Mastermind said:
DraQ said:
I only wish they had the decency to put some sort of skill-dependent failure or maybe magnitude scaler on enchanted items as well.
Spellcasting failure should occur when someone interrupts your spell (which should be easy to do), not because you lose your concentration at a poorly selected arbitrary rate.
So, magic is not a dangerous force not to be trifled with, is not difficult and complex ability, folks sitting in their towers for thousands of years ovulating their brains to understand and manipulate it better are just senile and getting right for the first time and ever after is trivial.
Indeed.
Enchant.
MG is machinegun, you ignorant dolt. What's next? RPG?
No wonder I didn't get it. Why would I frown on machinegun enchantments? combat in morrowind was 80% mg enchantments for me.
Well, I thought we've already agreed on you being a mouthbreathing retard, no need to remind me that.
ffs, you know I love exploits.
Like all mouthbreathers. Truly :monocle: individuals love discovering them, but consider actually using them below contempt, unless done for some very specific purposes - like doing a speedrun.
Well, how magic works is part of the system and spell effects are how magic works.
No, spell effects are what magic do. How it works is a different thing.
So how does magic work if it does nothing?
Learn to read. There was no point to that.
Sure there was. Some of the multi-effect spells I used:
weakness to magicka/weakness to fire/soul trap/1 sec paralysis - knock them down so they're easy prey for your staff, and get free ammunition for it.
Cute. Still, you'd have to cast it twice for full potential and it's not in any way better than sum of its parts, save for maybe casting time, which is very short in oblivious anyway - same applies to your other examples.
And paralysis is rather OP in oblivious, though it's the only thing where physical engine can actually become a gameplay factor - you can blast paralysed enemies around with AOE spells, too bad that there is rarely some pit or chasm around that would make it actually useful.
Ok. Can you say anything other than "ENCHANTMENT!"?
Why? You're the one sucking the flaccid cock that is morrowind's spellcasting. enchantment is 90% of the reason why it's abysmal instead of just shit like it would be otherwise.
So it's verified - you can't.
Again, reread. The point is being informative and having visuals reflect what's happening.
Some morrowind spells shared effects too. I don't remember oblivion being particularly worse about it actually.
No wonder if you just spammed ENCHANTMENT! like terminal case of ADHD.
The difference is quite substantial - if you combine multiple effects in oblivious, only one of them becomes spell animation, so a fireball, and multiple element effect may end up looking the same in oblivious, but readily distinguishable in Morrowind.
Furthermore, neither game is so difficult that it requires on the fly analysis of incoming projectiles and application of arcane defenses.
So why not just represent all spells as same generic glowing peashot?
It would save money for another 5' of voice overs by Jean-Luc Picard.
Maybe next they should give the smae generic body model to all races and replace their heads with same-looking generic malformed potatoes?
Oh wait, that's how they afforded the first 5'.
Anyway, the reason why Popamole cover system is superior:
1. Health regeneration means that you can last as a CQB combatant without having to buy/find medkits or cheese by using cheats to recharge it.
Excellent analogy. Morrowind's HP supply was made so you had to rest/pot to play as a fighter for any extended length of time. Cheese/exploit builds could plow through a dungeon so much faster that the only justification for playing normal character is that you like larping. But we already knew that.
Morrowind had cheeese that allowed you to apply as many permanent CE enchantments as yourself as you want. Morrowind had cheese that allowed you to jack up your stats into oblivion. Morrowind allowed you to drain all your skills and train all of them to 100 for nothing other than the cost of draining your skills. You could walk out of balmora at level 50 with every skill you'll ever need maxed out. Oblivion still had the free training glitch but at least it had the decency to cap the number of skills you could train every level.
The difference is that Morrowind didn't lose half of the gameplay under the pretext of balancing.
Rich, but exploitable to hell mechanics is excusable. The same mechanics castrated and cut down into a bloody stump for 'balance reasons' but still just as exploitable should end up with some fucker against the wall.
Morrowind was so easy you didn't need 100% reflect.
So was oblivious. You just had to build your character around skills you never used.
Also, you could get a similar effect by getting 100% sanctuary and an elemental shield spell in Morrowind.
Sanctuary was only applied as modifier and calculated (not actual) success chance could well lie outside 0-100% range. If someone with over 200% base chance to hit attacked you, 100% sanctuary made no difference.
Elmental shields were fucking nerfed to prevent that, but at least different from resist element+ shield of oblivion. Both effects are there already in game, why add another one that's just their sum?
