Skyrim

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argie

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argie84

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17 comments

  1. wshinibaba
    wshinibaba
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    did u no da ur mod effect the enchment of on a item da invold with fire ice ect
    not sayin it to op but just want u to no
  2. letir
    letir
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    Very good and balanced destruction mod, but... any updates here?
  3. MrTastix
    MrTastix
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    I like the idea of increasing Magicka costs to compensate for the damage increase but, overall, I find it a poor way to balance how badly mages perform in comparison to melee and archery-based characters.

    The mod itself is great, and doing hundreds of damage with one spell is absolutely awesome, but rather than buff mages, melee skills/weapons need to be nerfed. I find that the damage mages do is fine by default. Others may disagree but keep in mind that it's not spells that are imbalanced but melee weapons that are.

    Doing 500 damage for a few hundred Magicka may also sound like a reasonable trade-off, but consider the fact that using the right weapons and a small bit of Smithing I can do this much damage in one hit with either a two-handed weapon or whilst dual-wielding. There's no cost to this damage, Stamina just boosts it but I'll still end up doing far more damage in one normal attack than a spell will ever do. That's not very fair now, is it?
  4. pjz
    pjz
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    These are some great tweaks. Is there any way to impose a cap on the amount of cost discount? Because -100% casting cost is the dumbest thing in the entire game, it really makes no sense at all. Overall I think your changes make a lot of sense, and I guess I could just resist the temptation to break the game that much, but it'd be a nice addition if this is possible.
  5. Vorador1980
    Vorador1980
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    A lot of efforts you made and in the right direction. Thanks a lot. If it possible I would like to ask about some changes in the other trees exceps destruction for they are almost useless. From Restoration only the minor healing and mana recovery worth something. The whole conjuration tree sucks. In the battle I have no time to kill one enemy and raise him as a trall while his comrades dancing over the corpse of my fragile mage charackter. The familiar doesn`t deserve to be mention, nor the atronarch. They`ve been killed almost faster than I`ve summon them. For a week of gameplay I`d never used even a single spell from Illusion tree. Close to useless for a battlemage, no?
    I`m a little tired to spend all of the mana to kill a draugr and the second to be the end of my char, so I`m expecting your full mod with ... patience.
  6. azuremight
    azuremight
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    hi, can i ask if everyone's firestorm is doing 500+ damage for 156 manacost with all perks maxed? Because this seems quite overpowered o.o
    I like the new effects for the master spells though. Makes it so that the 5 seconds spent doing the ritual won't be wasted
  7. bradr
    bradr
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    1stly Excellentnews ill look forward to standalone master spells portion
    and
    its cool im a fan of more powerful necromancy which covers that part.. until i find a really good total conj /necromancy overhaul project

    BUt i do love vamp research.. and artifact..and if you expanded enhanced dead thralls to something more overall necromancy.. id defiently go for it..since i like you other stuff

    right now i use a combo of hellcommanders tweaks etc for conj/illus and conj perks overhaul and conj &summon fixes and more powerful necromancy to get a kind of overhaul effect.. til balanced mage or you build something better

    anyways cool mods
    keep up the good work i do look for your stuff before random other folks.
    hope to see a seperate new.esp for the master spells portion and TY
    appricate it
  8. argie84
    argie84
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    Yeah I can do that.

    New version will be even better. Working on it now but it is a big project so...

    Nice to hear work is appreciated Check out the Enhanced Dead Thrall.
  9. bradr
    bradr
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    hey love your mod.. espcially your master spells is there any way youd make a seperate .esp with jut the master spell changes ?? they are the best ive ever seen ..i usebalanced magic but i would love to ..put your master spell .esp after it to because your master spells are the best idea ive heard of...
    i hate asking but could you please make that a seperate esp

    btw i love your other mods the artifact one and vampire research
  10. blattgeist
    blattgeist
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    I like the changes made in the magicka empowered (http://www.skyrimnexus.com/downloads/file.php?id=382) mod and am using them together with a mod that enables the player to set 3 runes. Just to give you an impression of what feels realistic and not too overpowered if you want to take a look at these mods.

    And yes: Eye for an eye, as you said in your description, it's not about overpowering anything but balancing so that spells scale as well as weapons.

    It seems like magic is a double-edged sword... on the one hand you have it's weak scaling into lategame, but on the other hand you have stunlocking (which would be solved by increasing the cast time like in magicka empowered).