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Balance in Skywind

Submitted by Smi1e on

One of the things that separated Morrowind from its other TES sequels was the magic system. In Morrowind, there were many more spells and effects than either of its predecessors. There was also spellcrafting -- something that Skyrim sorely lacked. Needless to say, I think creating a complex magic system in Skywind is very important.

Now, I'm not worried that Skywind will be missing spellcrafting or any of Morrowinds traditional spells. Mods such as The Last Altar and Third Era Spells have proven that almost all these mechanics can be implemented into the Skyrim engine. My concern is balance.

Morrowind did not have any natural magicka regeneration, nor cost-reducing enchantments, nor many ways to increase spell damage. These are all elements that will be introduced by the Skyrim engine and I would like to know how the Skywind team will balance these new mechanics with Morrowinds old ones.

Will spell magnitude, duration, and cost simply be altered accordingly? Will cost-reducing enchantments simply not exist? Will magicka regeneration be negated? Or is it something I haven't touched on?

Anyways, thanks for any answers.

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Last edited by Smi1e on 27 Oct 2014 - 19:32.

Mages inevitably will be more advanced class.
Warriors and thieves cant flying until it will be giants in Skywind. :)

 

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