No wonder it’s balanced like shit.
Yeah, honestly even if this guy was the greatest balancing guru in the world, why did they start two weeks before launch to try to get this right? Did they not do proper playtesting before then?
So it’s his fault that destruction magic sucked.
Noted…
Is this why I always end up a sneak archer?
No, that’s human nature. Turns out stealth archer is just the optimal way of approaching combat for maximum efficiency in any game that lets you do it.
Yeah it’s quite hard to beat instantly killing the enemy without ever giving them the chance to retaliate in any meaningful way lol
Stealth archer also synergizes with the highest amount of skills in the game. It’s the funnest because it makes use of way more systems than being a mage or warrior
Soyboy stealth archer has to slowly sneak around and line up shots one at a time. If spotted, he must hide, or run, until aggro drops and he can start sneaking again.
Chad two-handed weapon user boldly charges in and power attacks anything that moves until all that’s left are bloody corpses. When spotted, enemies will rush him, saving him the trouble of having to hunt them down.
The Thad maniac illusionist sprints and tags every monster in the dungeon with fury, wabbajacks off, and screams at anyone who gets too close. The results are impressive IMO
While I agree, this falls apart in VR, which is objectively the best way to play. Physical combat lacks any sort of weight, while archery with mods feels insanely satisfying. I wish physical combat felt… good.
But I love flailing my hand around like mad to cheesily get a bunch of hits in quickly!!!
Until the game does a secret dice-roll and decides a big enemy has already beheaded you, making you stand there doing nothing while the animation plays. Even if they’re almost dead and you’re at half health.
what do you mean by that?
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.
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.”
It’s so stupid that Morrowind’s spell creation system didn’t carry on into Oblivion and Skyrim.
What was different in the spellcrafting system from Oblivion to Morrowind?
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”.
ice storm was pretty devastating, but yeah, a good chop with an axe normally trumped it
Dual-casting 2nd tier lightning could stun-lock Alduin!
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.
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.
yeah fair enough… I think they tried to make melee on par with ranged magic
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.
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.
I saw a mudcrab the other day.
Nasty creatures
He did a good job. Not perfect, but significantly better than what the simulated nonsense would’ve become.