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Really Disappointed with the Scribing Skills

  • Aurielle
    Aurielle
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    Fair enough.

    But this does not solve the lack of such for other tank builds like my nightblade tank.

    Huh?

    8jkkxj4d9gmx.jpg

    Works great for AOE pulls.
  • barney2525
    barney2525
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    My biggest disappointed so far (yes, even greater one than ink drop rate) is that for whatever reason we can not make stamina costing destro & rest staff scribing skills, but somehow we can make magicka costing stamina weapon scribing skills...

    Obvious magicka bias is obvious. I thought that after hybridization this kind of balancing is past...

    That is especially odd. Why can't we put Physical Damage on Elemental Explosion to make it cost Stamina? That'd actually be really cool, like an explosion of rock fragments that pierce enemies.

    Well, it's because of the USW... (United Stamina Workers Union). Their contract expired and they currently are still working, but without a new contract. This makes them a bit harsh, and they are doing only what they Have to do, and not allowing for any changes until a new contract gets ratified.

    :#
  • pklemming
    pklemming
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    Most of the scribing skills are very niche. The changes coming in next patch should mean more players are using them, though I don't think they thought one of the skills through properly, but I am tired of giving feedback not to be heard. It is going to be a weird time in trials, for sure.
  • Stafford197
    Stafford197
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    Spellcrafting would have similarly been balanced. You could for example craft yourself a brand new Frost Bolt attack, decide on the type of attack (ST, DoT, Direct, etc), then you could choose a method of improvement such as reduced cost, increased/reduced, increased range vs on touch effect. That sort of idea. And from doing this, you could make yourself a full Frost Mage Warden, or a full Shock Mage Sorc, or a full Summoner Sorc through Flame Atronachs, Familiars, Dremora summons, etc. Ultimates would have been craftable as well.

    The “balance issue” of it comes from the new functionality, not the actual numbers. In other words, you could craft Muffle from Skyrim, to reduce your footsteps sound for sneaking. You could summon new creatures, which would allow for more powerful minion/easy-to-use Oakensoul like builds. You could make currently bad builds such as PvE non-pet Shock Mage Sorc, into a powerful DPS since you’d acquire many more abilities.

    How would you be able to make a Muffle spell if you could only make damage spells? Was it explained that you'd be able to make any kind of spell, not just damage and summon spells?

    From what I understand, Spellcrafting would let you craft any kind of ability from the ground up, whereas Scribing lets you customize specific customizable abilities to serve different purposes.

    Scribing could do many of the things that Spellcrafting was said to do, though — we just need ZOS to introduce new Grimoires that have some of that functionality — such as a summon Grimoire that can have its damage type customized, or a "Muffle"-like Grimoire or Script which reduces your detection radius or grants invisibility.


    I do understand the frustration of not having all of these options available to us at the start, though. I know Scribing will receive updates yearly, so eventually it'll have plenty of options for any build. Actually, it's because Scribing skills can be introduced for any skill line — rather than just for the 5 schools of magic — that Scribing will offer more flexibility for some builds than Spellcrafting ever could.

    No it’s not only damage skills that you could craft. It is all types of abilities from the schools of magic throughout past Elder Scrolls games.

    In the showcased gameplay we saw Oakflesh, Muffle, Summon Flame Atronach, and some other stuff. The scribed Soul Magic skills are somewhat like Spellcrafting, but the rest aren’t like and easily could’ve been new Active Abilities instead.

    The frustration of having all options available at the start has nothing to do with it. These are fundamentally different features. Spellcrafting was a massive feature which was purely Elder Scrolls-like, adding the TES Schools of Magic, and was focused on build fantasy and fun. Scribing is just some random new feature here to fill holes in existing builds and to provide further incentive to purchase DLC.

    Sorry it’s just not for me, imo 2024 has been a total letdown unfortunately.

    Oh, so players wanted skills for each school of magic? The appeal behind Spellcrafting was the ability to make any kind of magic at will?


    I don't understand how the Soul Magic Grimoires are "somewhat like Spellcrafting" but the other Grimoires aren't. Do all Spellcrafting skills have to be purely magical in nature?


    I apologize for the constant questions about Spellcrafting — I've never been interested in using magic in any TES game, and I don't know how those systems worked in those games. Even in ESO, I don't like running Magicka builds.

    Scribing has been an appealing feature for me because it can give me new options for martial builds, like the Traveling Knife Grimoire, which I use in PvE. The Scribing system could also potentially give Werewolves a 6th skill to pick from if a Werewolf Grimoire is ever implemented, which would be huge for the build diversity of that playstyle, given how Werewolves can only pick from skills within their own skill line.

    If Scribing was solely about the schools of magic, where every ability costed Magicka and belonged to some new skill line, then it would be a total letdown for me.
    Yes pretty much. The only reason ESO survived past the first year, is because it is an Elder Scrolls game. Tons of people love these games and their lore. Spellcrafting is an established Elder Scrolls feature which for a game that is so limited in its build archetype support, would have provided infinitely more *actually usable* options for all types of builds compared to Scribing, particularly builds that are not supported by the current classes. It also is just way more interesting to interact with and is made for fun, as opposed to farming Dailies to get Scripts and adding a rare material Luminous Ink to change affixes, prioritizing grind instead of fun.

    Heck, the first thing that confused me when I began ESO back in 2014 was where I could go to purchase Frost spells lol, and my brother wanted to go buy some Illusion spells for his character… only find out this was not possible. Heck this game didn’t even have a Justice System in the past (could not steal items)… so making this more of a true Elder Scrolls game should be their primary goal since that is their audience. Gold Road was meant to be a TES4 Oblivion-callback chapter which totally failed on nostalgia.

    As for Soul Magic - some Apprentice-level Destruction school spells would be Fireball, or Chain Lightning, or Ice Spike. These would just function like single target spammables, and maybe could even add a small DoT to them. So what I mean about Soul Magic skills having some relation to Spellcrafting, is that Wield Soul can be created into a spammable like those.

