Reasons for:
- without custom magic spells, there is a cap for damage, while with enchanting and smithing, the damage for weapons seems way higher. so instead of upping the damage, mages have to use more of what they have
- the perks for destruction are terrible other than dual casting and extra *element* damage. the ones for making target on fire flee, paralyze, or die, when weak are pointless. they're already weak! i've never even seen an enemy be paralyzed by my frost spells cause they will probably die at that point, nor do I ever with to paralyze a weak opponent. might as well kill him...
- at level 59 and archmage, I DO want to feel like I have mastered magic and be casting fireballs everywhere for little magicka cost. without using the exploit, I can only fire 3-4 dual casted incinerate (expert level firebolt) even at 400ish magicka. Then I wait for the slowest magicka regen ever.
Reasons against:
- against a single enemy, it is just perma stunned due to the perk, kinda ridiculous to never worry about a dragon
- it may break immersion for some people or break the time? frankly I haven't thought about it much since as a high elf arch mage, I want to be that powerful, but lately I've been having doubts
Anyone else have reasons for or against? Deciding whether to cap it at 84% reduction. Maybe I just need to put more levels into mana. Since I'm on the console, if I decide to, I'll just take away my stamina and put it into magic, since I only stopped putting more into magic since I didn't need it anymore -.-
Wishlist: better perks for destruction
- 10-15% chance for freezing (all enemies, lower duration for bosses, ranged)
- 10-15% chance to insta kill low tier enemies with lightning (ranged)
- 10-15% chance to crit (ranged)
And another perk after the dual casting ranged perk for dual casting channeling (flames, wall of flames) that has like 40% chance of staggering every 5-8 seconds of continuous damage
Anyone agree/disagree? Thoughts?