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My main reason for needing this mod, given all of that, is that even though I've cheated by using console commands to boost my magicka (so I can actually use magic AT ALL really) I STILL can't keep a ward up long enough for Tolfdir to cast his god damn firebolt!
Still, wards are more like fun than useful, preventing the magicka regen is still a huge drawback, and even the ward absorb perk doesn't help that.
A minor balance problem is that the greater ward now makes fights against dragons trivial - until ancient dragons appear, which instantly break the ward - but wards shouldn't block shouts at all imo, so that's another story
However I think your solution is a little extreme : contrary to a shield, wards will completly stop attaks and you can still use one hand to cast when it is active. A ward makes it almost impossible for an enemy magic user to cause damages, as mosty enemy casters don't use powerfull enough spells to break the ward. With the perk that allows you to absorb enemies'spell magic, your mod clearly becomes too powerfull. Plus, it isn't very strategic as you just keep the ward on during the whole fight with magic users.
I would greatly appreciate if you made a setting that allows people to choose how much the cost of this spell should be decreased.
I will still obviously rate you up as this is a very good idea and a well working mod.
Totally agree with your description of ward spells. Thanks
GREAT WORK!
I encountered a master ice mage in a dungeon. As a Necromancer I have my bound sword out and a ward in my left hand. He started spraying his wall of ice, My greater ward blocking it off long enough for him to have to recharge for a few seconds, giving my ward time to recharge also. After about a minute of slow moving to get to him he was cornered, and I proceeded to stab him in the chest then decapitate him. None of this could be remotely possible with vanilla wards, I salute you for this f*cking amazing mod! I think I love you...
I wanted to comment on this considering your dismissive opinion on the other one.
As a newbie caster, I found my ward extremely useful against the first dragon you have to kill. I had some issues with its fire breath, and healing through it didn't quite do the trick. The ward however managed to completely negate the dragon's attack and with the reduced cost I could actually keep it up enough to survive. And with the slightly higher cost, I feel that my Novice Restoration perk was actually useful as I only actually have to invest two mana per second.
1) Would it be possible to make it so wards protected all directions like a sphere of protection rather than just offering forward protection?
2) Another idea is (for your cheaper version or another one) increase how much magica a ward absorbs when it is struck by a spell so it gives a new aspect that no only does it block the spell but you have a net gain of magica?
@MrJohnnyDestiny: No. Anyone who owns the game can download it from here without a fuss. The Nexus gives pirates a chance to use the mod too, and I don't see the merit of that.
You havent really thought that out Kdansky - they are similar but healing is reactive, but making wards cost more mana as they receive more damage is proactive (damage mitigation). The difference being that healing uses magicka to fill your healthbar after its been damaged, and if you took peoples suggestions, wards would use magicka to stop your healthbar depleting in the first place. Proactive and reactive, two different methods so its not the same as healing - and both would have legitimate uses.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=17251