I've only used this a few minutes, and so far it's great. Except one thing. In the spell descriptions, I see that flames and frostbite show the 10% critical stat, but sparks does not. I don't know if that means it's not working, but anyone else have this issue?
I'd like to add a second vote for adding a soul gem requirement for magical staff crafting. It is, after all, the act of enchanting a stick with a rock on it with the ability to spit fire (or whatever else).
From the description, you state that the staves are either novice or expert level?
If soul sizes range from petty/lesser/common/greater/grand, making the staff crafting require either a lesser gem for novice-level and greater gem for expert level would work.
Admittedly, the problem then becomes having the game recognize -any- Soul Gem with a viable soul in it... IE a Grand gem with a Greater soul in it, or a Lesser soul in a Common gem...
...perhaps making the crafting of them require an empty Soul Gem of appropriate size, and sufficient expertise in magic, would be wiser. That way you don't have barbarians with 20 points of Destruction and no magic perks at all crafting staves to rival Vokun out of some lumber, a book they can't read, and a shiny rock.
I don't know if someone told you this, but shouldn't be the staves be made with soul stones? Those stones are magic catalysts and using gems is not fitted for the lore.
edit : sorry if i was rude, i wanted to compliment you first for the rest of the mod, nice balancing.
So I tested other dual casting multipliers with the "dual cast choices" mod by setting them to load after Magicka Empowered. The numbers I suggested would be much too high so i settled for x3 effect, x2.5 mana cost and x2 casting time and that feels right for me.
But that's not something you have to adress with your mod, because everybody can customize this the way I did. What i would like to suggest would be the changes to the "Intense Flames", "Deep Freeze" and "Disintegrate" perks i already mentioned and a change to Conjuration:
I think lowering the mana cost with skill increase isn't the way to go. So Atronachs get cheaper, but you already have an increasing manapool with higher level. The problem in my opinion is that their strenght stays relatively the same (ok there's a perk that makes them stronger) and enemys get stronger with your increasing level. It would be awesome if Atronachs would have a starting level and then would gain a percentage of your level based upon your conjuration skill.
I don't know if these kind of changes are possible without the construction kit but it would be nice if you at least thought about my suggestions until the construction kit comes out.
hope your next update comes soon, i would love to have every lowest spell to cost no magic at all after you unlock the first perk form the specific spell class
the mod should decrease the cost by 50% AND increase magicka by 25%
im running a mod stronger than this and my dremora lord still hits for more than my best spell dual casted with his power attack, and what people are forgetting in RPG games warriors are ment to have the WORST damage, then rogues (do best dmg on their opening attack but are ment to be 2nd weakest to static dmg) then its archers who do most dmg to non armored opponents, and then mages who do most dmg to armored opponents and 2nd most dmg to non armored opponents.
so magic should be doing more damage by far, dont worry so much about trying to "balance it" vanilla is already horrible unbalanced and weak magic is MENT to be stronger mages are squishy and their attacks rely on a pool of energy where a warriors or rangers do not.
148 comments
From the description, you state that the staves are either novice or expert level?
If soul sizes range from petty/lesser/common/greater/grand, making the staff crafting require either a lesser gem for novice-level and greater gem for expert level would work.
Admittedly, the problem then becomes having the game recognize -any- Soul Gem with a viable soul in it... IE a Grand gem with a Greater soul in it, or a Lesser soul in a Common gem...
...perhaps making the crafting of them require an empty Soul Gem of appropriate size, and sufficient expertise in magic, would be wiser. That way you don't have barbarians with 20 points of Destruction and no magic perks at all crafting staves to rival Vokun out of some lumber, a book they can't read, and a shiny rock.
Those stones are magic catalysts and using gems is not fitted for the lore.
edit : sorry if i was rude, i wanted to compliment you first for the rest of the mod, nice balancing.
But that's not something you have to adress with your mod, because everybody can customize this the way I did. What i would like to suggest would be the changes to the "Intense Flames", "Deep Freeze" and "Disintegrate" perks i already mentioned and a change to Conjuration:
I think lowering the mana cost with skill increase isn't the way to go. So Atronachs get cheaper, but you already have an increasing manapool with higher level. The problem in my opinion is that their strenght stays relatively the same (ok there's a perk that makes them stronger) and enemys get stronger with your increasing level. It would be awesome if Atronachs would have a starting level and then would gain a percentage of your level based upon your conjuration skill.
I don't know if these kind of changes are possible without the construction kit but it would be nice if you at least thought about my suggestions until the construction kit comes out.
im running a mod stronger than this and my dremora lord still hits for more than my best spell dual casted with his power attack, and what people are forgetting in RPG games warriors are ment to have the WORST damage, then rogues (do best dmg on their opening attack but are ment to be 2nd weakest to static dmg) then its archers who do most dmg to non armored opponents, and then mages who do most dmg to armored opponents and 2nd most dmg to non armored opponents.
so magic should be doing more damage by far, dont worry so much about trying to "balance it" vanilla is already horrible unbalanced and weak magic is MENT to be stronger mages are squishy and their attacks rely on a pool of energy where a warriors or rangers do not.