Really Disappointed with the Scribing Skills

  • Vonnegut2506
    Vonnegut2506
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    LannStone wrote: »
    EdjeSwift wrote: »
    LannStone wrote: »
    I just finished the main quest and ready to continue the scribing quest line
    What I'm wondering is if anybody has altered a single arcanist skill with the new system
    I'm asking because as a solo player I am a big fan of the arcanist skill line as it is, the best overall combination of damage and healing for a solo player that I've experienced on any character
    So my default position is that arcanist already seems pretty good to me
    So just wondering, has anybody improved anything in the arcanist skill line with the new system?

    That's not how scribing works. You don't mess with existing skills, you are given a skill via grimoire and attach various traits to it via scripts. It's 11 new skills, not playing with older skills. The closest thing you can do with an arcanist with it is create skills to make cruxs with.

    Right, I wasn't clear. I mean has anybody created any skills that are better than existing skills. I have 5 skills on each bar. Has anybody created a new skill for solo arcanist that was better than any of those 10 skills. Sorry for the lack of clarity.

    I don't know your 10 skills because we aren't that close, but I was able to get rid of camo hunter that was just taking a bar slot for Major Savagery. Instead I morphed Trample with Disease damage and Savagery. I view that as an upgrade because it looks pretty nice, and I don't like a bar slot that is only there for a buff.
  • Imperial_Archmage
    Imperial_Archmage
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    fred4 wrote: »
    Wield Soul, as a damage skill, has a tooltip so low, it deals less damage with attached Major Breach on a normal target skeleton than Swallow Soul with Soulcleaver / no Breach or Concealed Weapon without anything. Major Breach is pretty strong, so that's saying something. Maybe the comparison to those nightblade skills is not fair and, actually, I agree that scribed skills shouldn't become meta damage skills. However my question then boils down to why there are so many damage focus scripts. It makes for a bunch of half dead skills from the get go. At best they are niche.

    I found Wield Soul incredibly useful on my one bar Oakensoul sorcerer, especially in solo content like Arenas. I use the Shocking, Class, and Breach combination which makes the skill benefit from the class passive that boosts shock damage (giving it a higher base tooltip than Elemental Weapon or Force Pulse) and because the class script adds splash damage it can apply Major Breach to every enemy close to your initial target. The only other way I could apply Major Breach in AoE as a sorcerer would be to use Razor Caltrops which is incredibly immersion breaking not to mention that it's a stamina ability and a targeted ground AoE which is jank in this game.

    The only fault I find with the ability is it's incredibly lackluster visual. The projectile is barely visible although the class script does add a nice animation for the splash damage component which looks x10 better than Shocking Soul itself.
  • ToRelax
    ToRelax
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    fred4 wrote: »
    Wield Soul, as a damage skill, has a tooltip so low, it deals less damage with attached Major Breach on a normal target skeleton than Swallow Soul with Soulcleaver / no Breach or Concealed Weapon without anything. Major Breach is pretty strong, so that's saying something. Maybe the comparison to those nightblade skills is not fair and, actually, I agree that scribed skills shouldn't become meta damage skills. However my question then boils down to why there are so many damage focus scripts. It makes for a bunch of half dead skills from the get go. At best they are niche.
    [...] and because the class script adds splash damage it can apply Major Breach to every enemy close to your initial target.
    [...]
    No, it can't.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Anifaas
    Anifaas
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    valthierX wrote: »
    Grind, grind, grind and more grind - this is the Gold Road.

    This is how the video game industry does shrink-flation. Sometimes it even comes with the bonus of boosting content engagement because everyone knows many gamers exhibit very little self-control.
  • EF321
    EF321
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    fred4 wrote: »
    Warding Soul inherits the targeting mechanic fom Healing Ward, going to the lowest health target around as far as I can see. This has some niche uses, but it's IMO not a good targeting mechanic for a shield. Shields are typically used preemptively, or at least that's how I use them. When you use it that way, e.g. when players are at full health, it basically goes to a random person. It's uncontrollable and, therefore, useless.

