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Keeps itself vanilla enough. Adds useful spells like sea stride. If you played Morrowind then it's the equivalent of Water Walking. The mod doesn't bloat up the game. Not too overpowered, not too underwhelming.
If you're at late game which this thread is about why would you ever cast a ward when you have impact and likely 80%+ magic resist or 100% spell absorption?
And eh. Impact stagger is pretty consistent. The only thing you can't do is stagger them again before the initial stagger animation actually ends.
https://streamable.com/t65bxq
Dragons in particular literally can't do anything if you're not standing right under them. The only downside is it's just a boring way to play.
Well, maybe because you don't want to exploit magic resist or spell absorption, and keep the game fun for you
Impact can fail, specially in vanilla, where destruction damage is pretty nerfed
Stunlocking is pretty useful in early levels though
I don’t understand how using basic racials, enchantments, perks, or standing stones is “exploiting” - it’s literally intended game mechanics.
You don’t need to alchemy loop or anything to cap magic resists or absorption. Plus lightning spells drain magicka to begin with.
And I just linked a video where impact stagger does not fail vs multiple giants & a legendary dragon over several minutes of spamming it?
You are discusing semantics, the point is still valid, if you don't want to be a god againts magic users to keep things fun, you don't want to max neither magic resist nor spell absorption
I don't know how things work in your game, but in my game impact fails, specially on high level enemies like deathlords
Yeah I don't think there's a difference in how the game works when 2 different people are playing vanilla. Legendary dragons are significantly higher level than Deathlords, 75 vs 30-40. Giants are comparable being 32.
But hey here's a video vs multiple Deathlords & a Dragon Priest. https://streamable.com/addh1r Idk man either your game is somehow broken or you're doing something incorrectly if impact is constantly failing.
I'm not saying it fails constantly, only that it fails, you have fails in that video too, at 0:28 and at 0:31
My game is not vanilla
Those aren't failed triggers though?
As I said before
The enemy was not completely recovered from the initial stagger, so impact does not trigger another stagger. It isn't impact just deciding not to work.
And even if we pretend those are actually failed triggers just to play devil's advocate, it still doesn't actually matter because they immediately get staggered a second later and still can't do anything lol
Anyway, coming back to the topic, when the OP says late destruction is underpowered I think he is refering to damage output alone
I would never say that impact isn't an overpowered perk, just like twin souls is also an overpowered perk
No scaling enemies (I count this a big plus), but best of luck with Felglow Keep, let alone the endgame bosses. IF you as the Archmage want to nuke a landscape mob, you need only cast a single spell with any given branch of magic (except maybe restoration).
Yes i have, for 1520h and most of them as Mage characters. Mostly Destruction as i find that the most fun and engaging. Stunlocking every enemy in the game except for Miraak and Karstaag make Destruction extremly powerfull. But then again, i dont abuse Enhanting as it makes the game boring when you one shot everything.
You dont have to use stunlock if you want more of a challenge.
I'm the Archmage of Oblivion. I can craft a spell to debuff my foes and drain them of their strength to over-encumber them while killing them any number of ways.
I'm the Archmage of Skyrim. My Master spells take forever to channel (and suck compared to mobile Expert spells), cannot be customized and have no combinations outside of sneak/alchemy/fear trait. I can kill by stunlocking foes with my awesome powers. Totally living that Ainz Ooal Gown power fantasy. *Sips tea while watching youtube while holding down the button to continue stunlock*