SirBryghtside wrote:They're also removing spellmaking for Skyrim (cue anguished yells from XKCD community), but that's probably a good thing. A 2 second 100 point charm spell did the job, and only cost about 20 magicka.
I'm not so concerned about that as long as they make the vanilla spells decent. Or just make them scale with magic skills so I don't end up with six variants of Fireball cluttering up my spellbook, only one of which I actually use. The problem in Oblivion was that you'd get useless crud like "Burden 10pts for 30 sec on touch" and then have to hit up the spell altar and install an interface mod so you could make "Burden 300 points for 10 secs on target" like it should have been in the first place. And the offensive spells didn't match the perk levels properly. If you could cast 15 points of fire damage as a novice, and 30 as a Journeyman, the first two fire spells would do 12 damage and 18 damage. One of the mods I used made the vanilla spells much more sensible, and suddenly spellmaking wasn't anywhere near as important as it had been.
Honestly, I think making it scale with your skill is the best way. Rather than having Fireball 1, Fireball 2, Fireball 2a, Fireball 3, Fireball 3a, Burning Touch 1, Burning Touch 2, etc*. just give me "Flamethrower", "Fire Bolt", and "Area Fire Ball", and how much damage they do is based on my Destruction skill. Having to go to the spellmaker and make Even Bigger Fireball every few levels doesn't really add much to the game. And perhaps healing spells and such could also automatically scale to how much is necessary... if I'm only lightly wounded, it should heal exactly enough to restore me to full health, and deduct the appropriate amount of magicka.
*Not that the vanilla spells are actually named like this, because then they would actually be arranged in a somewhat logical order instead of spread all over the place. That would be way too user-friendly.