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Restoration magic is deliberately terrible and it's probably intentional

DragonbornVet

New Member
I've been thinking about this on my current playthrough and it's driving me nuts. Restoration is the only school that genuinely feels like it was designed to be bad. Not underpowered like Alteration, not niche like Conjuration - actually bad.

Like, you get Healing which costs a ton of magicka for what amounts to a weaker potion. Then you get Heal Other which is useless because you're not healing your follower mid-combat, they're either dead or fine. Fast Healing is just... slightly better Healing? By the time you get Restore Health spells that actually matter you're already carrying 40 potions and a horse full of ingredients.

Compare that to Destruction where you get Impact and just stagger-lock everything, or Alteration where you get Paralyze and the game's over. Even Mysticism had decent utility. But Restoration? The perks are all about making healing slightly less terrible. There's no "aha" moment, no broken combo, just incrementally less bad healing.

I think Bethesda wanted you to use potions instead. The alchemy loop is what actually breaks the game, and healing potions are meant to be your primary survival tool. Restoration magic exists so you can roleplay a cleric but you're always going to be better off just chugging a potion. And honestly that's kind of genius design if it was intentional, even if it makes the school feel completely hollow.

Anyone else convinced this was on purpose or am I reading too much into it?
 
I think you're onto something but maybe not quite the full picture. Yeah, Restoration is weak compared to the other schools, but I'd argue it's less "deliberately bad" and more "designed for a playstyle nobody actually uses."

The thing is, Restoration only works if you're not the one taking damage. It's a support school in a game where you're almost always solo or with one follower who can't follow orders mid-combat. Heal Other is genuinely useless, like you said, but imagine if you could heal followers reliably - suddenly the whole tree opens up. The perks start mattering. But Skyrim's companion AI is too janky for that to ever feel good.

Compare that to Morrowind where you had actual party mechanics and Restoration made sense as a school, or even Oblivion where healing was still clunky but at least you had summons and spell combinations that could work. Skyrim stripped all that out and left Restoration hanging.

I don't think Bethesda was like "let's make Restoration bad to push alchemy" - I think they just... didn't think about it that hard? Destruction got all the attention because stagger-locking is flashy and broken in the best way. Restoration got the short end because healing a solo player is genuinely a solved problem (potions). It's neglect more than intentional design, imo.

That said, you're right that the alchemy loop breaks the game way harder than any magic school ever could. So maybe the real answer is just that Restoration lost the design lottery.
 
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