No, that’s human nature. Turns out stealth archer is just the optimal way of approaching combat for maximum efficiency in any game that lets you do it.
Stealth archer also synergizes with the highest amount of skills in the game. It’s the funnest because it makes use of way more systems than being a mage or warrior
Soyboy stealth archer has to slowly sneak around and line up shots one at a time. If spotted, he must hide, or run, until aggro drops and he can start sneaking again.
Chad two-handed weapon user boldly charges in and power attacks anything that moves until all that’s left are bloody corpses. When spotted, enemies will rush him, saving him the trouble of having to hunt them down.
While I agree, this falls apart in VR, which is objectively the best way to play. Physical combat lacks any sort of weight, while archery with mods feels insanely satisfying. I wish physical combat felt… good.
Sounds like you’ve never played in VR… which is okay. It’s a high barrier to entry. It’s insane, though. I’ve got an index and my mate has a VR treadmill and an index and it’s absolute insanity.
Magic damage doesn’t scale based on your magic stat. The only thing that changes is that the spell uses less mana to cast. So the only difference between a level 1 mage and a level 100 mage is that the end game mage can cast the same spells more. But by the end of the game, those spells are only doing small amounts of damage because their damage hasn’t increased as enemies have gotten stronger.
There were a number of mods that fixed that, which I would like to note is not a defense of the game. The one I used was Ordinator, which is a perk overhaul. For the magic skills, it makes it so that the first perk of the tree makes spells scale, up to twice as much damage once you max the skill out. The magic perk trees in that mod also provided a bunch of other nifty abilities. For example Illusion had a perk that added I think 1d20 power to spells such as ‘fear’, allowing you to try your luck in casting them at targets that are normally out of range.
Magic sucked. Simple as. Destruction magic was weak, expensive to cast, and didn’t scale well. Other forms of magic also didn’t scale well or were otherwise very situational.
Conjuration gave you access to a daedric bow with effectively unlimited daedric arrows whenever you wanted. Pretty significant when stealth archery is the natural meta in the game. Plus you can summon things to give you free damage and take aggro. That’s useful for any build.
Bethesda had a really nice game design in Morrowind. When walking out of Seyda Neen and you see Tarhiel fall out of the sky. When you loot the corpse you find the scrolls of 1000 Acrobatics.
Bethesda is telling the player “Break this game when creating spells”.
So it’s his fault that destruction magic sucked.
Noted…
Is this why I always end up a sneak archer?
No, that’s human nature. Turns out stealth archer is just the optimal way of approaching combat for maximum efficiency in any game that lets you do it.
Yeah it’s quite hard to beat instantly killing the enemy without ever giving them the chance to retaliate in any meaningful way lol
Stealth archer also synergizes with the highest amount of skills in the game. It’s the funnest because it makes use of way more systems than being a mage or warrior
Soyboy stealth archer has to slowly sneak around and line up shots one at a time. If spotted, he must hide, or run, until aggro drops and he can start sneaking again.
Chad two-handed weapon user boldly charges in and power attacks anything that moves until all that’s left are bloody corpses. When spotted, enemies will rush him, saving him the trouble of having to hunt them down.
While I agree, this falls apart in VR, which is objectively the best way to play. Physical combat lacks any sort of weight, while archery with mods feels insanely satisfying. I wish physical combat felt… good.
Sounds to me like a reason VR is not actually objectively the best way to play.
Sounds like you’ve never played in VR… which is okay. It’s a high barrier to entry. It’s insane, though. I’ve got an index and my mate has a VR treadmill and an index and it’s absolute insanity.
what do you mean by that?
Magic damage doesn’t scale based on your magic stat. The only thing that changes is that the spell uses less mana to cast. So the only difference between a level 1 mage and a level 100 mage is that the end game mage can cast the same spells more. But by the end of the game, those spells are only doing small amounts of damage because their damage hasn’t increased as enemies have gotten stronger.
There were a number of mods that fixed that, which I would like to note is not a defense of the game. The one I used was Ordinator, which is a perk overhaul. For the magic skills, it makes it so that the first perk of the tree makes spells scale, up to twice as much damage once you max the skill out. The magic perk trees in that mod also provided a bunch of other nifty abilities. For example Illusion had a perk that added I think 1d20 power to spells such as ‘fear’, allowing you to try your luck in casting them at targets that are normally out of range.
Magic sucked. Simple as. Destruction magic was weak, expensive to cast, and didn’t scale well. Other forms of magic also didn’t scale well or were otherwise very situational.
Conjuration gave you access to a daedric bow with effectively unlimited daedric arrows whenever you wanted. Pretty significant when stealth archery is the natural meta in the game. Plus you can summon things to give you free damage and take aggro. That’s useful for any build.
That’s what Morrowind is for.
“Wanna be ostensibly a god? Ok! Here, you can levitate and endlessly smoke n’wahs from the heavens. We’ll call you Nerevar.”
Bethesda had a really nice game design in Morrowind. When walking out of Seyda Neen and you see Tarhiel fall out of the sky. When you loot the corpse you find the scrolls of 1000 Acrobatics.
Bethesda is telling the player “Break this game when creating spells”.