well-defined mechanical identity:

- Destruction was about direct damage and debuffs
- Alteration was about utility spells and buffs
- Conjuration was about creating magical minions and equipment
- Restoration was about healing and buffs (but different kinds of buffs - Alteration gave you entirely new abilities, while Restoration just made you better at your normal ones)
- Illusion was about controlling visibility and screwing with the AI

Mysticism, meanwhile, was the "Miscellaneous" school that got everything that didn't fit well in the other five. What do telekinesis, detect life, soul trap, statistic draining, teleportation, and countermagic have to do with each other? The school never really had a strong mechanical identity. It suffers a lot from overlap with Alteration, which covers a lot of the same ground (how come Open Lock and Levitation spells aren't Mysticism, for example?) In lore terms, it was supposed to be a metamagic school, magic concerned with the nature of magic itself, but only a third of its mechanics (soul trap, reflect magic effects, and dispel) had anything to do with that flavor at all.

Basically, Mysticism just wasn't a very well thought out school.

Very well put. I think what we might end up seeing is enchanting actually get spells. If one thinks about it, enchanting sort of fills that role of a method built around working with magic itself, so soul trap, reflect, spell absorb, and dispel would most likely have a place there. Telekenesis will probably get moved to Alteration, statistic draining already was moved to Restoration, and we have no idea if teleportation is back or not (hopefully it is).
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Mandy Muir
 
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Post » Thu Oct 14, 2010 12:34 am

Maybe some powerful God reached out into the world one day and said "Hey, wait a minute. This magic system is full of spells that don't make sense or fit together at all! Whatever, look from now on, just learn about that stuff when you're learning other magic stuff" and so then the people of Tamriel were like "Sure whatever, dispel never works anyway.".
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GPMG
 
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Post » Wed Oct 13, 2010 6:22 pm

But for roleplaying purposes lore outweighs how the game actually physically works.
You dont observe the phases of the moon either when alchemising, as you would if you were really in Tamriel.
But I roleplay I do.


You're missing the point.

The Elder Scrolls is a series of role-playing games. That last bit is important. Just because your role-players are willing to forgive pretty much anything if it makes lore sense doesn't change the fact that you have to abide by some basic rules of good game design.

Why are there separate "schools of magic?" To allow the player to specialize in a specific school. For this to matter, the schools have to have some kind of mechanical identity. It has to mean something to be a Conjuration specialist, as opposed to a Restoration specialist. Each school has to do something.

For the most part, each school does do something. Destruction destroys, Restoration heals, Conjuration creates, Alteration alters, and Illusion deceives. Mysticism doesn't do anything. It's the grab bag, the magic school equivalent of the drawer marked "Misc."

In an ideal world, you could create an identity for Mysticism. It would presumably revolve around screwing with magic in various ways - spell reflection, spell strengthening, enchantment, counter-magic, dispel effects, the works. You'd also have to remove some of those abilities from other schools. Even then, though, it'd be a pretty limited school - great when fighting mages, pretty much useless in any other circumstances. Bethesda obviously chose not to go down that path, and the game isn't necessarily worse off for it.

Also, yeah, I wouldn't be surprised if Enchanting had replaced Mysticism as a magic school with associated spells.
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Paula Ramos
 
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Post » Wed Oct 13, 2010 10:24 pm

Mysticism also does something.

That you cant see what it is, doesnt mean its not there. The leaves on the tree do not move themselves, it is the wind.

But, as I said, I have hope that the College of Whispers or the Synod, or both, have simply incorporated Mystisicm into the other schools, wich would be a fortifying act because it would reinforce the other schools with the old way.
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Melanie
 
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Post » Thu Oct 14, 2010 1:46 am

Mysticism also does something.


Verb, please.
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leigh stewart
 
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Post » Thu Oct 14, 2010 1:47 am

My ONLY issue with losing Mysticism itself is that, because all the effects would be moved to other schools (until I see them I can't be totally sure about this complaint), that means I may have to go into 2 or more other magical schools to get the original feel of Mysticism.