    Yeah, I scribed myself heal with brutality for necro, thinking I can drop degen... well, everyone around me has brutality from that heal, but me :/ Class burst heal only targets in front of you, so can be somewhat controlled at least...

    This is good if you are actually playing support, no so much if solo.
  • Imperial_Archmage
    Imperial_Archmage
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    ToRelax wrote: »
    fred4 wrote: »
    Wield Soul, as a damage skill, has a tooltip so low, it deals less damage with attached Major Breach on a normal target skeleton than Swallow Soul with Soulcleaver / no Breach or Concealed Weapon without anything. Major Breach is pretty strong, so that's saying something. Maybe the comparison to those nightblade skills is not fair and, actually, I agree that scribed skills shouldn't become meta damage skills. However my question then boils down to why there are so many damage focus scripts. It makes for a bunch of half dead skills from the get go. At best they are niche.
    [...] and because the class script adds splash damage it can apply Major Breach to every enemy close to your initial target.
    [...]
    No, it can't.

    It most certainly can and it does, I tested it on an array of five target dummies and each one got the debuff for the full duration. I also was surprised it worked like that but it definitely does.
  • Einar_Hrafnarsson
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    I had a feeling that the skills would feel lackluster as soon as i saw the first presentation.
    ESO is falling more and more behind when it comes to visuals and Sound and i fear some blame lies with the older consoles.
    They just could not handle more shiny spells that involve a ton of particles in higher densities.

    It is also the first expansion my Wife and i did not preorder. The Story and features just looked way to lackluster and nonsensical to us. We might get it once it is on sale but for now, we do not regret it one bit that we waited.
    Edited by Einar_Hrafnarsson on 13 June 2024 14:53
  • Dyngrin
    Dyngrin
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    PvP players need a Get Me Out of Combat script to use when one has been in-combat for many minutes. Of course, players shouldn't need a Scribing script to overcome a bug that has been in ESO for far too long (seems to be more frequent with AoE abilities).

    --Dyn
    Grand Overlord Dyngrin, Templar, Daggerfall Covenant (PC/NA)
  • Dahveed
    Dahveed
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    I like the fact that they now have a base of scribing they can build upon in future updates and make improvements upon, I'm not too worried about balance and such. Hopefully the visuals will be improved.

    For me the most disappointing part is that once again they just teleport you around random locations for no reason during the quests. Like... "yeah I lost my notes, darnit! Oh yeah I remember, I put one page in a random cave in Orsinium, another in the jungles of Valenwood and the third one in an abandoned Dragonguard tomb in the middle of a desert somewhere." Like...what? Could you at least try to make it make sense?

    My more general gripe is that this game (and these RPG games in general) just abuse the crap out of "portal" magic like some sort of Deus Ex Machina whenever it's convenient, but then all characters (even powerful mages) forget they exist when there's an unfortunately large ditch we can't cross. "Oh yeah sorry I can't this time, my magicka is spent." /rolleyes

    Stop using portals as a lazy way to throw us across the entire continent IMO.
  • Imperial_Archmage
    Imperial_Archmage
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    Dahveed wrote: »
    I like the fact that they now have a base of scribing they can build upon in future updates and make improvements upon, I'm not too worried about balance and such. Hopefully the visuals will be improved.

    For me the most disappointing part is that once again they just teleport you around random locations for no reason during the quests. Like... "yeah I lost my notes, darnit! Oh yeah I remember, I put one page in a random cave in Orsinium, another in the jungles of Valenwood and the third one in an abandoned Dragonguard tomb in the middle of a desert somewhere." Like...what? Could you at least try to make it make sense?

    My more general gripe is that this game (and these RPG games in general) just abuse the crap out of "portal" magic like some sort of Deus Ex Machina whenever it's convenient, but then all characters (even powerful mages) forget they exist when there's an unfortunately large ditch we can't cross. "Oh yeah sorry I can't this time, my magicka is spent." /rolleyes

    Stop using portals as a lazy way to throw us across the entire continent IMO.