    The thing about “martial builds” - all of those new weapon skills like Travelling Knife should simply be new active abilities to those skill lines. Vast majority of choices available through Scribing are just straight up non-sensical, useless, and only exist because they need to put a ton of random options for the sake of Scribing having its “4000 combinations”. Spellcrafting is much more fun and build relevant, vs the artificial nature of Scribing.

    So pretty much, a player like you who totally avoids Magicka in all Elder Scrolls games can at the very least use Spellcrafting to create buff skills or new Ultimates for yourself. And then the new martial or werewolf abilities you enjoy through Scribing, would just be added as new Active Abilities.

    And I’ll just add one more thing. Spellcrafting is a massive expansion onto the Mages Guild. If ZOS wanted to, they could have given a minor equivalent to the Fighter’s Guild in the form of essentially the current Scribing system for just those martial skills. Spellcrafting and (some of) Scribing can coexist, aka the best of both worlds if you are someone who makes it a point to avoid all Magicka in the series.
  • EdjeSwift
    EdjeSwift
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    Can someone please explain to me what makes Scribing so different from Spellcrafting? They both are similar in concept — customizable skills. You choose what your skills do. What in particular makes people upset that we got Scribing and not Spellcrafting?

    Oh, that can be broken down into 3 words.

    Expectation versus Reality.

    People had expectations from a video TEN years ago. Keep in mind the state of ESO ten years ago and the major pivot that had to occur for the game to thrive and grow. The video was shown at Quakecon 2014, it's currently Quakecon 2024. So that's ten years of people who saw the preview to develop what they thought spellcrafting would bring.

    This is an MMO and it was the equivalent to a sizzle reel, something to get users salivating and happy. Of course, as time went on the game pivoted, changed focus and brought about new ideas and found new limitations. Look at the Warden/Sorcerer wishlist and you'll see custom pets/reskins near the top of many but after the Warden Bear skin, it looks like for some reason they found that reskins weren't as viable. Scribing is in a good place for a system to grow and not be overpowered, but unfortunately people want their cake and eat it to, they wanted it to be Arcanist levels of game changing meta and have everything everywhere all at once; but were instead given something properly balanced against the backdrop of not being meta.
    Antiquities Addict
  • Stafford197
    Stafford197
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    EdjeSwift wrote: »
    Can someone please explain to me what makes Scribing so different from Spellcrafting? They both are similar in concept — customizable skills. You choose what your skills do. What in particular makes people upset that we got Scribing and not Spellcrafting?

    Oh, that can be broken down into 3 words.

    Expectation versus Reality.

    People had expectations from a video TEN years ago. Keep in mind the state of ESO ten years ago and the major pivot that had to occur for the game to thrive and grow. The video was shown at Quakecon 2014, it's currently Quakecon 2024. So that's ten years of people who saw the preview to develop what they thought spellcrafting would bring.

    This is an MMO and it was the equivalent to a sizzle reel, something to get users salivating and happy. Of course, as time went on the game pivoted, changed focus and brought about new ideas and found new limitations. Look at the Warden/Sorcerer wishlist and you'll see custom pets/reskins near the top of many but after the Warden Bear skin, it looks like for some reason they found that reskins weren't as viable. Scribing is in a good place for a system to grow and not be overpowered, but unfortunately people want their cake and eat it to, they wanted it to be Arcanist levels of game changing meta and have everything everywhere all at once; but were instead given something properly balanced against the backdrop of not being meta.

    Except they share the exact same method of balancing due to ability tooltip standardization. They are equally balanced. In fact, the potential for Scribing to become directly OP in the future is far higher since it will incentivize DLC purchase.

    Not sure I understand what you’re saying about Spellcrafting making everyone as strong as Arcanist. That’s completely off the mark lol. No Arcanist is swapping out their DPS abilities for Scribes ones.

    At the end of the day Spellcrafting will never exist though so oh well lol!
  • Necrotech_Master
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    I still really don't grasp scribing.

    Is there anything worth scribing for my stamblade DD in PvE?

    might help to mention which weapons your using

    the dagger throw has some good options for a dual wield (such as making the target take increased martial dmg from all sources)

    and wield soul makes a good ranged spammable that can be stamina based and give you buffs (surprise attack is being moved out of shadow tree next update, so i think you could make wield soul stamina ranged spammable that gives major resolve)

    i would have to look into more options, but some options could change depending on your weapon choices
    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
  • Erickson9610
    Erickson9610
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    Spellcrafting would have similarly been balanced. You could for example craft yourself a brand new Frost Bolt attack, decide on the type of attack (ST, DoT, Direct, etc), then you could choose a method of improvement such as reduced cost, increased/reduced, increased range vs on touch effect. That sort of idea. And from doing this, you could make yourself a full Frost Mage Warden, or a full Shock Mage Sorc, or a full Summoner Sorc through Flame Atronachs, Familiars, Dremora summons, etc. Ultimates would have been craftable as well.

    The “balance issue” of it comes from the new functionality, not the actual numbers. In other words, you could craft Muffle from Skyrim, to reduce your footsteps sound for sneaking. You could summon new creatures, which would allow for more powerful minion/easy-to-use Oakensoul like builds. You could make currently bad builds such as PvE non-pet Shock Mage Sorc, into a powerful DPS since you’d acquire many more abilities.

    How would you be able to make a Muffle spell if you could only make damage spells? Was it explained that you'd be able to make any kind of spell, not just damage and summon spells?

    From what I understand, Spellcrafting would let you craft any kind of ability from the ground up, whereas Scribing lets you customize specific customizable abilities to serve different purposes.

    Scribing could do many of the things that Spellcrafting was said to do, though — we just need ZOS to introduce new Grimoires that have some of that functionality — such as a summon Grimoire that can have its damage type customized, or a "Muffle"-like Grimoire or Script which reduces your detection radius or grants invisibility.


