The lesson: don't trust AI simulations.
Ben Hur Horse Race
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213d

what do you mean by that?

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1313d

Magic sucked. Simple as. Destruction magic was weak, expensive to cast, and didn’t scale well. Other forms of magic also didn’t scale well or were otherwise very situational.

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212d

Conjuration gave you access to a daedric bow with effectively unlimited daedric arrows whenever you wanted. Pretty significant when stealth archery is the natural meta in the game. Plus you can summon things to give you free damage and take aggro. That’s useful for any build.

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713d

That’s what Morrowind is for.

“Wanna be ostensibly a god? Ok! Here, you can levitate and endlessly smoke n’wahs from the heavens. We’ll call you Nerevar.”

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713d

Bethesda had a really nice game design in Morrowind. When walking out of Seyda Neen and you see Tarhiel fall out of the sky. When you loot the corpse you find the scrolls of 1000 Acrobatics.

Bethesda is telling the player “Break this game when creating spells”.

It’s so stupid that Morrowind’s spell creation system didn’t carry on into Oblivion and Skyrim.

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212d

True, they’d have been so much better. Though the enchanting hack in Oblivion led to some fun. I don’t remember exactly how we used to do it, but you could glitch and artificially inflate your enchant skill and make a bow and set of arrows (that you could dupe glitch later to get more) with like 50,000 combined frost damage, and when you got a hit it would launch the target clear into the sky lol.

Truth be told I didn’t care for Skyrim.

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112d

What was different in the spellcrafting system from Oblivion to Morrowind?

In Morrowind you could basically make any combo of spells with as strong of a power based on the use type you wanted, as long as you could afford the gold cost (and the mana to actually use it). Oblivion made it super bare bones basic and not nearly as powerful.

Ben Hur Horse Race
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213d

ice storm was pretty devastating, but yeah, a good chop with an axe normally trumped it

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212d

Dual-casting 2nd tier lightning could stun-lock Alduin!

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1913d

Early game destruction magic is such a letdown. During my first playthrough I put points into duel wielding fire magic. Enemies would ignore the spire of flame being blown at them and bonk me on the head once for an instant kill.

Ricky Rigatoni 🇺🇸
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813d

I tried to do a traveling mage run where I didn’t use fast travel. Had to quit two hours in because it was just. Bear. Walk twenty feet. Bear. Walk ten feet. Bear. Turn around to go back to a bed and regain health and mana. Bear. Bears are extremely hard to kill with basic destruction spells.

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513d

It makes a little bit of sense. Some dude just spent four hours killing rats in a sewer and suddenly he finds he can throw fire from his hands, he’s probably not going to be that good at it.

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13d

I feel like when you’re spewing fire from your hands the CC should be a level 1 benefit and not a late/mid? game unlock if the damage isn’t impressive either.

Ben Hur Horse Race
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313d

yeah fair enough… I think they tried to make melee on par with ranged magic

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412d

Magic damage doesn’t scale based on your magic stat. The only thing that changes is that the spell uses less mana to cast. So the only difference between a level 1 mage and a level 100 mage is that the end game mage can cast the same spells more. But by the end of the game, those spells are only doing small amounts of damage because their damage hasn’t increased as enemies have gotten stronger.

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312d

There were a number of mods that fixed that, which I would like to note is not a defense of the game. The one I used was Ordinator, which is a perk overhaul. For the magic skills, it makes it so that the first perk of the tree makes spells scale, up to twice as much damage once you max the skill out. The magic perk trees in that mod also provided a bunch of other nifty abilities. For example Illusion had a perk that added I think 1d20 power to spells such as ‘fear’, allowing you to try your luck in casting them at targets that are normally out of range.

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