Ah, I see.3chopl0x said:Because I want to increase my health/magicka, being a hybrid character means I had to spread points thin so i want as many as possible.
Ah, I see.3chopl0x said:Because I want to increase my health/magicka, being a hybrid character means I had to spread points thin so i want as many as possible.
Zeliard said:Not seeing the problem there at all.
The idea behind the Master-level spells is that they're hugely powerful and are basically pure mage spells, hence the cast time and requirement for two hands. They are inherently dual casted spells but I don't see how they trivialize the dual casting perks. Those perks still function and will still be useful for the lower magic sets which are highly functional and which you can often get off in combat far more quickly (and if your magicka reduction isn't up to scratch, for much cheaper).
That is basically the top-tier of mage abilities; it stands to reason that as a hybrid character, you may not get as much use out of it.
I boost sneak by hiding in shadows/bushes and shooting people with arrows from reeeeally far away. Takes some practice to get a feel for the drop rate of the arrows.picklecannon said:Does anybody else level sneak off of those sleeping druagrs? Just crouch and smack the ones you can't loot and you always get sneak attack criticals. Only way I've been able to sneak up on anything with my heavy armor character.
picklecannon said:Does anybody else level sneak off of those sleeping druagrs? Just crouch and smack the ones you can't loot and you always get sneak attack criticals. Only way I've been able to sneak up on anything with my heavy armor character.
Zeliard said:Not seeing the problem there at all.
The idea behind the Master-level spells is that they're hugely powerful and are basically pure mage spells, hence the cast time and requirement for two hands. They are inherently dual casted spells but I don't see how they trivialize the dual casting perks. Those perks still function and will still be useful for the lower magic sets which are highly functional and which you can often get off in combat far more quickly (and if your magicka reduction isn't up to scratch, for much cheaper).
That is basically the top-tier of mage abilities; it stands to reason that as a hybrid character, you may not get as much use out of it.
You must be new to western RPGs. It has been my experience that you never know shit about anything unless you get an outside guide of some sort. I think this is common and accepted by the community primarily because the genre was founded on D&D which starts with you reading a guide and has someone designated to keeping things moving according to it. If you want to maximize your build, you have to research everything about it beginning to end, "spoiling" knowledge of different abilities and spells for yourself. It's just part of the heritage.erragal said:Why am I not allowed to make informed decisions as a player?
Dice said:You must be new to western RPGs. It has been my experience that you never know shit about anything unless you get an outside guide of some sort. I think this is common and accepted by the community primarily because the genre was founded on D&D which starts with you reading a guide and has someone designated to keeping things moving according to it.
erragal said:Pretty sure when I was playing Eye of the Beholder or Pool of Radiance wizards didn't suddenly change the way they cast spells when they hit 9th level magic; in fact to ease the transition to video games for D&D systems they removed the material components for many of the more powerful spells because it would destroy the fluidity of the system to change the requirements up on the player and restrict access.
I actually enjoy obscure and complicated mechanics; what I don't enjoy is changing the way you expect someone to play after allowing them to play that way the entire game. No matter what excuse you use it -IS- poor design.
If you want there to be 'super powerful' spells at the highest level you need to support it with -NON- super powered spells that can still be used in one hand at the highest level. Then you haven't taken anything away from the game but you've actually ADDED. And lets be realistic; every ST fire blast basically uses the same animation would it have been really challenging to put 3 new non 'super' spells in at master level?
It's a valid criticism of the game design, especially in a game that for the most part is excellent at allowing one to play how they want in a really organic fashion.
fanboi said:I don't follow this.
What is the problem with two handed mega super high end magic? Whats lazy about it?
Volimar said:He wants to cast god tier spells without having to put down his beer.