    I do understand the frustration of not having all of these options available to us at the start, though. I know Scribing will receive updates yearly, so eventually it'll have plenty of options for any build. Actually, it's because Scribing skills can be introduced for any skill line — rather than just for the 5 schools of magic — that Scribing will offer more flexibility for some builds than Spellcrafting ever could.

    No it’s not only damage skills that you could craft. It is all types of abilities from the schools of magic throughout past Elder Scrolls games.

    In the showcased gameplay we saw Oakflesh, Muffle, Summon Flame Atronach, and some other stuff. The scribed Soul Magic skills are somewhat like Spellcrafting, but the rest aren’t like and easily could’ve been new Active Abilities instead.

    The frustration of having all options available at the start has nothing to do with it. These are fundamentally different features. Spellcrafting was a massive feature which was purely Elder Scrolls-like, adding the TES Schools of Magic, and was focused on build fantasy and fun. Scribing is just some random new feature here to fill holes in existing builds and to provide further incentive to purchase DLC.

    Sorry it’s just not for me, imo 2024 has been a total letdown unfortunately.

    Oh, so players wanted skills for each school of magic? The appeal behind Spellcrafting was the ability to make any kind of magic at will?


    I don't understand how the Soul Magic Grimoires are "somewhat like Spellcrafting" but the other Grimoires aren't. Do all Spellcrafting skills have to be purely magical in nature?


    I apologize for the constant questions about Spellcrafting — I've never been interested in using magic in any TES game, and I don't know how those systems worked in those games. Even in ESO, I don't like running Magicka builds.

    Scribing has been an appealing feature for me because it can give me new options for martial builds, like the Traveling Knife Grimoire, which I use in PvE. The Scribing system could also potentially give Werewolves a 6th skill to pick from if a Werewolf Grimoire is ever implemented, which would be huge for the build diversity of that playstyle, given how Werewolves can only pick from skills within their own skill line.

    If Scribing was solely about the schools of magic, where every ability costed Magicka and belonged to some new skill line, then it would be a total letdown for me.
    Yes pretty much. The only reason ESO survived past the first year, is because it is an Elder Scrolls game. Tons of people love these games and their lore. Spellcrafting is an established Elder Scrolls feature which for a game that is so limited in its build archetype support, would have provided infinitely more *actually usable* options for all types of builds compared to Scribing, particularly builds that are not supported by the current classes. It also is just way more interesting to interact with and is made for fun, as opposed to farming Dailies to get Scripts and adding a rare material Luminous Ink to change affixes, prioritizing grind instead of fun.

    Heck, the first thing that confused me when I began ESO back in 2014 was where I could go to purchase Frost spells lol, and my brother wanted to go buy some Illusion spells for his character… only find out this was not possible. Heck this game didn’t even have a Justice System in the past (could not steal items)… so making this more of a true Elder Scrolls game should be their primary goal since that is their audience. Gold Road was meant to be a TES4 Oblivion-callback chapter which totally failed on nostalgia.

    As for Soul Magic - some Apprentice-level Destruction school spells would be Fireball, or Chain Lightning, or Ice Spike. These would just function like single target spammables, and maybe could even add a small DoT to them. So what I mean about Soul Magic skills having some relation to Spellcrafting, is that Wield Soul can be created into a spammable like those.

    The thing about “martial builds” - all of those new weapon skills like Travelling Knife should simply be new active abilities to those skill lines. Vast majority of choices available through Scribing are just straight up non-sensical, useless, and only exist because they need to put a ton of random options for the sake of Scribing having its “4000 combinations”. Spellcrafting is much more fun and build relevant, vs the artificial nature of Scribing.

    So pretty much, a player like you who totally avoids Magicka in all Elder Scrolls games can at the very least use Spellcrafting to create buff skills or new Ultimates for yourself. And then the new martial or werewolf abilities you enjoy through Scribing, would just be added as new Active Abilities.

    And I’ll just add one more thing. Spellcrafting is a massive expansion onto the Mages Guild. If ZOS wanted to, they could have given a minor equivalent to the Fighter’s Guild in the form of essentially the current Scribing system for just those martial skills. Spellcrafting and (some of) Scribing can coexist, aka the best of both worlds if you are someone who makes it a point to avoid all Magicka in the series.

    I see. If we had gotten Spellcrafting, then there'd be no reason to assume that we would have also gotten Active Abilities for the other skill lines. I think the idea of a "martial Spellcrafting" via the Fighters Guild is an interesting idea, but naturally you'd expect just skills for the weapon skill lines. You'd also not expect the Fighters Guild equivalent of Spellcrafting to do anything for Werewolves, given how they're enemies.

    I'm sure I could've used Spellcrafting skills as buff abilities the same way I use Scribing skills as buff abilities. After all, after hybridization, suddenly it makes sense for a Stamina Templar to slot Radiant Oppression as their execute — with a limited Magicka pool and the execute ability scaling off your highest offensive stats, it doesn't really matter that you're expending Magicka for a skill if your target is bound to die soon.


    Though, I really want to emphasize how Scribing is the best outcome for a Werewolf player. Regular Spellcrafting would've been new spells in some new skill lines, which we can't use in Werewolf form. It would've powercrept Werewolf even further — which Scribing in its current form currently does, at least until Werewolf gets a Grimoire that only they can use.

    Unlike other playstyles, Werewolf doesn't benefit from the addition of new skills and skill lines outside of their own, and there's no guarantee that Werewolf ever would've been given more Active Abilities as compensation just because of Spellcrafting — there was no precedent for having more than 5 Active Abilities per skill line before Scribing. With Scribing, however, ZOS intends to add new abilities to any skill line, so while it hasn't happened yet, it's possible that Werewolf might actually benefit from this system in the future.