What was that "fee", you may ask? Well, if anything, Mysticism was a mage's grab bag of useful tools and goodies, especially in Morrowind. Teleportation got me where I needed to go to. Soul trap allowed me to fill all my gems up for enchanting and recharging. Reflect, spell absorb, and dispel were great for hosing mages or creatures of a magickal nature. Absorb spells were just the bees knees and were ruthlessly efficient for a rather cheap early game cost and extremely good spell failure ratio.

In essence, Mysticism was my swiss army knife of the spell schools. In situations where other schools had no chance of helping my, Mysticism came riding in on a deformed horse made of spare parts, but damn did I praise its name regardless.

Now all of those utility spells will have been fed around to the other schools. Perhaps I'll just have to focus on Alteration instead for my do-all magical school.
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Ernesto Salinas
 
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Post » Thu Oct 14, 2010 4:16 am

Im sorry, I dont understand?

You want a verb? Eating, is a verb appropriate in this case. So is Cycling.
Because it seems Alduin the world eater is stirring and we are due the next kalpa.
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dav
 
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Post » Thu Oct 14, 2010 6:33 am

Im sorry, I dont understand?

You want a verb? Eating, is a verb approprate in this case. So is Cycling.
Because it seems Alduin the world eater is stirring and we are due the next kalpa.


You seem to be under the mistaken impression that we're talking about lore.
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Kanaoka
 
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Post » Wed Oct 13, 2010 9:46 pm

Eh, it doesn't really screw up the lore. Books in the past games made it clear that the different spell schools are artificial constructs mages use to organize the various spell effect, not any sort of intrinsic structure to magic. Hell, I recall there being one book where a mage is calling for Destruction to be gotten rid of, and its spells distributed amongst the other schools.


Precisely this. As long as the spells still exist in some way nearly everything else is reduced to semantics. I also love the idea that mages, like real world scholars, argue over systems of organisation and the definition of 'isms'.
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Flesh Tunnel
 
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Post » Wed Oct 13, 2010 3:56 pm

AS LONG AS THE SPELL EFFECTS LIVE ON IN OTHER SCHOOLS, AND THERE IS SOME IN-GAME/LORE EXPLANATION AS TO WHAT HAPPENED TO MAKE THE SCHOOL NO LONGER EXIST AND THE SPELLS TO GET SENT ELSEWHERE, I DON'T GIVE A XHUTH.
That is all.
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lucile
 
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Post » Wed Oct 13, 2010 6:47 pm

From what I can gather, the spells probably still exist, in other schools. Since there are now two magic groups (or there were at the time of the novel) it makes sense that the always inconsistent morass known as "scholarly opinion" would be changed.
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Trish
 
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Post » Thu Oct 14, 2010 3:44 am

First off, the schools of magic are artificial constructs, set up by the Mages Guild to simplify spells, in a way.

Second, mysticism was the spell school where all the ??? and misc. spells went, so it's not something to be missed.
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:)Colleenn
 
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Post » Wed Oct 13, 2010 3:12 pm

So wait they got rid of Mysticism thats awesome if it's true. Mysticism was the worst of the 7 schools of Magic. The only good thing about it was Detect Life, Soul Trap, and Spell Absorbtion and all 3 of those magic groups can be used with Enchanted Items. I think its a good move but I wonder what they will replace it with and the skills.

If they get rid of another skill I vote Athletics. :wave:
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roxanna matoorah
 
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Post » Thu Oct 14, 2010 4:30 am

plenty of people used it... i constantly use detect life.... reflect damage.... soul trap ALL the time...
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Jesus Duran
 
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Post » Wed Oct 13, 2010 11:26 pm

plenty of people used it... i constantly use detect life.... reflect damage.... soul trap ALL the time...


They almost certainly have just moved those spell effects to different schools, rather than getting rid of them altogether.
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Siobhan Thompson
 
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Post » Thu Oct 14, 2010 6:42 am

More like 'Misc.'-icism, am I right?
Sorry, I couldn't resist.
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Avril Louise
 
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Post » Wed Oct 13, 2010 10:42 pm

More like 'Misc.'-icism, am I right?
Sorry, I couldn't resist.


I accidentally almost typed "Mysc" at some point in a previous post. It's an easy typo to make.
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Sheila Reyes
 
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