Difference between revisions of "Talk:Magic Effects"

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1,171 bytes added ,  19:57, 19 May 2006
imported>Decoup
imported>Decoup
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:::Thanks, [[User:MegaBurn|MegaBurn]] 04:17, 13 April 2006 (EDT)
:::Thanks, [[User:MegaBurn|MegaBurn]] 04:17, 13 April 2006 (EDT)
I just want to point out that most of the changes made to oblivion in regards to spells, spell makers, enchanting and enchantment making were to create balance between the classes. In Morrowind and evrn Daggerfall there was no way that a Warrior could ever be as powerful as a Mage. Even with the new changes to the enchanting you can make yourself almost uneffected by one thing or another. For example, if you enchant your shoes, pants, shirt, wrist irons, 2 rings, amulet, hood, shield (or armour equivalants) with shield (you have 90% shield), (chamelion 90% invisible), fortify attribute (+90 to it), etc. The ability to make yourself a god still exists, but it is a lot more balanced betwene classes. And like in Morrowind if you are still not happy that you can't be invincible as it is, you have the cs. I am happy with every change that was made to the engine. Even the new governing attrtibutes for each skill are an improvement. Now all fighting is strength, etc. It stops you from being able to make a character that just uses agility based skills, or endurance based skills and forces you to spead out your abilities more to prevent instant god characters.


== Scripted Effects ==
== Scripted Effects ==
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