    Basically, if Spellcrafting had the guarantee to be expanded into any skill line, including Werewolf, then it would've been alright in my book. Though, I find that unlikely, given that TES werewolves don't have an inclination for casting magic (though naturally Hircine's Bounty is somewhat of an exception to that rule).

    I don't expect any future Werewolf Grimoires to be allowed to have elemental damage types (despite Werewolf Behemoths flaunting their ice breath, fire stomp, and so on) but that's not a problem for the Scribing system, which supports martial damage types. Maybe Spellcrafting could've given Werewolf a new spell to debuff or buff with, but again — that's an unlikely stretch, due to Spellcrafting necessitating Magicka and Werewolves not having an inclination for it.


    I shouldn't say that Spellcrafting is more limiting than Scribing because it wouldn't allow Martial skills to be made, but from my perspective, it seems that way. Hopefully the Scribing system is expanded enough to be close enough to what players hoped for from the Spellcrafting system.
    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).
  • Stafford197
    Stafford197
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    Spellcrafting would have similarly been balanced. You could for example craft yourself a brand new Frost Bolt attack, decide on the type of attack (ST, DoT, Direct, etc), then you could choose a method of improvement such as reduced cost, increased/reduced, increased range vs on touch effect. That sort of idea. And from doing this, you could make yourself a full Frost Mage Warden, or a full Shock Mage Sorc, or a full Summoner Sorc through Flame Atronachs, Familiars, Dremora summons, etc. Ultimates would have been craftable as well.

    The “balance issue” of it comes from the new functionality, not the actual numbers. In other words, you could craft Muffle from Skyrim, to reduce your footsteps sound for sneaking. You could summon new creatures, which would allow for more powerful minion/easy-to-use Oakensoul like builds. You could make currently bad builds such as PvE non-pet Shock Mage Sorc, into a powerful DPS since you’d acquire many more abilities.

    How would you be able to make a Muffle spell if you could only make damage spells? Was it explained that you'd be able to make any kind of spell, not just damage and summon spells?

    From what I understand, Spellcrafting would let you craft any kind of ability from the ground up, whereas Scribing lets you customize specific customizable abilities to serve different purposes.

    Scribing could do many of the things that Spellcrafting was said to do, though — we just need ZOS to introduce new Grimoires that have some of that functionality — such as a summon Grimoire that can have its damage type customized, or a "Muffle"-like Grimoire or Script which reduces your detection radius or grants invisibility.


    I do understand the frustration of not having all of these options available to us at the start, though. I know Scribing will receive updates yearly, so eventually it'll have plenty of options for any build. Actually, it's because Scribing skills can be introduced for any skill line — rather than just for the 5 schools of magic — that Scribing will offer more flexibility for some builds than Spellcrafting ever could.

    No it’s not only damage skills that you could craft. It is all types of abilities from the schools of magic throughout past Elder Scrolls games.

    In the showcased gameplay we saw Oakflesh, Muffle, Summon Flame Atronach, and some other stuff. The scribed Soul Magic skills are somewhat like Spellcrafting, but the rest aren’t like and easily could’ve been new Active Abilities instead.

    The frustration of having all options available at the start has nothing to do with it. These are fundamentally different features. Spellcrafting was a massive feature which was purely Elder Scrolls-like, adding the TES Schools of Magic, and was focused on build fantasy and fun. Scribing is just some random new feature here to fill holes in existing builds and to provide further incentive to purchase DLC.

    Sorry it’s just not for me, imo 2024 has been a total letdown unfortunately.

    Oh, so players wanted skills for each school of magic? The appeal behind Spellcrafting was the ability to make any kind of magic at will?


    I don't understand how the Soul Magic Grimoires are "somewhat like Spellcrafting" but the other Grimoires aren't. Do all Spellcrafting skills have to be purely magical in nature?


    I apologize for the constant questions about Spellcrafting — I've never been interested in using magic in any TES game, and I don't know how those systems worked in those games. Even in ESO, I don't like running Magicka builds.

    Scribing has been an appealing feature for me because it can give me new options for martial builds, like the Traveling Knife Grimoire, which I use in PvE. The Scribing system could also potentially give Werewolves a 6th skill to pick from if a Werewolf Grimoire is ever implemented, which would be huge for the build diversity of that playstyle, given how Werewolves can only pick from skills within their own skill line.

    If Scribing was solely about the schools of magic, where every ability costed Magicka and belonged to some new skill line, then it would be a total letdown for me.
    Yes pretty much. The only reason ESO survived past the first year, is because it is an Elder Scrolls game. Tons of people love these games and their lore. Spellcrafting is an established Elder Scrolls feature which for a game that is so limited in its build archetype support, would have provided infinitely more *actually usable* options for all types of builds compared to Scribing, particularly builds that are not supported by the current classes. It also is just way more interesting to interact with and is made for fun, as opposed to farming Dailies to get Scripts and adding a rare material Luminous Ink to change affixes, prioritizing grind instead of fun.

    Heck, the first thing that confused me when I began ESO back in 2014 was where I could go to purchase Frost spells lol, and my brother wanted to go buy some Illusion spells for his character… only find out this was not possible. Heck this game didn’t even have a Justice System in the past (could not steal items)… so making this more of a true Elder Scrolls game should be their primary goal since that is their audience. Gold Road was meant to be a TES4 Oblivion-callback chapter which totally failed on nostalgia.

    As for Soul Magic - some Apprentice-level Destruction school spells would be Fireball, or Chain Lightning, or Ice Spike. These would just function like single target spammables, and maybe could even add a small DoT to them. So what I mean about Soul Magic skills having some relation to Spellcrafting, is that Wield Soul can be created into a spammable like those.

    The thing about “martial builds” - all of those new weapon skills like Travelling Knife should simply be new active abilities to those skill lines. Vast majority of choices available through Scribing are just straight up non-sensical, useless, and only exist because they need to put a ton of random options for the sake of Scribing having its “4000 combinations”. Spellcrafting is much more fun and build relevant, vs the artificial nature of Scribing.

