how to fix skyrim magic?
1. make the spells more powerful
2. magika regenerate faster
3. ???
how to fix skyrim magic?
1. make the spells more powerful
2. magika regenerate faster
3. ???
you're 10 years late
I mean when it comes to mage builds
ok for TES 6 then
1) Make magicka regenerate very slowly
2) make spells very powerful
This makes magick super good and requires you to spec into it deeply to get anything value out of it
Longer cast time + magic scaling
Here's how I'd design combat:
>melee
>all those perks like maces ignoring armor and axes causing bleed are tied to those weapons from the start and progressing your skill with them raises the effect/odds
>each weapon has a unique stance that adds another unique aspect to weapons like maces causing stagger or swords allowing you to deflect attacks
>magic
>spells are stronger but cost more magicka
>magic regenerates during combat at reasonable speeds
>fire causes dot, ice causes slow, lightning inflicts silence
>more unique spells like flame whips or lighting bindings
Your thoughts?
Make magic scale, in higher difficulty they'll eventually lose to tempered weapons
Spells should cost both stamina and magicka
Sounds like todd can just cut out stamina and magicka and just replace them with "energy"
Maybe add gloves you van upgrade to amplify magic?
Yeah, and master spells could cost health too; give a real trade-off for obliterating your enemies.
did you even play it?
1. make the spells more powerful
double-cast anything and you stagger-lock whatever you hit. it's already OP
2. magika regenerate faster
who cares about regen. enchant some gear with reduced magicka % cost for Destruction spell and you'll never run out
to fix skyrim's anything you'd need to get rid of the "be what you want" mentality of the game and encourage specialization.
And the ability to have more than 2 spells available quickly
Use the dual cast perk and just stagger your enemies. Use enchantments to lower spell costs and increase your mana pool.
Get the silent casting perk
Make spells more varied and not just combat oriented.
Not a fan of the ME3 ending tier spells of firebolt, frostbolt, lightnigbolt. Fire spray frost spray lightning spray. Fire ball frost ball logjtnig ball
Basically the same spell with a very minor difference. What is the point
1. make spells be akin to tricks and knacks, extremely utilitarian and with interactions between them to produce different results
2. stop making spells be "I throw a lightning bolt at you" "I throw a fireball at you" that is fucking boring, its just reskined projectile weapons
Why not just mod the games if you think those two things are it's only flaws? Your just changing the numbers in some ini files for that
>Destruction fag is a retard
OH NO NO NO NO NO
the ability to mix spells would be great too
Regenerating magic on top of regenerating health were two of the biggest mistakes that helped ruin Skyrim. You're basically unkillable, especially with the basic healing magic.
This. You want value out of specific mechanics? You need limitations to hold you back. Only by breaking through those limitations can there be achievement. Otherwise, you're playing a boring ass game where you're steamrolling everything. The awful AI and bland as fuck combat doesn't make it any better.
Bring back the dedicated cast button and spell switching from obilivon so I don't have to go into a menu to switch between sword and board to magic
1. REMOVE "GLOVE SPELLS"
2. Introduce a proper fucking spellcast hotkey
3. ???
4. Profit
So make all spells to be like shouts?
Regeneration is shit because the regeneration rate is reduced dramatically during combat. Enchant your armor to reduce the cost of the spells of whatever school you're maining.
>1. make the spells more powerful
The actual issue is that the spells don't scale with level like all the weapons in the game do. It's actually detrimental to continue leveling at a certain point; the enemies get tankier and deadlier, but the spells remain at static values.
Just make it work like in Oblivion and Morrowind. There was nothing wrong with that, the only reason we have the retarded "equip left and right hand with magic ball" shit is because Todd thought L/R triggers on consoles were cool.
>spells are stronger but cost more magicka
so it's the same as before
>magic regenerates during combat at reasonable speeds
agree and as normal is better
>ice causes slow
it already does that in the game though
not sure which one to impregnate. but yeah I think it should depends on the spell
I just came back for the game after 5-6 years. the problem is the game is not designed for solely using magic from start to finish. I don't have to get robes, enchant gear, grind, etc... to make my build playable, it should be from the start. swords and bows are more advantages than magic, which most people are forced to use
STOP
so basically morrowind and oblivion did magic better
what about making 2 types of spells
Type 1: small, general use spells with relatively boring effects, do not consume magic
Type 2: large, impressive magic that consumes non-regenerating magic
the worst for this is illusion
at a certain level enemies become flat out immune to your illusion spells
No to both of those. Magic is terrible, not because it is useless. It's stupid powerful in the late game. The issue is that it's fucking worthless at the start. If you are playing a mage, you don't have access to what you need to make magic viable, which is.
>enchants that lower the amount of magicka it takes to cast things and increase your damage
>higher level spells that have better effects and actually deal damage
It's the Elder Scrolls very leveling system that is the problem. While it's possible to go around swinging a sword at anything and leveling up, because you can swing an infinite number of times. Magicka is a finite resource when in combat and most of the magic skills have the slowest leveling in the games, destruction being the worst. So the amount of effort it takes to get 1 handed is far less then it takes to cast firebolt 50 times. Now you have a sword that deals 50 damage, vs a ball of fucking fire that deal 18 and can only be cast 5 times.
Sure, once you hit the late game, that is a fireball that explodes, deals 100 damage to everything, burns for more and staggers if dual cast and costs nothing, but getting to that point is long and boring. The magic system needs to be wholy changed to be far more engaging for the player and not just archery, but worse.
Custom spell mods already fixed it
The problem with magic systems in most games is that they're usually caveman tier basic. Like, you can hurt something by shooting an elemental bolt at it. You'd think that with something called "magic", you'd be able to think up something better than basically just a different kind of gun.