    100% agree with all of this, it's lazy, uninspired, and totally immersion breaking. If portal magic is so prevalent that even low ranking members of the Mage's Guild can whip them around like it's nothing wth are we still fighting over keeps in Cyrodiil instead of just portaling, right on top of the flags, lol. The random notebook hanging out in Orsinium took me out too, especially because it was on a windswept ledge in an area covered in snow and sleet and we're expected to believe it just stood there undisturbed for god knows how long? I mean JFC man, I know that when it comes to fantasy one has to suspend disbelief to a degree but come on!

    P.S. Why in the world was the Gryphon hanging out in front of the Gray Host stronghold??? :D
  • Malprave
    Malprave
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    I like the scribing system and the options it gives when not running with optimized raid groups. Except … maybe that completely wackadoodle animation of Ulfsilds Contingency.
  • LannStone
    LannStone
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    LannStone wrote: »
    EdjeSwift wrote: »
    LannStone wrote: »
    I just finished the main quest and ready to continue the scribing quest line
    What I'm wondering is if anybody has altered a single arcanist skill with the new system
    I'm asking because as a solo player I am a big fan of the arcanist skill line as it is, the best overall combination of damage and healing for a solo player that I've experienced on any character
    So my default position is that arcanist already seems pretty good to me
    So just wondering, has anybody improved anything in the arcanist skill line with the new system?

    That's not how scribing works. You don't mess with existing skills, you are given a skill via grimoire and attach various traits to it via scripts. It's 11 new skills, not playing with older skills. The closest thing you can do with an arcanist with it is create skills to make cruxs with.

    Right, I wasn't clear. I mean has anybody created any skills that are better than existing skills. I have 5 skills on each bar. Has anybody created a new skill for solo arcanist that was better than any of those 10 skills. Sorry for the lack of clarity.

    I don't know your 10 skills because we aren't that close, but I was able to get rid of camo hunter that was just taking a bar slot for Major Savagery. Instead I morphed Trample with Disease damage and Savagery. I view that as an upgrade because it looks pretty nice, and I don't like a bar slot that is only there for a buff.

    FYI, Magicka Arcanist, two lightning staffs
    1 - Escalating Runeblades, Pragmatic Fatecarver, Evolving Runemend, Cephaliarch's Flail, Inspired Scholarship
    2 - Fulminating Rune, Unstable Wall of Storms (possibly substitute a new version of this one), Reconstructive Domain, Chakram of Destiny, Cascading Fortune (heals companion)
  • ToRelax
    ToRelax
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    ToRelax wrote: »
    fred4 wrote: »
    Wield Soul, as a damage skill, has a tooltip so low, it deals less damage with attached Major Breach on a normal target skeleton than Swallow Soul with Soulcleaver / no Breach or Concealed Weapon without anything. Major Breach is pretty strong, so that's saying something. Maybe the comparison to those nightblade skills is not fair and, actually, I agree that scribed skills shouldn't become meta damage skills. However my question then boils down to why there are so many damage focus scripts. It makes for a bunch of half dead skills from the get go. At best they are niche.
    [...] and because the class script adds splash damage it can apply Major Breach to every enemy close to your initial target.
    [...]
    No, it can't.

    It most certainly can and it does, I tested it on an array of five target dummies and each one got the debuff for the full duration. I also was surprised it worked like that but it definitely does.