    So pretty much, a player like you who totally avoids Magicka in all Elder Scrolls games can at the very least use Spellcrafting to create buff skills or new Ultimates for yourself. And then the new martial or werewolf abilities you enjoy through Scribing, would just be added as new Active Abilities.

    And I’ll just add one more thing. Spellcrafting is a massive expansion onto the Mages Guild. If ZOS wanted to, they could have given a minor equivalent to the Fighter’s Guild in the form of essentially the current Scribing system for just those martial skills. Spellcrafting and (some of) Scribing can coexist, aka the best of both worlds if you are someone who makes it a point to avoid all Magicka in the series.

    I see. If we had gotten Spellcrafting, then there'd be no reason to assume that we would have also gotten Active Abilities for the other skill lines. I think the idea of a "martial Spellcrafting" via the Fighters Guild is an interesting idea, but naturally you'd expect just skills for the weapon skill lines. You'd also not expect the Fighters Guild equivalent of Spellcrafting to do anything for Werewolves, given how they're enemies.

    I'm sure I could've used Spellcrafting skills as buff abilities the same way I use Scribing skills as buff abilities. After all, after hybridization, suddenly it makes sense for a Stamina Templar to slot Radiant Oppression as their execute — with a limited Magicka pool and the execute ability scaling off your highest offensive stats, it doesn't really matter that you're expending Magicka for a skill if your target is bound to die soon.


    Though, I really want to emphasize how Scribing is the best outcome for a Werewolf player. Regular Spellcrafting would've been new spells in some new skill lines, which we can't use in Werewolf form. It would've powercrept Werewolf even further — which Scribing in its current form currently does, at least until Werewolf gets a Grimoire that only they can use.

    Unlike other playstyles, Werewolf doesn't benefit from the addition of new skills and skill lines outside of their own, and there's no guarantee that Werewolf ever would've been given more Active Abilities as compensation just because of Spellcrafting — there was no precedent for having more than 5 Active Abilities per skill line before Scribing. With Scribing, however, ZOS intends to add new abilities to any skill line, so while it hasn't happened yet, it's possible that Werewolf might actually benefit from this system in the future.


    Basically, if Spellcrafting had the guarantee to be expanded into any skill line, including Werewolf, then it would've been alright in my book. Though, I find that unlikely, given that TES werewolves don't have an inclination for casting magic (though naturally Hircine's Bounty is somewhat of an exception to that rule).

    I don't expect any future Werewolf Grimoires to be allowed to have elemental damage types (despite Werewolf Behemoths flaunting their ice breath, fire stomp, and so on) but that's not a problem for the Scribing system, which supports martial damage types. Maybe Spellcrafting could've given Werewolf a new spell to debuff or buff with, but again — that's an unlikely stretch, due to Spellcrafting necessitating Magicka and Werewolves not having an inclination for it.


    I shouldn't say that Spellcrafting is more limiting than Scribing because it wouldn't allow Martial skills to be made, but from my perspective, it seems that way. Hopefully the Scribing system is expanded enough to be close enough to what players hoped for from the Spellcrafting system.

    Unfortunately Scribing will never get close to fulfilling even half of what Spellcrafting would allow. But far more importantly is the fun factor and significance to TES that this feature had.

    I’m pretty sure it makes zero sense for Scribing to create a spell for Werewolves btw lol. So I’m sure Spellcrafting could get away with it too. Or of course, just add new Active Abilities to Werewolves and Weapon Skill Lines.

    But hey I guess we’ll see how Scribing progresses. I will be on other games but maybe something interesting will come along in a few years.
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    Spellcrafting would have similarly been balanced. You could for example craft yourself a brand new Frost Bolt attack, decide on the type of attack (ST, DoT, Direct, etc), then you could choose a method of improvement such as reduced cost, increased/reduced, increased range vs on touch effect. That sort of idea. And from doing this, you could make yourself a full Frost Mage Warden, or a full Shock Mage Sorc, or a full Summoner Sorc through Flame Atronachs, Familiars, Dremora summons, etc. Ultimates would have been craftable as well.

    The “balance issue” of it comes from the new functionality, not the actual numbers. In other words, you could craft Muffle from Skyrim, to reduce your footsteps sound for sneaking. You could summon new creatures, which would allow for more powerful minion/easy-to-use Oakensoul like builds. You could make currently bad builds such as PvE non-pet Shock Mage Sorc, into a powerful DPS since you’d acquire many more abilities.

    How would you be able to make a Muffle spell if you could only make damage spells? Was it explained that you'd be able to make any kind of spell, not just damage and summon spells?

    From what I understand, Spellcrafting would let you craft any kind of ability from the ground up, whereas Scribing lets you customize specific customizable abilities to serve different purposes.

    Scribing could do many of the things that Spellcrafting was said to do, though — we just need ZOS to introduce new Grimoires that have some of that functionality — such as a summon Grimoire that can have its damage type customized, or a "Muffle"-like Grimoire or Script which reduces your detection radius or grants invisibility.


    I do understand the frustration of not having all of these options available to us at the start, though. I know Scribing will receive updates yearly, so eventually it'll have plenty of options for any build. Actually, it's because Scribing skills can be introduced for any skill line — rather than just for the 5 schools of magic — that Scribing will offer more flexibility for some builds than Spellcrafting ever could.

    No it’s not only damage skills that you could craft. It is all types of abilities from the schools of magic throughout past Elder Scrolls games.

    In the showcased gameplay we saw Oakflesh, Muffle, Summon Flame Atronach, and some other stuff. The scribed Soul Magic skills are somewhat like Spellcrafting, but the rest aren’t like and easily could’ve been new Active Abilities instead.