Scullibundo said:I seriously love this game. Spent the last couple hours just hunting in the wilderness with my bow and arrows. Been following the stream now for a while and just found an abandoned prison.
erragal said:Or maybe I want an ending to the progression of my character while still being permitted to continue the playstyle that was supported the entire game. If you actually read my posts I mention multiple times that I don't expect the power level of the super slow two handed spells to be the same in one handed form; I simply expect some final progression to the one handed spells themselves. They can coexist.
There's no reason to ONLY have super slow two handed spells at master level; there's room for both. Not having both caps progression for various one handed caster playstyles at expert level without informing the player.
And in response to the previous post: It's lazy because it basically says they couldn't put the time into balancing enough spells to support all the playstyles throughout the game.
ilnadmy said:Hey guys, I'm a few hours into my first playthrough and I just hit level 4. I'm leveling up one-handed weapons and sneak as I'm trying to be a thief. However I noticed I'm wearing heavy armor, and I was just wondering if there's any benefit to wearing light armor instead? Heavy armor obviously protects me better, but as a thief does it prevent me from sneaking or something? Just want to check if there's any benefit to ditching the heavy armor for something that will make me take more damage.
ilnadmy said:Hey guys, I'm a few hours into my first playthrough and I just hit level 4. I'm leveling up one-handed weapons and sneak as I'm trying to be a thief. However I noticed I'm wearing heavy armor, and I was just wondering if there's any benefit to wearing light armor instead? Heavy armor obviously protects me better, but as a thief does it prevent me from sneaking or something? Just want to check if there's any benefit to ditching the heavy armor for something that will make me take more damage.
erragal said:Pretty sure when I was playing Eye of the Beholder or Pool of Radiance wizards didn't suddenly change the way they cast spells when they hit 9th level magic; in fact to ease the transition to video games for D&D systems they removed the material components for many of the more powerful spells because it would destroy the fluidity of the system to change the requirements up on the player and restrict access.
I actually enjoy obscure and complicated mechanics; what I don't enjoy is changing the way you expect someone to play after allowing them to play that way the entire game. No matter what excuse you use it -IS- poor design.
If you want there to be 'super powerful' spells at the highest level you need to support it with -NON- super powered spells that can still be used in one hand at the highest level. Then you haven't taken anything away from the game but you've actually ADDED. And lets be realistic; every ST fire blast basically uses the same animation would it have been really challenging to put 3 new non 'super' spells in at master level?
It's a valid criticism of the game design, especially in a game that for the most part is excellent at allowing one to play how they want in a really organic fashion.
erragal said:Because the entire spell system for 80% of the progression is built around one handed spells; it also includes 6 (Forgot impact) perks dedicated specifically to being able to use spells with two hands. There's NO prior indication that the last tier of spells will use a completely different casting system; it's not a good design because it punishes players without giving them prior knowledge they're going to be punished. Why am I not allowed to make informed decisions as a player? They could easily have put under the dual casting/master perks in each casting tree: Note that master spells do not benefit from dual casting and require two hands to use. Now when I look at that I go: Ok well maybe I'll go with melee and alteration instead of relying on destruction. It's extremely frustrating.
erragal said:A far superior design is say you want to allow a mass paralysis spell...why doesn't dual casted paralysis just do exactly what mass paralysis does? Dual casted paralysis actually COSTS more than mass paralysis anyway.
erragal said:The other reason it's a problem is that the highest damage one handed spell (Incinerate, which is single target) does 75 damage. With very little effort you can far surpass that with non-sneak attack bow shots; with mild effort (not exploiting) you could easily get 3 times that damage on every bow shot.
Volimar said:He wants to cast god tier spells without having to put down his beer.
Not only is light armor much quieter, but it has perks to make it even more quiet. Also, high-level light armor has pretty good defense, and everything can be padded with enchantments or shell spells.ilnadmy said:However I noticed I'm wearing heavy armor, and I was just wondering if there's any benefit to wearing light armor instead?
Volimar said:Secret Bethesda GAF account confirmed. That's too well thought out to be a random answer.