    Well, I tested it as well, and it most definitely didn't work.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Necrotech_Master
    Necrotech_Master
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    ToRelax wrote: »
    ToRelax wrote: »
    fred4 wrote: »
    Wield Soul, as a damage skill, has a tooltip so low, it deals less damage with attached Major Breach on a normal target skeleton than Swallow Soul with Soulcleaver / no Breach or Concealed Weapon without anything. Major Breach is pretty strong, so that's saying something. Maybe the comparison to those nightblade skills is not fair and, actually, I agree that scribed skills shouldn't become meta damage skills. However my question then boils down to why there are so many damage focus scripts. It makes for a bunch of half dead skills from the get go. At best they are niche.
    [...] and because the class script adds splash damage it can apply Major Breach to every enemy close to your initial target.
    [...]
    No, it can't.

    It most certainly can and it does, I tested it on an array of five target dummies and each one got the debuff for the full duration. I also was surprised it worked like that but it definitely does.

    Well, I tested it as well, and it most definitely didn't work.

    my guess is that they meant soul burst (aoe soul magic skill), not wield soul (single target soul magic skill), they likely wrote the wrong one in their post on accident

    i think both can be configured with breach
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • SeaGtGruff
    SeaGtGruff
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    Scaletho wrote: »
    But after all this lame ordeal you have a chance to get a "free" horse! A boring, absolutely common horse that is everything but free! How generous!

    NOT!

    How is it not free?

    Personally, I never look a free gift horse in the mouth.
    I've fought mudcrabs more fearsome than me!
  • TaSheen
    TaSheen
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    It isn't "free" because you have to buy the chapter to get to level scribing to get the horse. Then again, antiquities wasn't free either....
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • Valpro
    Valpro
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    I haven't Personally gotten gold road (yet) but from what i am hearing, the ratio of effort to reward is skewed WAAAAY towards effort. Its not necesarrily that the reward is "bad" outright. Having skills to fill in blanks in a build is nice. The offort for that far outplays the reward.

    Metaphore: I can get $1,000,000 BUT I must sell one of my kidneys AND someone elses. A millie is nice, and I MIGHT be able to pull that off. It's not THAT nice for most people though. Know what I mean?
    Edited by Valpro on 13 June 2024 23:59
  • Imperial_Archmage
    Imperial_Archmage
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    ToRelax wrote: »
    ToRelax wrote: »
    fred4 wrote: »
    Wield Soul, as a damage skill, has a tooltip so low, it deals less damage with attached Major Breach on a normal target skeleton than Swallow Soul with Soulcleaver / no Breach or Concealed Weapon without anything. Major Breach is pretty strong, so that's saying something. Maybe the comparison to those nightblade skills is not fair and, actually, I agree that scribed skills shouldn't become meta damage skills. However my question then boils down to why there are so many damage focus scripts. It makes for a bunch of half dead skills from the get go. At best they are niche.
    [...] and because the class script adds splash damage it can apply Major Breach to every enemy close to your initial target.
    [...]
    No, it can't.

    It most certainly can and it does, I tested it on an array of five target dummies and each one got the debuff for the full duration. I also was surprised it worked like that but it definitely does.

    Well, I tested it as well, and it most definitely didn't work.

    Are you sure you tested on a sorcerer with a class script selected? I just checked again and each dummy hit by the splash had the debuff.
    ToRelax wrote: »
    ToRelax wrote: »
    fred4 wrote: »
    Wield Soul, as a damage skill, has a tooltip so low, it deals less damage with attached Major Breach on a normal target skeleton than Swallow Soul with Soulcleaver / no Breach or Concealed Weapon without anything. Major Breach is pretty strong, so that's saying something. Maybe the comparison to those nightblade skills is not fair and, actually, I agree that scribed skills shouldn't become meta damage skills. However my question then boils down to why there are so many damage focus scripts. It makes for a bunch of half dead skills from the get go. At best they are niche.
    [...] and because the class script adds splash damage it can apply Major Breach to every enemy close to your initial target.
    [...]
    No, it can't.

    It most certainly can and it does, I tested it on an array of five target dummies and each one got the debuff for the full duration. I also was surprised it worked like that but it definitely does.