    The frustration of having all options available at the start has nothing to do with it. These are fundamentally different features. Spellcrafting was a massive feature which was purely Elder Scrolls-like, adding the TES Schools of Magic, and was focused on build fantasy and fun. Scribing is just some random new feature here to fill holes in existing builds and to provide further incentive to purchase DLC.

    Sorry it’s just not for me, imo 2024 has been a total letdown unfortunately.

    Oh, so players wanted skills for each school of magic? The appeal behind Spellcrafting was the ability to make any kind of magic at will?


    I don't understand how the Soul Magic Grimoires are "somewhat like Spellcrafting" but the other Grimoires aren't. Do all Spellcrafting skills have to be purely magical in nature?


    I apologize for the constant questions about Spellcrafting — I've never been interested in using magic in any TES game, and I don't know how those systems worked in those games. Even in ESO, I don't like running Magicka builds.

    Scribing has been an appealing feature for me because it can give me new options for martial builds, like the Traveling Knife Grimoire, which I use in PvE. The Scribing system could also potentially give Werewolves a 6th skill to pick from if a Werewolf Grimoire is ever implemented, which would be huge for the build diversity of that playstyle, given how Werewolves can only pick from skills within their own skill line.

    If Scribing was solely about the schools of magic, where every ability costed Magicka and belonged to some new skill line, then it would be a total letdown for me.
    Yes pretty much. The only reason ESO survived past the first year, is because it is an Elder Scrolls game. Tons of people love these games and their lore. Spellcrafting is an established Elder Scrolls feature which for a game that is so limited in its build archetype support, would have provided infinitely more *actually usable* options for all types of builds compared to Scribing, particularly builds that are not supported by the current classes. It also is just way more interesting to interact with and is made for fun, as opposed to farming Dailies to get Scripts and adding a rare material Luminous Ink to change affixes, prioritizing grind instead of fun.

    Heck, the first thing that confused me when I began ESO back in 2014 was where I could go to purchase Frost spells lol, and my brother wanted to go buy some Illusion spells for his character… only find out this was not possible. Heck this game didn’t even have a Justice System in the past (could not steal items)… so making this more of a true Elder Scrolls game should be their primary goal since that is their audience. Gold Road was meant to be a TES4 Oblivion-callback chapter which totally failed on nostalgia.

    As for Soul Magic - some Apprentice-level Destruction school spells would be Fireball, or Chain Lightning, or Ice Spike. These would just function like single target spammables, and maybe could even add a small DoT to them. So what I mean about Soul Magic skills having some relation to Spellcrafting, is that Wield Soul can be created into a spammable like those.

    The thing about “martial builds” - all of those new weapon skills like Travelling Knife should simply be new active abilities to those skill lines. Vast majority of choices available through Scribing are just straight up non-sensical, useless, and only exist because they need to put a ton of random options for the sake of Scribing having its “4000 combinations”. Spellcrafting is much more fun and build relevant, vs the artificial nature of Scribing.

    So pretty much, a player like you who totally avoids Magicka in all Elder Scrolls games can at the very least use Spellcrafting to create buff skills or new Ultimates for yourself. And then the new martial or werewolf abilities you enjoy through Scribing, would just be added as new Active Abilities.

    And I’ll just add one more thing. Spellcrafting is a massive expansion onto the Mages Guild. If ZOS wanted to, they could have given a minor equivalent to the Fighter’s Guild in the form of essentially the current Scribing system for just those martial skills. Spellcrafting and (some of) Scribing can coexist, aka the best of both worlds if you are someone who makes it a point to avoid all Magicka in the series.

    I see. If we had gotten Spellcrafting, then there'd be no reason to assume that we would have also gotten Active Abilities for the other skill lines. I think the idea of a "martial Spellcrafting" via the Fighters Guild is an interesting idea, but naturally you'd expect just skills for the weapon skill lines. You'd also not expect the Fighters Guild equivalent of Spellcrafting to do anything for Werewolves, given how they're enemies.

    I'm sure I could've used Spellcrafting skills as buff abilities the same way I use Scribing skills as buff abilities. After all, after hybridization, suddenly it makes sense for a Stamina Templar to slot Radiant Oppression as their execute — with a limited Magicka pool and the execute ability scaling off your highest offensive stats, it doesn't really matter that you're expending Magicka for a skill if your target is bound to die soon.


    Though, I really want to emphasize how Scribing is the best outcome for a Werewolf player. Regular Spellcrafting would've been new spells in some new skill lines, which we can't use in Werewolf form. It would've powercrept Werewolf even further — which Scribing in its current form currently does, at least until Werewolf gets a Grimoire that only they can use.

    Unlike other playstyles, Werewolf doesn't benefit from the addition of new skills and skill lines outside of their own, and there's no guarantee that Werewolf ever would've been given more Active Abilities as compensation just because of Spellcrafting — there was no precedent for having more than 5 Active Abilities per skill line before Scribing. With Scribing, however, ZOS intends to add new abilities to any skill line, so while it hasn't happened yet, it's possible that Werewolf might actually benefit from this system in the future.


    Basically, if Spellcrafting had the guarantee to be expanded into any skill line, including Werewolf, then it would've been alright in my book. Though, I find that unlikely, given that TES werewolves don't have an inclination for casting magic (though naturally Hircine's Bounty is somewhat of an exception to that rule).

    I don't expect any future Werewolf Grimoires to be allowed to have elemental damage types (despite Werewolf Behemoths flaunting their ice breath, fire stomp, and so on) but that's not a problem for the Scribing system, which supports martial damage types. Maybe Spellcrafting could've given Werewolf a new spell to debuff or buff with, but again — that's an unlikely stretch, due to Spellcrafting necessitating Magicka and Werewolves not having an inclination for it.


    I shouldn't say that Spellcrafting is more limiting than Scribing because it wouldn't allow Martial skills to be made, but from my perspective, it seems that way. Hopefully the Scribing system is expanded enough to be close enough to what players hoped for from the Spellcrafting system.