Carcetti said:Not a good analogy. If you were playing those D&D games your multiclassed mage/fighter wouldn't even get those high level spells. Only pure wizards who could barely hold a dagger could use them, so there's still a sacrifice.
Zeliard said:Coincidentally I live in Rockville, MD.
erragal said:It's not an analogy about 'power level' it's an analogy about information. If you look back he specifically said that I never played WRPG's because many WRPG's pulled 'bait and switches' and 'didn't inform the player'.
There are checks and balances in Skyrim for hybrids; the perk cost to be effective at both is prohibitive within the normal level bounds of the game. If they didn't want to support a specific playstyle throughout the entire game they shouldn't be advertising the system all over the place.
I'm surprised so many people find this to be ok; I actually really like Skyrim as a game but there's really no logical reason for every single highest level spell (Basically 16-20% of all spells in the game) to not support one of their primary gameplay features.
Lakitu said:I got fucked up in there.
ilnadmy said:Oh cool, thanks guys. Guess I'll be switching to light armor then. Need to figure out what these enchantments are though and how I can use them.
erragal said:Or maybe I want an ending to the progression of my character while still being permitted to continue the playstyle that was supported the entire game. If you actually read my posts I mention multiple times that I don't expect the power level of the super slow two handed spells to be the same in one handed form; I simply expect some final progression to the one handed spells themselves. They can coexist.
There's no reason to ONLY have super slow two handed spells at master level; there's room for both. Not having both caps progression for various one handed caster playstyles at expert level without informing the player.
And in response to the previous post: It's lazy because it basically says they couldn't put the time into balancing enough spells to support all the playstyles throughout the game.
Oh. That's an issue certainly. But let's complain enough and we'll get one handed master spells in DLC (spellmaking as well). Perfect selling point for DLC.erragal said:I'm surprised so many people find this to be ok; I actually really like Skyrim as a game but there's really no logical reason for every single highest level spell (Basically 16-20% of all spells in the game) to not support one of their primary gameplay features.
Zeliard said:I'm honestly still not seeing the issue. I mean it's not like those dual casting perks are just disappearing.
I don't view the higher-tier spells as rendering the previous spells obsolete since they often have different functional properties.
Just open the gameplay up a bit for yourself. Go pure mage at times and wreck fools with some Master spells. If you're getting your spell skills and perks up that high then your magic is obviously effective, so there's no need to force yourself to also use melee every time if you also want to use the two-handed Master spells. Or mix it up and do both in a single fight.
I dunno, think of them like two-handed weapons or something. They take up both hands and they're slower, but they're stronger. I think that's all it really boils down to.
But you get it off quicker and it will last for a longer time against a single target, which can still be valuable. Area-effective spells aren't always necessary.
Stuff like this is more than made up by the fact that you can end up reducing your magicka cost to 0 or otherwise very low levels for Destruction or whatever other spell type.
Deadly Cyclone said:I think I need to level my destruction. My flame spell lets me shoot endless fire pretty much but it doesn't do much damage. I've upgraded it once in the skill trees, but that's it.
I use a one-handed weapon and destruction while sneaking with archery, so it's hard to figure out what to level up...
It's funny, because five years ago, you could sayjesE said:Same here. I enjoy melee attacks in this game. Unlike Oblivion, melee attacks feel like actually hitting something.
I like smithing also.
batmandarkknight said:quick question, guys. should i buy spell tomes or are some loot-able? i dont like spending money when its not really needed. hahaha
i kinda wanna buy bound sword.
FHIZ said:Wasn't it Oblivion that did "if you see your sword hit something, it takes damage" where Morrowind it was still a dice game so to speak. I remember booting Morrowind up on my computer back in the day, hitting something with a sword, and thinking "why didn't that do anything?"
JaseC said:I just got drunk with some Sam bloke and, apparently, managed an inebriated journey to Markarth.
webrunner said:Keep following that quest. It gets WAY crazier.
JaseC said:I just got drunk with some Sam bloke and, apparently, managed an inebriated journey to Markarth.