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Once the unholy infusion of enchanting+alchemy+smithing happens warrior and thief get such high damage that they can 1 shot literally any enemy, but that doesn't mean destruction is bad. Up until that point destruction magic can keep up with the damage and with enchantments it can infinitely stun lock any enemy. With alchemy and enchanting you can make fortify destruction potions that boost damage by 150%+ which is way more then enough damage to beat skyrim on legendary. It takes like 5 dual casted incinerates at that damage to kill the Ebony warrior on legendary difficulty. The hardest enemy in the game dies in around 5 hits, cant attack back because he is stunlocked, is surrounded by an army of daedra that he would prioritize if he could attack, and can't see his enemy because they go invisible if he manages to break free. Mage is fine!
Bethesda was smart not to allow mages to benefit as much from the unholy trinity. They would have been disgustingly strong if they could have damage into the 1000s on top of all their other spells. Next game they need to put a damage cap on bows and melee weapons(similar to fallout 4) so all three classes deal comparable damage.
Not really. If you had a lightning bolt that did 300 damage, in line with what your legendary sword might do, then you might be verging into OP territory, but there is absolutely nothing OP about wasting time with 30+ lightning bolts to take down one enemy, just because they're now free to cast.
100%
Just for grins, can you name a few that fix this 'glitch'?
I'm not taking mods into account, because the Vanilla experience is what you usually should consider, especially since XBOX and PS don't have the same luxury that PC players have, including console commands that fix bugs. Plus, using mods with SE will prevent you from getting achievements, and while not everyone cares, chasing after achievements is part of the overall player experience.
Anything can be OP with the proper set-up in Skyrim, however, if you do play legendary difficulty, you'll get a general perspective of how limited Destruction damage actually is, especially when you take into account that you'll need to invest a lot more in it than anything else.
Ordinator
Forgotten Magic
Apocalypse – Magic of Skyrim
Elemental Destruction Magic
Spellmaking in Skyrim – The Last Altar
Skysunder Metamagics
Are all mods that make magic more fun, but as mentioned above, we shouldn't replying on mods to improve the vanilla experience. That's just giving the devs an excuse to under-perform.
I disagree with so much of this but I'll refrain from making this thread a philosophical debate and instead focus on just 1 aspect which is immersion.
It was clear through Shalidor's Insights that fortify destruction damage is not something that is out of the realm of possibility.
All what Bethesda needed to do was:
1- Make destruction damage fortification possible through enchantment, even at +15% per piece enchantment as opposed to the +40% of the weapons would have been fine. Of course +25% magicka reduction with 25+% damage increase would have been ideal. (40% even better)
2- Even if they forwent the destruction damage fortification enchantment, they could have added resistance reducing spells to circumvent the fact that some enemies will have 100% resistance to an element that you may have chosen. It makes no sense for a mage to use a bow, sword, or dagger, to poison an enemy and then cast a spell on them.
Also, illusion, restoration and alteration are all support trees that can benefit any tree, not just destruction mages. Pointless to argue that you need to invest in this for the wholesome mage experience. Sneak, in spite of that, is self-sufficient, and one-handed, two-handed and bows, are also self-sufficient.... BECAUSE CRITS. The perks of Destruction mages are just weak. Overcharge consumes 40% more mana for a 2.2 multiplier .... Look, even if Bethesda made the overcharge multiplier around 4.4 or 5.5 (and I'm fine with that option being only unlockable at skill level 90) times, destruction would have been ok.
It simply feels like they did their best to make destruction feel tedious and underwhelming.
Ignoring most of the thread's comments say what's up?
Ordinator is a perk overhaul. It complicated every aspect of the game.
Don't mess with my thieving! ;)
The rest of the list is getting downloaded today along with some sound and music mods I have been wanting to try out.
Forgotten Magic
Apocalypse – Magic of Skyrim
Elemental Destruction Magic
Spellmaking in Skyrim – The Last Altar
Skysunder Metamagics
Thank you Silencer for the list.
As for mods or devs, I am grateful to both for the part they play and I hope we keep and cherish both. I am a bit leery of CC right now but maybe they can convince me.
I'm just drawing a blank on their names atm.
I miss the Magic Missile and the Missile Storm spells. I could never have plumbed the depths of the Demon Web Pits without the Open Lock spell to unlock doors and chests. And what sorcerer could face the wrath of Lolth herself without a solid Prismatic Sphere?
AD&D has a deep and wide catalog of spells. Skyrim, IMO, just needs to delve deeper into the existing catalog and bring them into the new century in a way that keeps the balance of play.
One more glaring omission in Skryim... The Portable Hole. Remember that time Garath the Thief sneaked into the Hall of the Fire Giant King and dropped one in the path of Snurre Iron Belly? I took out the lights with a Darkness spell and Snurre fell right in. We just picked it up with Snurre in it and tossed it into the Abyss.
That'll teach him to torch my familiar.
Modders have a longer memory than the younglings at Beth and Microstuffit. We need them, lest we end up with magic spells that do nothing but hand out participation medals and grant a monthly stipend.
I usualy play without enchantment as it breaks the game. Destruction is hands down the most OP skill in the game without the help of Enchanting. You can get close to 100% cost reduction anyway.
If you use the mod Armor Perk Overhaul it is even easier as it put Heavy and Light Armor in to one category "Armor" and and creates a new category named "Robes" where cloth and some former light armors are added to and perks helping with spellcasting.