    Unfortunately Scribing will never get close to fulfilling even half of what Spellcrafting would allow. But far more importantly is the fun factor and significance to TES that this feature had.

    I’m pretty sure it makes zero sense for Scribing to create a spell for Werewolves btw lol. So I’m sure Spellcrafting could get away with it too. Or of course, just add new Active Abilities to Werewolves and Weapon Skill Lines.

    But hey I guess we’ll see how Scribing progresses. I will be on other games but maybe something interesting will come along in a few years.

    Why wouldn't it make sense for Scribing to make new abilities for Werewolf? If it's completely martial (like a biting skill, or a channeled claw attacking skill) then how would it not fit for Werewolf? Any proposed additional Active Ability for the skill line could be designed as a Grimoire to have much greater flexibility than a regular skill would have.

    Spellcrafting couldn't pull it off because all Spellcrafting skills must cost Magicka and be magical in nature. Only if Werewolf is allowed to have a skill which is magical in nature (possibly with inspiration taken from Hircine's Bounty, Werewolf Behemoths like Balorgh, or a gift from Hircine himself) would Spellcrafting make sense for Werewolf. Scribing doesn't have that magical theme requirement, and it makes new skills for existing skill lines, so it's far more likely to give something to Werewolf than Spellcrafting would be.


    Scribing has shown us skills like Torchbearer (a torch), Trample (our mount), Smash (our two-handed weapon), and Shield Throw (our shield) being used as weapons, and all of these objects are by default physical in nature. We only enchant those physical objects somehow, although some configurations of these skills don't imply the use of magic at all. Smash, for instance, can be configured with Physical Damage, Wayfarer's Mastery, and Interrupt — none of those Scripts make the skill seem magical in nature.

    The same can be said for potential Werewolf Grimoires. While it would be awesome to have more creative Grimoires with all sorts of functionality and damage types, Werewolf players would benefit from literally anything, even something purely physical in nature. Of course, we may even get multiple Grimoires for any Skill Line over time, as is the case with the two Soul Magic Grimoires.


    It doesn't really make sense that we need to Scribe a Grimoire to be able to throw our shield or swing our greatsword a particular way, but that's just the system that was put into place. I'm sure it won't make sense to need to Scribe a Grimoire in order to be able to bite someone (as that certainly isn't a requirement to use our teeth when biting someone at the Werewolf shrine) but theoretically the pieces are in place to make substantial gameplay changes for a lacking playstyle.
    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).
  • Stafford197
    Stafford197
    ✭✭✭✭✭
    Spellcrafting would have similarly been balanced. You could for example craft yourself a brand new Frost Bolt attack, decide on the type of attack (ST, DoT, Direct, etc), then you could choose a method of improvement such as reduced cost, increased/reduced, increased range vs on touch effect. That sort of idea. And from doing this, you could make yourself a full Frost Mage Warden, or a full Shock Mage Sorc, or a full Summoner Sorc through Flame Atronachs, Familiars, Dremora summons, etc. Ultimates would have been craftable as well.

    The “balance issue” of it comes from the new functionality, not the actual numbers. In other words, you could craft Muffle from Skyrim, to reduce your footsteps sound for sneaking. You could summon new creatures, which would allow for more powerful minion/easy-to-use Oakensoul like builds. You could make currently bad builds such as PvE non-pet Shock Mage Sorc, into a powerful DPS since you’d acquire many more abilities.

    How would you be able to make a Muffle spell if you could only make damage spells? Was it explained that you'd be able to make any kind of spell, not just damage and summon spells?

    From what I understand, Spellcrafting would let you craft any kind of ability from the ground up, whereas Scribing lets you customize specific customizable abilities to serve different purposes.

    Scribing could do many of the things that Spellcrafting was said to do, though — we just need ZOS to introduce new Grimoires that have some of that functionality — such as a summon Grimoire that can have its damage type customized, or a "Muffle"-like Grimoire or Script which reduces your detection radius or grants invisibility.


    I do understand the frustration of not having all of these options available to us at the start, though. I know Scribing will receive updates yearly, so eventually it'll have plenty of options for any build. Actually, it's because Scribing skills can be introduced for any skill line — rather than just for the 5 schools of magic — that Scribing will offer more flexibility for some builds than Spellcrafting ever could.

    No it’s not only damage skills that you could craft. It is all types of abilities from the schools of magic throughout past Elder Scrolls games.

    In the showcased gameplay we saw Oakflesh, Muffle, Summon Flame Atronach, and some other stuff. The scribed Soul Magic skills are somewhat like Spellcrafting, but the rest aren’t like and easily could’ve been new Active Abilities instead.

    The frustration of having all options available at the start has nothing to do with it. These are fundamentally different features. Spellcrafting was a massive feature which was purely Elder Scrolls-like, adding the TES Schools of Magic, and was focused on build fantasy and fun. Scribing is just some random new feature here to fill holes in existing builds and to provide further incentive to purchase DLC.

    Sorry it’s just not for me, imo 2024 has been a total letdown unfortunately.

    Oh, so players wanted skills for each school of magic? The appeal behind Spellcrafting was the ability to make any kind of magic at will?


    I don't understand how the Soul Magic Grimoires are "somewhat like Spellcrafting" but the other Grimoires aren't. Do all Spellcrafting skills have to be purely magical in nature?


    I apologize for the constant questions about Spellcrafting — I've never been interested in using magic in any TES game, and I don't know how those systems worked in those games. Even in ESO, I don't like running Magicka builds.

    Scribing has been an appealing feature for me because it can give me new options for martial builds, like the Traveling Knife Grimoire, which I use in PvE. The Scribing system could also potentially give Werewolves a 6th skill to pick from if a Werewolf Grimoire is ever implemented, which would be huge for the build diversity of that playstyle, given how Werewolves can only pick from skills within their own skill line.

