Having spent a while playing XIV AAR sand both expansions, it's so far behind other MMOs on community building and non raiding content it hurts. It's got great visuals, fun raid dances, and very tight rotation based class design, but falls apart everywhere else. Well, I suppose these days it's on par storywise (not a complement) and has some fun characters but it makes leveling classes after your first one and dailies a giant pain
 
Ah, well that makes it alright, clearly I shouldn't blame the company that has a reputation for mismanaging projects over and over again, or the developer that can't seem to make a product without scrapping everything because it isn't "cool". Man I sure am glad they had to patch in content that was supposed to be in the game, and make a movie and an anime I have to watch if I want to understand certain elements of the plot. I don't understand why it "had" to come out in 2016, it's like with Sega and Sonic 06, when it "had" to come out in 2006. And I'd contest that at least the characters had some personality to them, even if it was stupid at times, and over the course of the game they at least grew as characters. The cast of XV is just awful, they play their tropes straight and barely evolve over the course of the entire game.
Hey man, you said they deliberately cut content maliciously for the purposes of selling it back later and I explained why that's not what happened, I dunno what you're so mad at me for :V
 
The spell casting system in Skyrim was the best magic system the series has ever had. Every spell had a distinct personality and use, and while spell selection definitely could have been boosted, its still much better than everything that came before it.

No I don't care that you lose out on the spell customization of the older games, because it was either super boring with you flinging different blobs of light at someone with different numbers attached to it, or super broken.

Also, Morrowind is overrated and far too up its own ass in terms of both mechanics and plot. Still a good game, but not nearly the sacred cow everyone treats it as.
 
The spell casting system in Skyrim was the best magic system the series has ever had. Every spell had a distinct personality and use, and while spell selection definitely could have been boosted, its still much better than everything that came before it.

No I don't care that you lose out on the spell customization of the older games, because it was either super boring with you flinging different blobs of light at someone with different numbers attached to it, or super broken.

Also, Morrowind is overrated and far too up its own ass in terms of both mechanics and plot. Still a good game, but not nearly the sacred cow everyone treats it as.
An actually unpopular (amongst internet subcultures) opinion?

Nice.
 
I spent ages trying to find water, earth, air, metal etc. spells and was really put out to find that there weren't any to the point it was a contributing factor in my near-universal abandonment of Skyrim unmodded magic outside of enchanting.
 
I will say this of the scroll games, Morrowind and Skyrim are the only ones where the main quest I actually finished though I felt Morrowind's main quest was better.

Honestly though prefer Oblivion as ugly as that game's character design could get for the game's quests over anything in either of those other games and honestly prefer the knights of the nine questline and Oblivion's mage guild faction questline over any other faction quests in the Elder's series.
 
An actually unpopular (amongst internet subcultures) opinion?

Nice.
Bruh, fite me bruh!

I spent ages trying to find water, earth, air, metal etc. spells and was really put out to find that there weren't any to the point it was a contributing factor in my near-universal abandonment of Skyrim unmodded magic outside of enchanting.
Serious question and I hope I'm not coming off as rude, but why do people insist on air/water/earth/watever magic in Elder Scrolls games? Its always always been fire ice lightning. I mean I get how it can be a little stale at times but its a series staple at this point and I don't see why people get so hung up on the alternatives.
 
You know what's great about Fallout 3?

Finding a Fatman in front of the Super Duper Mart on a dead merchant while level 3.

FO3's randon encounter is still one of the very best in all of gaming. Never did find that random alien blaster though. (Not the crashed one, the random encounter one).
 
Serious question and I hope I'm not coming off as rude, but why do people insist on air/water/earth/watever magic in Elder Scrolls games? Its always always been fire ice lightning. I mean I get how it can be a little stale at times but its a series staple at this point and I don't see why people get so hung up on the alternatives.
Well that's just it - it's a bit fllat and limited. Fire ice lightning is cool, but when it's your only selection it gets quite dull. It's magic - I want options. "It's always been" doesn't convince me without significant further qualification.
 
If I'm being completely honest I think my main bias against earth/air/water magic in TES is the fact that every mod I've seen that adds them in looks pretty garbage and doesn't do anything interesting with them beyond flinging differently shaped polygons at a target with different damage values attached.

I mean, at least with the basic fire/ice/lightning combo in TES you have different sub effects, even if they aren't as pronounced as they should be. Fire does extra damage over time, ice slows or immobilizes a target, and lightning lets you punch someone in the MP bar. Its difficult for me to imagine water/air/earth adding much more tactical value to the game with whatever sub effects they might be, since the main focus is just pure damage.
 
If I'm being completely honest I think my main bias against earth/air/water magic in TES is the fact that every mod I've seen that adds them in looks pretty garbage and doesn't do anything interesting with them beyond flinging differently shaped polygons at a target with different damage values attached.

I mean, at least with the basic fire/ice/lightning combo in TES you have different sub effects, even if they aren't as pronounced as they should be. Fire does extra damage over time, ice slows or immobilizes a target, and lightning lets you punch someone in the MP bar. Its difficult for me to imagine water/air/earth adding much more tactical value to the game with whatever sub effects they might be, since the main focus is just pure damage.
Yeah it's almost like actual paid development makes shit good. :V
 
I dunno man, I've seen some quality mods out there from people weren't paid squat. I just think it's 'cause you can't really do much with earth/air/water that you can't already get from fire/ice/lightning.
 