    Well, I tested it as well, and it most definitely didn't work.

    my guess is that they meant soul burst (aoe soul magic skill), not wield soul (single target soul magic skill), they likely wrote the wrong one in their post on accident

    i think both can be configured with breach

    No I definitely meant Wield Soul, but it only works when you have the sorcerer class script selected because it turns it into an AoE ability, or rather adds a splash damage component. Wield Soul applies Major Breach whereas Soul Burst applies Minor Breach.
  • MudcrabAttack
    MudcrabAttack
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    After testing out scribing damage skills in a few scenarios on the pts, all but 1 really seem under tuned.

    Elemental Explosion with the assassin, brittle and magic damage scripts (magic-based damage because it procs its own extra bonus status damage. All 3 other status elements are already proccing with the assassin script) is now on my trial dps. It doesn’t even matter that it takes 2 seconds to cast. I used to waste one second with every rotation casting Rune of the Colorless Pool to stick brittle on just one thing. it’s incredibly rare for my group to have minor brittle, minor vulnerability and Off Balance, all three, on a wide group of mobs all at once with perfect regularity, and it’s all attached to a skill that deals more damage than razor caltrops when you add in all the elemental status effects. That’s like an extra 15% group dps on everything in a big AOE fight. I placed the scribed skill on back bar and started using a maelstrom lightning staff on the back bar since it buffs elemental explosion more than a flame staff. One cast of lightning wall procs off balance on everything in front of me that was hit by ele explosion. Arcanists don’t really need a flame staff on the back bar anyway since they’re usually using the class ultimate instead of the flame staff ultimate.

    To me every single other scribing skill lacks a lot by comparison
    Edited by MudcrabAttack on 14 June 2024 04:53
  • Nharimlur_Finor
    Nharimlur_Finor
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    The grind for all the scripts is beyond obnoxious, the questline to unlock the system a completely uninspired take on "Fantastic Beasts and All the Old Zones We Have to Run Around to Find Them" and the actual customization options incredibly limited and very lackluster. I want to particularly hammer in that last point because the VFX for a lot of these skills are just terrible even in a game that is notorious for its outdated skill visuals and graphics.

    I went into this being so excited to finally be able to add some cool new shock skills to my lightning sorcerer's extremely limited repertoire only to be utterly disappointed. We finally got a shock spammable with the shock focus script on Wield Soul but it looks so puny and ineffectual that it makes even the anemic looking lightning staff light attack look good by comparison, and that's really not saying much! Even flashier skills like Soul Burst and Elemental Explosion are marred by very sloppy editing because when modified (which is the whole point of Scribing, lest we forget) the new VFX are very poorly overlayed onto the original skill visuals (instead of being replaced with a separate spell ID) and sometimes the casting animation isn't even updated at all. Honestly, most of them look like they were put together on a Friday afternoon by whichever intern was unlucky enough to be at the office that day, and I don't think I am being harsh with that characterization, not at all. I guess all the experienced graphic designers and 3D artists were too busy, no doubt hard at work on churning out the latest slate of hyper visually stimulating Crown Crate gambling mounts...

    ESO has been in dire need of updating skill visuals for years and this could have been the opportunity to finally begin the process but it was completely squandered, in my opinion.

    Well, some of us out here on the frontier can't even play with grass, let alone experience the rest of the theoretical visuals that may be available.

    Some of us also have lag and stuttering issues when some overpowered, wing-adorned clown arcs up their asplodie mount to leave in a Blaze Of Glory.

    Some of us also don't care much about the triviality of your problems when compared to our own.
  • Anifaas
    Anifaas
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    LaintalAy wrote: »
    Some of us also have lag and stuttering issues when some overpowered, wing-adorned clown arcs up their asplodie mount to leave in a Blaze Of Glory.

