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Hopping Mages


Dark5pace

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I wonder if Bethesda will ever fix the idea that one can't learn a high level spell in say "illusion" until they've cast "illumination" a few million times. Something about that seems wacky. It's kind of like how "athleticism" goes up, but only after jumping repeatedly. Why such a childish system when everything else is nearly so perfect? :wallbash:
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That's one of the main reasons I never truly got into the magic system in Oblivion. I've only ever majored in the Warrior and Thief classes, but based on the QuakeCon demo, the magic system looks better and actually useful. All but one of the magic skills (Illusion, Conjuration, Destruction, Restoration, Alteration) say in the description "This skill makes it easier to cast spells like..." so I wonder if you will still be able to cast those spells, or if the skill level determines the mana usage, or damage, or what. I as well hope the system was improved but we will have to wait and see. Edited by GotMeFaded
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That's one of the main reasons I never truly got into the magic system in Oblivion. I've only ever majored in the Warrior and Thief classes, but based on the QuakeCon demo, the magic system looks better and actually useful. All but one of the magic skills (Illusion, Conjuration, Destruction, Restoration, Alteration) say in the description "This skill makes it easier to cast spells like..." so I wonder if you will still be able to cast those spells, or if the skill level determines the mana usage, or damage, or what. I as well hope the system was improved but we will have to wait and see.

 

It seems likely that the magic will be a "This skill makes it easier to cast spells like..." system. Considering that Oblivion melee combat was based on the skill level, and that Fallout3 made weapons so that you could find and use them at any level or skill but they were less effective or less durable. Hopefully they have done it this way, it would make for a much better game- there is no harm in disabling a few spells or weapons until you reach a certain skill level. They dumped the attributes to make it more streamlined so there is no logical reason for them to leave the magic system how it was.

However there should be the opportunity to make highly lethal spells with a high mana cost (fingers of the mountain), its the same as having small guns/ heavy guns in Fallout.

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That's one of the main reasons I never truly got into the magic system in Oblivion. I've only ever majored in the Warrior and Thief classes, but based on the QuakeCon demo, the magic system looks better and actually useful. All but one of the magic skills (Illusion, Conjuration, Destruction, Restoration, Alteration) say in the description "This skill makes it easier to cast spells like..." so I wonder if you will still be able to cast those spells, or if the skill level determines the mana usage, or damage, or what. I as well hope the system was improved but we will have to wait and see.

 

It seems likely that the magic will be a "This skill makes it easier to cast spells like..." system. Considering that Oblivion melee combat was based on the skill level, and that Fallout3 made weapons so that you could find and use them at any level or skill but they were less effective or less durable. Hopefully they have done it this way, it would make for a much better game- there is no harm in disabling a few spells or weapons until you reach a certain skill level. They dumped the attributes to make it more streamlined so there is no logical reason for them to leave the magic system how it was.

However there should be the opportunity to make highly lethal spells with a high mana cost (fingers of the mountain), its the same as having small guns/ heavy guns in Fallout.

 

Fingers of the mountain? That spell always sucked for me...

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Fingers of the mountain? That spell always sucked for me...

 

Yeah that spell was toooo overpowered on higher levels to the point where most people could never cast it without 'tgm' or a mana mod. Although it was still awesome to use on rampages!

 

Problem was that it wasn't overpowered at all. It was far too mana draining compared to its own power and the power of other spells. The highest level of the spell, which takes about 3500 mana to cast can be replicated in custom spell-making for half the mana usage.

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