Man I always thought Wizards Fury was one of the dumbest and THE most disappointing spells in the game! First of all, it has that God awful level appropriate thing going on, and even with mods that remove that dumb NPC leveling along with the player thing this game natively has, it still gets outclassed in pretty much an instant. At one point the only thing it's good for is for killing the random rat or wolf.
Recently I found a mod that levels the spell with the player, and adds some much needed oomph to it! However it still feels a little underwhelming to use, nothing more than the common firebolt. The mod is called "Wizard's Fury Automatic Relevel", pretty good concept but a bit conservative with the damage output. I honestly was tempted to change it to something ridiculous myself via xEdit. Guess I'll see If your mod works well with the former instead. It sounds dope TBH.
My feeling exactly, you said it better than I did. Hopefully this mod corrects the problem, I just started a new save after testing it a bit on my old save, but let me know if there are any adjustments you think would be a good idea, as I want it to be effective for the master wizard
Yup! Merges perfectly with your mod, in fact the lesser power version that I am using seems to compliment perfectly with the relevel mod. What I especially love how the spell now seems to actually appear unique with a proper dividing line from the rest, as it should have been all along! Also not just a reskinned fireball with some extra effects. It does use a lot of mana though, this coming from a character that has reached max destruction and is level 27. Not that I have a problem with mana use itself! But for instance, If I see a Faded Wraith....and I target said Faded Wraith with a spell that costs 200 mana flatout....I don't wanna see said Faded Wraith anymore! So nothing a couple of extra damage points here and there can't solve.
Good to hear and yeah I also liked the idea of putting it in the "powers" section makes it feel more special. Do you think it needs a slight adjustment for damage output or cost? or both? Any specific ideas about adjustment are welcomed, I want it to be as good as possible. I play with MOO, OOO and DOC so I try to balance everything to be powerful because of the increased difficulty from those and other mods.
The way I see it: - If a spell wastes half or more than half of the characters energy reserve, than it's no longer a fireball! It is in fact a Kamehameha, and it should do Kamehameha damage. (sorry for the weeb references)
You're good, I really enjoyed the first 10 ep. of the original and I get it, Ill release a stronger version in like 15 mins, thank you for the feedback, I'm having fun making these few mods, been playing Beth games since Morrowind and just started modding recently. You might like my Powerful Races of Tamriel Mod it adds some pretty powerful abilities and G/L powers to each race.
7 comments
First of all, it has that God awful level appropriate thing going on, and even with mods that remove that dumb NPC leveling along with the player thing this game natively has, it still gets outclassed in pretty much an instant. At one point the only thing it's good for is for killing the random rat or wolf.
Recently I found a mod that levels the spell with the player, and adds some much needed oomph to it! However it still feels a little underwhelming to use, nothing more than the common firebolt. The mod is called "Wizard's Fury Automatic Relevel", pretty good concept but a bit conservative with the damage output. I honestly was tempted to change it to something ridiculous myself via xEdit.
Guess I'll see If your mod works well with the former instead.
It sounds dope TBH.
What I especially love how the spell now seems to actually appear unique with a proper dividing line from the rest, as it should have been all along! Also not just a reskinned fireball with some extra effects.
It does use a lot of mana though, this coming from a character that has reached max destruction and is level 27.
Not that I have a problem with mana use itself! But for instance, If I see a Faded Wraith....and I target said Faded Wraith with a spell that costs 200 mana flatout....I don't wanna see said Faded Wraith anymore!
So nothing a couple of extra damage points here and there can't solve.
Really nothing else this mod is close to perfect.
The way I see it:
- If a spell wastes half or more than half of the characters energy reserve, than it's no longer a fireball!
It is in fact a Kamehameha, and it should do Kamehameha damage. (sorry for the weeb references)