    Ouch! Sounds like your system is very outdated. You should really upgrade. I cannot imagine playing this way! Especially in 2024 where system demands of ESO are so paltry compared to contemporary games. Treat yourself. ;)
  • Pelanora
    Pelanora
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    We thought we were getting the Tower Bridge but instead they sold us London Bridge.
  • ToRelax
    ToRelax
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    ToRelax wrote: »
    ToRelax wrote: »
    fred4 wrote: »
    Wield Soul, as a damage skill, has a tooltip so low, it deals less damage with attached Major Breach on a normal target skeleton than Swallow Soul with Soulcleaver / no Breach or Concealed Weapon without anything. Major Breach is pretty strong, so that's saying something. Maybe the comparison to those nightblade skills is not fair and, actually, I agree that scribed skills shouldn't become meta damage skills. However my question then boils down to why there are so many damage focus scripts. It makes for a bunch of half dead skills from the get go. At best they are niche.
    [...] and because the class script adds splash damage it can apply Major Breach to every enemy close to your initial target.
    [...]
    No, it can't.

    It most certainly can and it does, I tested it on an array of five target dummies and each one got the debuff for the full duration. I also was surprised it worked like that but it definitely does.

    Well, I tested it as well, and it most definitely didn't work.

    Are you sure you tested on a sorcerer with a class script selected? I just checked again and each dummy hit by the splash had the debuff.

    @Imperial_Archmage
    Yes, I use it as my spammable. If you want, we can test together to see what's going on, either on EU or PTS.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Imperial_Archmage
    Imperial_Archmage
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    LaintalAy wrote: »
    The grind for all the scripts is beyond obnoxious, the questline to unlock the system a completely uninspired take on "Fantastic Beasts and All the Old Zones We Have to Run Around to Find Them" and the actual customization options incredibly limited and very lackluster. I want to particularly hammer in that last point because the VFX for a lot of these skills are just terrible even in a game that is notorious for its outdated skill visuals and graphics.

    I went into this being so excited to finally be able to add some cool new shock skills to my lightning sorcerer's extremely limited repertoire only to be utterly disappointed. We finally got a shock spammable with the shock focus script on Wield Soul but it looks so puny and ineffectual that it makes even the anemic looking lightning staff light attack look good by comparison, and that's really not saying much! Even flashier skills like Soul Burst and Elemental Explosion are marred by very sloppy editing because when modified (which is the whole point of Scribing, lest we forget) the new VFX are very poorly overlayed onto the original skill visuals (instead of being replaced with a separate spell ID) and sometimes the casting animation isn't even updated at all. Honestly, most of them look like they were put together on a Friday afternoon by whichever intern was unlucky enough to be at the office that day, and I don't think I am being harsh with that characterization, not at all. I guess all the experienced graphic designers and 3D artists were too busy, no doubt hard at work on churning out the latest slate of hyper visually stimulating Crown Crate gambling mounts...

    ESO has been in dire need of updating skill visuals for years and this could have been the opportunity to finally begin the process but it was completely squandered, in my opinion.

    Well, some of us out here on the frontier can't even play with grass, let alone experience the rest of the theoretical visuals that may be available.

    Some of us also have lag and stuttering issues when some overpowered, wing-adorned clown arcs up their asplodie mount to leave in a Blaze Of Glory.

    Some of us also don't care much about the triviality of your problems when compared to our own.

    Listen, I completely sympathize but that's why the game has graphics quality settings. If you play at the lowest setting you're gonna be fine. It's really not reasonable to ask that we all have to suffer terrible graphics just because you play on a potato. If gaming is your hobby then, like any other hobby, you need to invest in it to fully enjoy it.

    Also, as you point out yourself, the reason we don't have updated skill visuals has nothing to do with concerns over performance or they wouldn't continue churning out mounts and teleport animations that light up the entire screen like a Christmas tree. Or the fireworks that go off every time you get near a dolmen type event.