Well that's just it - it's a bit fllat and limited. Fire ice lightning is cool, but when it's your only selection it gets quite dull. It's magic - I want options. "It's always been" doesn't convince me without significant further qualification.
I mean, I have no familiarity with Elder Scrolls, but it always annoys me how often fantasy, and especially fantasy games, go 'everything and the kitchen sink, woo' when it comes to monsters and magic and what have you.

It's bland, it's generic, it's indistinct and repetitive with every other fantasy setting, and half that shit is probably boring, redundant, or useless. Half if you're lucky, I mean. Often much more.

Just throwing in everything to cover a checkbox doesn't really add depth. It just tends to waste stuff like interface space, and make you samey with literally every other setting.

Like. Saying this is a setting where mages can only do fire, ice, and lightning actually sounds more distinct than 'mages can do... eh, whatever they want'. Gives it a distinction compared to every other random fantasy kitchen sink setting out there.

And well. The determination to have all the staples just to have all the staples gets dull. Needing magic to be as diverse as possible, as if it's not magical and reality breaking enough to just be able to shoot lighting from your hands or lasers from your eyes or whatever, makes things very generic... And tends to be hell on balance. This goes double for actual games, but even in pure story formats saying magic has to be able to do everything (including summon fighters, make you a better fighter than any mortal swordsman, and so on) just kinda invalidates the idea of ever being anything other than a mage yourself.
 
The problem with Skyrim's magic is it's all in service of combat. Sure you got your utility spells like light, water breathing, Dead Space objective line thingy, but overall? Just about all the magic is a different flavor of either killing people, preventing yourself from being killed, or making others kill more effectively.
 
The problem with Skyrim's magic is it's all in service of combat. Sure you got your utility spells like light, water breathing, Dead Space objective line thingy, but overall? Just about all the magic is a different flavor of either killing people, preventing yourself from being killed, or making others kill more effectively.
Non combat spells were pruned gradually as TES went on due to shifts in design focus or some spells like Levitation breaking the game by letting you go places that break the cell based loading system used for cities. Movement spells in general seemed to be the first to be cut.
 
Non combat spells were pruned gradually as TES went on due to shifts in design focus or some spells like Levitation breaking the game by letting you go places that break the cell based loading system used for cities. Movement spells in general seemed to be the first to be cut.
Which is funny, because part of the Elder Scrolls charm is how broken some things are, and the fun you can have with that.

Who cares if levitation lets me skip part of the game, its fun to use.
 
Non combat spells were pruned gradually as TES went on due to shifts in design focus or some spells like Levitation breaking the game by letting you go places that break the cell based loading system used for cities. Movement spells in general seemed to be the first to be cut.

I'll be honest, if I could choose one spell, it's the open lock spells.

Creativity? NO WE MUST STREAMLINE EVEN FURTHER.
 
I just think it's 'cause you can't really do much with earth/air/water that you can't already get from fire/ice/lightning.
Where are you getting the bizarre notion of that? Earth could come with impairment effects, almost like a bear-trap sort of thing, water could encumber as a side effect, and air could easily come with stamina damage because have you ever been hit with gale force winds? That takes it out of you. And that's just random spitballing in the space of less than a minute of things that a skilled modder could probably do.

I mean, I have no familiarity with Elder Scrolls, but it always annoys me how often fantasy, and especially fantasy games, go 'everything and the kitchen sink, woo' when it comes to monsters and magic and what have you.

It's bland, it's generic, it's indistinct and repetitive with every other fantasy setting, and half that shit is probably boring, redundant, or useless. Half if you're lucky, I mean. Often much more.

Just throwing in everything to cover a checkbox doesn't really add depth. It just tends to waste stuff like interface space, and make you samey with literally every other setting.

Like. Saying this is a setting where mages can only do fire, ice, and lightning actually sounds more distinct than 'mages can do... eh, whatever they want'. Gives it a distinction compared to every other random fantasy kitchen sink setting out there.

And well. The determination to have all the staples just to have all the staples gets dull. Needing magic to be as diverse as possible, as if it's not magical and reality breaking enough to just be able to shoot lighting from your hands or lasers from your eyes or whatever, makes things very generic... And tends to be hell on balance. This goes double for actual games, but even in pure story formats saying magic has to be able to do everything (including summon fighters, make you a better fighter than any mortal swordsman, and so on) just kinda invalidates the idea of ever being anything other than a mage yourself.
This entire idea collapses when you remember that fire/ice/lightning is one of the most generic and overused magic typesets in all of fantasy games. There is nothing distinctive about Skyrim's three element options with the exception of the atronachs. My argument is not a cry for everything. It is a cry for anything that breaks the elemental options mould.
 
Non combat spells were pruned gradually as TES went on due to shifts in design focus or some spells like Levitation breaking the game by letting you go places that break the cell based loading system used for cities. Movement spells in general seemed to be the first to be cut.

Movement is power in video games, and magic is basically free ranged DPS. Giving mages the ability to fly at will means the game's own mechanics punish the player for playing anything but a mage. Bears and trolls are serious risks to fighters, thieves and archers, but they're a nonissue to the flying wizard raining lightning from on high, so why play anything else?
 
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