Board Thread:Lore Discussion/@comment-71.61.178.23-20130722105712/@comment-202.156.8.11-20131115030803

What I meant for AoE paralysis was something like a shot spell that could go great distances and end up exploding, paralysing everyone in the radius that does not resist (with the same radius as a fireball). Mass paralysis has very limited range and will mostly paralyse companions, friendly NPCs and animal companions, so it is not very useful in my opinion.

Destruction spells, I noticed, have a few classes. There is the novice spray spells, the apprentice bolt spells, the apprentice rune spell, the adept special effect spell (like fireball), the adept cloak spell, the expert bolt spell, the expert wall spell and the master spell. If water and poison did not have all this, it would be kinda unfair. If steam is to be a seperate spell type, again under destruction, I should think of another 8 spells, for a total of 48 destruction spells.

I only suggested a new perk system because there are now 5 schools of destruction (which makes the "augmented" perks very contentious and useless, as 5 good perks are more practical than 10 weak ones and I intended to keep the normal shape. I also think that the so called "novice" through "master" destruction can be compressed into one perk. Also, the perks after the augmented perks like "disintegrate" are weak and next to useless, plus we have to add two more (3 more for steam) in keeping with the old system. By calculation, the old system will require 23 perk points (26 if steam comes in), but I can actually streamline the new perk tree into 17 points quite easily, by shaving the base perk from 10 to 5 and cutting away another 5 perks through combining). If we wanted to keep to the original perk limit, it won't work cause there are now x 2 perks (I think there should be more perk points per level (2 or 3), and there should be more perks(instead of 256, there should be about 400-450)). Also, destruction damage (its very lackluster) and cost reduction (50% is kind of small when you are forced to spam it endlessly, due to the poor damage)  have to be high late game because it is the bread and butter of nearly every mage that exists (and some warriors who prefer it to archery). Other illusion and alteration do not scale well into late game (their level limits and limited effects), conjuration is quite limited (I know every late game conjurer spams dremora lord) and restoration also does not scale well (bane of undead is quite limited, grand healing is kind of impractical). As such, all their perk trees need a huge increase in perk amount to make it more reasonable (if the perks suddently just added more power, its too OP)

Uh, as for the other spells I was suggesting, some are kind of insanely powerful until they are OP (so never mind if they are not accepted, I was just trying to give everyone new ideas for non destruction), but for restoration, I really think a regeneration spell of some sort for self and other will be good, so you don't need to put so much effort in keeping non essential followers alive (in Skyrim, followers of mine have died way too many times, as long as I do not spam heal other and grand healing).

Also, there should be legendary skills, but instead of simply removing every perk and resetting the skill, it resets the skill and lets you choose one perk you want to keep (kind of like Call of Duty prestige)