Detalles sobre las modificaciones en el sistema de combate para magos:
I plan on drastically changing mage gameplay. Defensive barriers will be very important against other mages, dragons, even archers, while casting spells will in most cases take a while to prepare, but result in something devastating. The biggest issue is that there is no way to easily calculate spell damage (and thus sidestep the vanilla system like with melee/archery). So I will probably leave the vanilla damage system in, maybe improve it here and there, and increase the overall damage of the spells, alter their casting times and add physics and other effects to the spells so that there is a reason to use one or the other. For example fire spells being very slow to prepare but devastating, while frost spells will not do that much damage but will be an excellent crowd control measure, and lightning somewhere in the middle, maybe a good choice against single opponents due to their chance to stun and moderate damage.
So you will want to open with something nasty if you got the time, but if not, you may want to switch to something that will either give you more time or otherwise be more suitable for the situation at hand. Add also that casting spells will be difficult if heavily armored (lots of fizzling) without specialized perks (battlemage ftw - but only for destruction spells), and that moving while casting spells may lead to unfortunate events... all that should make things interesting for mage players.
Pinta MUY bien.
Luego habla de las dagas, que parece que al estar oculto serán devastadoras, pero que en combate cuerpo a cuerpo, obviamente las espadas serán superiores:
As for daggers, they still remain the only weapon you can effectivelly assasinate with (backstab, sneakstab). So there is a reason to use them. But for straight up combat, a sword is always better than a knife.