Jonluw said:
Maybe some partial lock-on, so that it will actually be possible to hit with ranged spells (at least on consoles).
Spending all my magicka on a stupidly powerful spell and then watching the spell fly past my enemy isn't very satisfying. Sure, I could deal with it once in a while, but when more than 50% of my ranged spells miss because aiming is crap, something is wrong.
I hate to say it, but maybe hte problem isn't the aiming system, but the aimer.
I never had an issue with hitting enemies at range with my spells. I played on the 360.
Yeah, sure, you'd miss sometimes. But you learn quickly to lead as they run. After that, it wasn't too hard.
I love the fact that Oblivion's magic was off-hand. Keep that.
I also disagree with both number 1 and 2.
If you want to make a spell, then you've got to gain the right. I didn't mind the quests in Oblivion, they made sense. Not every Tom, Dick, and Harry in that world was creating spells, only mages. You want to make spells? Join the mages guild. Seems fitting.
Although they could have brought back the 'buy' option from Morrowind. So you can either buy the spell you want made at an inflated price, or go through all the quests to make it yourself at a cheaper price. That would work well.
As for number two, I think that's a total balance issue.
Summoning 4 or 5 skeletons is beyond unfair. Especially when you consider how over-powered magic users are anyways. I made a magic-only character in Oblivion who never once used any weapon other then a magic-staff, and he was utterly unstoppable. Nothing ever came close to killing me. Adding onto that ridiculous power the ability to summon hordes of followers? No, that would break the game even more. Leave as-is.
Otherwise, I'm just excited to see what it'll look like in the new engine!