    Lastly, you are really not helping your cause by calling other people's problems "trivial." What may be trivial for you may well be game-breaking for someone else. And you technically have an option available to you which could solve your problem i.e. getting a new computer rig or even playing the game on console if you can't afford a well optimized gaming computer. I on the other hand have no solution to my problem unless ZOS decide to update their decade+ old graphics. There is nothing I can do on my end to make the game better.
    Edited by Imperial_Archmage on 14 June 2024 17:00
  • Shadowbinder7
    Shadowbinder7
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    ZOS_Kevin wrote: »
    Shagreth wrote: »
    The current iteration of scribing feels boring and limiting, but it has potential, provided you actually go on and add new and exciting abilities. Pressing a button should give us a small dopamine hit, but instead what I get now is a slightly orange tinted Trap that's even hard to notice the difference even while fully zoomed in. I am not saying you should give us beams that can destroy the moon like FFXIV, but something cool would be nice for a change. Arcanist has a few skills you can use as a reference.

    First, thanks for the feedback and share your experience in other games. That summary gives a good benchmark for how you view skills in ESO vs. other things you have played.

    So the plan is to support this system over time, just like many of our other systems. We think the close to 4000 total combinations of skills is a good starting point, but it is just that, a starting point. If there isn't something that resonates in the current suite of skills, we will add more and will look to player feedback to inform some direction.

    Also remember that we are trying to think holistically about skill design. For example, the Arcanist was mentioned. But for every one person who loves the look of some of those skills, we've also gotten player feedback that some of the Arcanist skills are too flashy and wished they were more muted. Not saying we won't do skills like that in the future, just want to put in perspective that we are looking at accommodating all kinds of players here, so building out that variety of skills and the visuals associated takes time and feedback.


    If you are looking for feedback, ZOS devs:

    Imho this scribing system is a nice idea but unfortunately not truly as “free to modify” skills as it is portrayed. Many major/minor buffs are only allowed on one or two skills (such as force or brutality) when they would be perfectly fine, not OP or game breaking on all the other skills!

    Limiting buffs, debuffs (what you have named as affix scripts) as well as signature scripts to only a selection per ability, or a certain script only appearing on 2 of 11 abilities is hardly “craft spells artistically how you see fit” is it?

    Furthermore. Why on “wield soul” are all the affix bonuses 10 seconds not 20?? Completely puts me off using it, who wants 10 secs of major brutality? It’s too short. I can’t take the “it’s a spammable” excuse, since the power is noticeably lower than standard spammable (crushing shock, class ones etc). All the affix scripts should be 20secs long for any grimoire, that’s only fair

    Also the damage/heal of the DOT signature scripts are a little low? Like I understand they can’t be too OP to creep into Meta dps builds, same as the healing, or other buffs useful for tanks…

    But the effects are… really weak? They should be mildly increased imho, to make all effects actually compatible with current not scribing alternatives. This would not be “pay to win” simply it would be making your system you have marketed actually useful and fun!

    Please consider these. Not really complicated it’s just a case of tweaking and being more free and open with your Scribing system. Live up to the name and theme
  • Shadowbinder7
    Shadowbinder7
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    amig186 wrote: »
    Too many restrictions on signatures and affixes as of now. All I wanted was to be able to pre-buff major sorcery as a templar, and only the healing version of Wield Soul lets me do that. But it only lasts 10 seconds and costs twice as much as Degeneration from the Mages Guild tree, which lasts 20 seconds (though isn't pre-buffable, obviously).


    Just to clarify on what I said above, this statement sums it up perfectly.

    Please anyone working at ZOS. Read this. Read it again. And again. And please implement the right changes accordingly ASAP. All the player base are thinking it, old and new
  • Theist_VII
    Theist_VII
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    All Scribing had to do was open up build diversity by releasing with personality.

    Most players I’ve spoken with leading up to Scribing’s deep dive, didn’t want skills that function similar to what were already available on their given class, or buffs, they wanted to go invisible on a Templar or to throw fireballs and summon a Flame Atronach on a Dragonknight.

    It’s really that simple.
  • Shadowbinder7
    Shadowbinder7
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    C_Inside wrote: »
    The whole "This is just a starting point" statement feels suspiciously like what they said when the introduced the garbage fire that is Sacrifical Bones on the necro. Where they "Knew that it isn't where we want it to be" and that they'd "keep an eye on it".

