Board Thread:Lore Discussion/@comment-71.61.178.23-20130722105712/@comment-202.156.8.9-20131203144758

Amperial wrote: Regarding the argument of aquatic wizardry -

I never claimed, that electrical spells would behave the same as they do on land.

The electric eel was an example of a viable underwater electric weapon.

The VA-111 ShkVal masses in excess of 2.5 tons at launch, while the pistol shrimp does fire a bubble, but the effect is from the bubble´s implosion and resultant shockwave. The pistol shrimp also gets away with its trick, because it is far better armored than its prey. Impressive little beast nevertheless, but also an example that illustrates my point: the bubble travels no farther than millimeters until it is stopped - from a muzzle velocity of almost 100 kph.

Looking back at the posts so far, fire seems to convert to shockwave and lightning to a zapping field, both useless beyond melee range. Which leaves ice as the aquatic wizard´s only viable ranged weapon.

Regarding werebeasts-wolves owe a lot of their effectivity to tackling attacks. While they do have impressive teeth, a man in armor can laugh off infinite wolves, as long as he remained standing and ready. What makes werewolves so scary, is their completely unscientific resistance to mundane armaments. And then I dont aim to make were-ism attractive. It is a curse. Which makes both vampirism and werewolfism so lame (imo) in Skyrim - the focus is on the benefits, the element of being playthings to DPs, is almost completely neglected. On a mechanical level it is criminal stupidity for the general populace to NOT upgrade to were or vamp. With the natural laws of Skyrim being what they are I would not expect any "normal" humans to remain. Firstly, fire spells are not pure heat - or else they cannot inflict kinetic damage on enemies, which is kinda false cause they can stagger even without the dual cast perk. Regarding underwater flames - If the current hero can already cause dielectric breakdown to such a great extent as to create a consistent flow of electrical current along a straight path that is capable of reaching ridiculous ranges (lightning storm!), you probs can use the same currents to create plasma bolts underwater (In fact, with lightning spells and telekinesis, I don't see why can't the hero use plasma attacks). In fact, I'd say that you can create flames/plasma using the same ability then accelerate them with telekinesis.

I'd agree that icy spears will go the farthest, or the poison darts that we want to implement (yes, my physics is not as good as yours...), like the APS underwater rifle, but they will still become useless after a short distance. A bow or crossbow will fare worse as they are accelerated by sudden impulse, not magically.\

You do know in TES, a werewolf has no resistance to mundane arnarments whatsoever. In fact, its an easy way to die on high levels cause you can't heal up and you 567 armor drops to like 50 or so (try attacking hold guards on master without casting protection spells and watch yourself falll) I don't even think wolves can bite through the neck armor of daedric armor (which is some magical thing...). Yes, however, wolves owe alot of their effectivness to tackling attacks, also to working in packs (a single wolf is kinda weak). In fact, even a normal man can force a wolf into submission if he prevents the wolf from getting to his arteries while hurting it as bad as possible by holding it in a chokehold (If you are strong, you can even palmstrike its head hard enough to cause brain haemorrage and death)

Werewolf, vampire or mortal, you are still a plaything to a DP (unless you are a CHIM god of daedric prince killing that has absorbed Akatosh+Magnus, then thats another story)

Most people in Skyrim don't become vamps or warwiffs only cause they don't have access to such stuff. In fact, I'd propose that werewolves gain a massive meelee bonus that is ridiculous, as well as the speed and stamina, but they are 100% weaker to magic and 50% weaker to physical and poison damage while transformed. This forces the player to play tactically and dodge around, without breaking the game (think "Call of Duty: Knife only").

As for vampires, the detriments are pretty obvious, although I don't see why magicka regen is affected, cause its magic and vampirism seems to only affect physical traits. I rather see no change to magicka regen,  no stat detriments, but continuous health loss in the day, no stamina regen, take more damage from all sources in the day as balancing. Also, I don't see how being a vampire gives you a sneak bonus. Maybe they should make vampiric drain (normal, not vampire lord) leveled as well (try using it to kill something on master at level 81++)