Also, removing stuff doesn't count as fixing it.
Depending on the context it might. In this case it does.
So, removing imba stuff is fix? Ok, I hereby present:
-Fallout 2.0 - no called shots, everyone aimed for the eyes anyway
-Planescape Torment 2.0 - no intelligence and wisdom, as those stats were severely overpowered. More H&S combat thrown in to compensate for lack of gamebreaking dialogues. Subtitle: "Blood War".
-Baldur's Gate 2.0 - all AoE spells removed due to exploitability. Moving around during combat disabled for balance reasons (AI exploits), with the exception of walking towards the next target after the first one was slain.
Problem?
Enchant system balance could be fixed in astonishingly simple manner - drain charge to zero in any item not currently equipped,
Lore rape.
Like magical items that don't disappear when drained/or broken?
Befitting a dragon.
introduce casting delay, increase casting cost at max skill.
Regardless of this, it doesn't change the fact that balance wise Oblivion is superior to morrowind.
It's best evidenced by the fact, that no matter which class you take, playing it according to the build is perfectly doable and offers similar amount of enjoyment, and there is absolutely no reason to pick exclusively magic build if you intend to just backstab stuff all the time.
Ring of DraQ assfucking
Fortify Destruction 70 points for 10 seconds.
+
Ring of Popamole
Weakness to magicka 100% over 40 feet
Absorb Health 100% over 40 feet
Absorb health is mysticism, Fortify spells are restoration.
Also, why is effect lock stupid? It makes as much sense to need better skill to use more powerful effects as it does to need better skill to avoid spellcasting failure.
Because it's arbitrary, because it's sharp division between can't try and 100% success rate, because it pretty much limits the skills to 1-5 scale, rather than 5-100 one.
That has been achieved by completely derping stat system
Not getting a billion attribute points = derp.
Making the attributes not count into calculations is derp indeed.
The alchemical system is the same except in oblivion you can make poison (massive
)
You cannot fail and some tried-and-true recipes become harmful as you get better.
DERRRRP.
potion chugging limits are just common sense.
Not if you can just reopen the inventory for another dose of premade restore X potions. Also, not if it's arbitrary.
Mastermind said:
DraQ said:
In Morrowind a well designed spell was on its own a well orchestrated arcane attack plan consisting of magical effects striking in precisely determined sequence.
Post 10 of these well orchestrated arcane attacks here so we can all laugh at you properly.
1. Silence Stubborn Retard:
-Drain Willpower 100pt. for 1s
-Silence for Xs.
2. Stop Stubborn Retard From Posting:
Same as above, but replace silence with paralysis.
3. Delayed Permanently Stop Any Retard From Posting:
(all on touch/target)
- fortify fatigue (for 1s longer than the duration of other effects)
- damage strength
- damage willpower
- damage endurance
- damage agility
4. Stun:
(as above, a bit rough and unoptimized)
-weakness to magic 100 for 1s
- drain strength 50 for 1s
- drain willpower 50 for 1s
- drain agility 50 for 1s
- drain endurance 50 for 1s
- damage fatigue 100pt for 1s
- drain fatigue 100pt for several s.
5. Cleansing Flame (selective if inefficient vampire killer)
-Resist fire 100% for 1s on target AoE
-Fire damage any for any time on target AoE
Five off the top of my head not counting about dozen or so bsb-resistance piercers (in all shapes and forms, depending on actual offensive payload, but they are barely any more complex than your oblivious combos, except they do use ordering) any necromancer killers including dispel and offensive effects (order is crucial here), various combinations using calm, untested command+exclusion spell involving commanding an entire group, then dispeling one or some of its members (smaller radius) triggering infighting and, of course, multi-summons. Oblivious disallows multisummons, so that would be just cruel.
Summons or multisummons can also be hit with a spell effect containing buff or absorption, making them even more versatile.
Currently I'm trying to devise something using projectile-self duration trick (the thing that does soultrap glitch when it bugs out). Invisibility would work nicely for hit&run, but I'm thinking of something more complex.
Clockwork Knight said:
Varn said:
Draq doesn't consider removal of derpness to be fixing, but having a termite-ridden peg leg is better than keeping your gangrened paw.
No, I don't like BTB because it is jackhammer dentistry.
It does take care of the tooth, it does so admirably - I admit, but I'd rather suffer the toothache and still have my face intact.
Author is a jpg fan IIRC, so it is to be expected that he just doesn't grasp concept of freedom and fiddling around with possibilities in an RPG.