    Scribing as a whole is a pointless addition to the game. It doesn't address any of the game's issues nor is it what the game actually needs right now imo. It doesn't change how you play the game as even with scribed skills the combat still just amounts to laying down your DOTs and spamming your spammable. It doesn't increase your character's performance in any meaningful way either since most of the skills are weaker than what we already have or, in the best case scenario, only offer a tiny increase in power that is completely irrelevant.

    So if scribing doesn't improve your character, nor does it offer a new way to play the game, then what's the point of wasting money on Gold Road as a whole? For the new trial? Ah yes, because I don't already have enough good trial sets.

    Better class identity, an overhaul to the game's reward structure (read: not just in the latest chapter, I want better rewards in the base game and all of the older chapters and DLCs pre-Necrom), improvements to the needlessly bloated gear set system, and updates and additions to pvp are just a handful of things that the game actually needs. Not this frivolous, dollar store version of spellcrafting whose only purpose is to allow ESO's content creators to make the same stale build video again just with 1 different skill this time.

    We are all thinking it, just few saying it


    ZOS, instead of following a pattern of trying to make new “beautiful” system that tend to just add more problems and not solve much

    Just fix and improve what already exists. So much lost potential

    I’m talking about the Vampire skills. Psijic order skills. So much lost potential to make them ALL worth slotting situationally! (WW is fine atm imho)

    Abilities like shrouded daggers (you can’t help but remember it when you see travelling knife). Why is that skill not on par as a spammable alternative with say rapid strikes or surprise attack? Vateshran daggers was not a solution, only shelved this skill into extreme niche.

    In classes. You still have warden frozen gate! Make it damage worthy! More utility. With necro you have quite a few abilities left dead in the dust when they could be revamped to be situationally amazing! Sadly no. Sacrificial bones for example was unnecessary since it performs worse than blast bones and so I can’t justify use on either of my necro dds

    I could go on. So many abilities and skills are left dead in dust.

    Really really I believe ZOS could actually make more profits by simply fixing what exists with next updates and next dlc rather than adding …

    I don’t know. A new fishing system. Please don’t! Fix the base game and previous dlc skill lines and classes. Make them ALL situationally useful
  • Shadowbinder7
    Shadowbinder7
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    I had a feeling that the skills would feel lackluster as soon as i saw the first presentation.
    ESO is falling more and more behind when it comes to visuals and Sound and i fear some blame lies with the older consoles.
    They just could not handle more shiny spells that involve a ton of particles in higher densities.

    It is also the first expansion my Wife and i did not preorder. The Story and features just looked way to lackluster and nonsensical to us. We might get it once it is on sale but for now, we do not regret it one bit that we waited.

    I really have to say in response to this, hoping ZOS hears.

    I did pre order for one reason. As rushed as it sometimes feels… the only thing keeping me back in in ESO at all these days is the story quests.

    I hope this speaks volumes lol
  • Erickson9610
    Erickson9610
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    Just fix and improve what already exists. So much lost potential

    I’m talking about the Vampire skills. Psijic order skills. So much lost potential to make them ALL worth slotting situationally! (WW is fine atm imho)

    I don't think the Werewolf skills are in a good place right now. Piercing Howl was just nerfed, and that was our main spammable ability. Scribing would give us the opportunity to swap Piercing Howl (or any other Werewolf skill) for a new ability which could serve us better. Unlike most playstyles, Werewolf is extremely limited in its skill choices, being limited to only the skills within the Werewolf skill line.

    At the very least, the Terrified effect should be reevaluated. Damage dealer werewolves are supposed to put enemies on crowd control immunity for a 10% damage buff to their spammable? Enemies are allowed to purge Terrified from themselves, if we for whatever reason chose to use the weaker version of Roar in PvP?
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
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