• CluckN@lemmy.world
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        13 days ago

        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.

        • _stranger_@lemmy.world
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          13 days ago

          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.

          • DragonTypeWyvern@midwest.social
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            13 days ago

            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.

      • shani66@ani.social
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        13 days ago

        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.

        • KombatWombat@lemmy.world
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          12 days ago

          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.

      • PM_Your_Nudes_Please@lemmy.world
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        12 days ago

        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.

        • Saledovil@sh.itjust.works
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          12 days ago

          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.