Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Slowfall is more useful at low magnitude than high and with a short duration, since even 1 point means you're immune to fall damage (unless you're using a mod/patch that changes the behaviour). All higher magnitudes does is make you fall slower, delaying when you actually land and can move around normally. 1 magnitude/5 seconds is probably the most optimal Slowfall spell you can make.
Waterwalking has a similar "issue" in that long a duration can force you to wait around for a long time before you can dive for quests and dungeons which need underwater travel. 30-60 seconds duration should be more than enough and will cost you 5-9 Magicka, which should be affordable by any character.
Levitation once again also wants a duration that doesn't drag out for similar reasons. But the magnitude affects your flying speed, so it's quite useful. Yes, you can get around using magnitude 1 Levitation, but you should be able to notice a difference between that and a magnitude 10 Levitation effect.
30 seconds of Waterbreathing, which costs 5 Magicka to cast, should see you through any underwater travel.
1 point of Lock is as good as you'll ever need it to be due to NPCs being incapable of unlocking doors or picking them.
Feather vs Forify Strength is an interesting case. Despite having the same cost Feather is absolutely better for travel if you can get enough to reduce your carried weight to 0, as your movement speed is based on the ratio of carried weight vs max carry weight. But if you also engage in weapon-based combat Fortify Strength is far better.
As a counterpoint, Burden is almost certainly going to remain pointless unless you reduce the cost by a factor of 1000 or more. It basically has no effect on NPCs unless the magnitude can make them overburdened.
Shield will never be as good as Sanctuary, not getting hit is better than taking less damage when hit. The retaliation damage from the Elemental Shield spells is generally not going to be worth adding any cost on top of the equivalent Resistance spell (100 magnitude Elemental Shield deals 10 retaliation damage). And if they're made as cheap as (or cheaper than) the Resistance spells, they're making those spells obsolete.
You dont need slowfall of magnitutude more then 1 to get fall damage immunity.
Its much cheaper to increase speed attribute to get faster flying then to increase levitate magnitude,
It's an oldie so we have to travel back in time to get to it (toward the middle of the list):
https://web.archive.org/web/20150424040145/http://btb2.free.fr:80/morrowind.html
The issue with the bad Alteration spells is not their cost, it's their effect being less useful than the alternatives. And in the case of Slowfall and Lock there's a balance argument to be made for removing the ability to scale their magnitude above 1 and increasing the cost of the effects.
I like when effects and values are kinda random and intentionally unfair in a complex system and it expects you to solve it yourself