    If Scribing was solely about the schools of magic, where every ability costed Magicka and belonged to some new skill line, then it would be a total letdown for me.
    Yes pretty much. The only reason ESO survived past the first year, is because it is an Elder Scrolls game. Tons of people love these games and their lore. Spellcrafting is an established Elder Scrolls feature which for a game that is so limited in its build archetype support, would have provided infinitely more *actually usable* options for all types of builds compared to Scribing, particularly builds that are not supported by the current classes. It also is just way more interesting to interact with and is made for fun, as opposed to farming Dailies to get Scripts and adding a rare material Luminous Ink to change affixes, prioritizing grind instead of fun.

    Heck, the first thing that confused me when I began ESO back in 2014 was where I could go to purchase Frost spells lol, and my brother wanted to go buy some Illusion spells for his character… only find out this was not possible. Heck this game didn’t even have a Justice System in the past (could not steal items)… so making this more of a true Elder Scrolls game should be their primary goal since that is their audience. Gold Road was meant to be a TES4 Oblivion-callback chapter which totally failed on nostalgia.

    As for Soul Magic - some Apprentice-level Destruction school spells would be Fireball, or Chain Lightning, or Ice Spike. These would just function like single target spammables, and maybe could even add a small DoT to them. So what I mean about Soul Magic skills having some relation to Spellcrafting, is that Wield Soul can be created into a spammable like those.

    The thing about “martial builds” - all of those new weapon skills like Travelling Knife should simply be new active abilities to those skill lines. Vast majority of choices available through Scribing are just straight up non-sensical, useless, and only exist because they need to put a ton of random options for the sake of Scribing having its “4000 combinations”. Spellcrafting is much more fun and build relevant, vs the artificial nature of Scribing.

    So pretty much, a player like you who totally avoids Magicka in all Elder Scrolls games can at the very least use Spellcrafting to create buff skills or new Ultimates for yourself. And then the new martial or werewolf abilities you enjoy through Scribing, would just be added as new Active Abilities.

    And I’ll just add one more thing. Spellcrafting is a massive expansion onto the Mages Guild. If ZOS wanted to, they could have given a minor equivalent to the Fighter’s Guild in the form of essentially the current Scribing system for just those martial skills. Spellcrafting and (some of) Scribing can coexist, aka the best of both worlds if you are someone who makes it a point to avoid all Magicka in the series.

    I see. If we had gotten Spellcrafting, then there'd be no reason to assume that we would have also gotten Active Abilities for the other skill lines. I think the idea of a "martial Spellcrafting" via the Fighters Guild is an interesting idea, but naturally you'd expect just skills for the weapon skill lines. You'd also not expect the Fighters Guild equivalent of Spellcrafting to do anything for Werewolves, given how they're enemies.

    I'm sure I could've used Spellcrafting skills as buff abilities the same way I use Scribing skills as buff abilities. After all, after hybridization, suddenly it makes sense for a Stamina Templar to slot Radiant Oppression as their execute — with a limited Magicka pool and the execute ability scaling off your highest offensive stats, it doesn't really matter that you're expending Magicka for a skill if your target is bound to die soon.


    Though, I really want to emphasize how Scribing is the best outcome for a Werewolf player. Regular Spellcrafting would've been new spells in some new skill lines, which we can't use in Werewolf form. It would've powercrept Werewolf even further — which Scribing in its current form currently does, at least until Werewolf gets a Grimoire that only they can use.

    Unlike other playstyles, Werewolf doesn't benefit from the addition of new skills and skill lines outside of their own, and there's no guarantee that Werewolf ever would've been given more Active Abilities as compensation just because of Spellcrafting — there was no precedent for having more than 5 Active Abilities per skill line before Scribing. With Scribing, however, ZOS intends to add new abilities to any skill line, so while it hasn't happened yet, it's possible that Werewolf might actually benefit from this system in the future.


    Basically, if Spellcrafting had the guarantee to be expanded into any skill line, including Werewolf, then it would've been alright in my book. Though, I find that unlikely, given that TES werewolves don't have an inclination for casting magic (though naturally Hircine's Bounty is somewhat of an exception to that rule).

    I don't expect any future Werewolf Grimoires to be allowed to have elemental damage types (despite Werewolf Behemoths flaunting their ice breath, fire stomp, and so on) but that's not a problem for the Scribing system, which supports martial damage types. Maybe Spellcrafting could've given Werewolf a new spell to debuff or buff with, but again — that's an unlikely stretch, due to Spellcrafting necessitating Magicka and Werewolves not having an inclination for it.


    I shouldn't say that Spellcrafting is more limiting than Scribing because it wouldn't allow Martial skills to be made, but from my perspective, it seems that way. Hopefully the Scribing system is expanded enough to be close enough to what players hoped for from the Spellcrafting system.

    Unfortunately Scribing will never get close to fulfilling even half of what Spellcrafting would allow. But far more importantly is the fun factor and significance to TES that this feature had.

    I’m pretty sure it makes zero sense for Scribing to create a spell for Werewolves btw lol. So I’m sure Spellcrafting could get away with it too. Or of course, just add new Active Abilities to Werewolves and Weapon Skill Lines.

    But hey I guess we’ll see how Scribing progresses. I will be on other games but maybe something interesting will come along in a few years.

    Why wouldn't it make sense for Scribing to make new abilities for Werewolf? If it's completely martial (like a biting skill, or a channeled claw attacking skill) then how would it not fit for Werewolf? Any proposed additional Active Ability for the skill line could be designed as a Grimoire to have much greater flexibility than a regular skill would have.

    Spellcrafting couldn't pull it off because all Spellcrafting skills must cost Magicka and be magical in nature. Only if Werewolf is allowed to have a skill which is magical in nature (possibly with inspiration taken from Hircine's Bounty, Werewolf Behemoths like Balorgh, or a gift from Hircine himself) would Spellcrafting make sense for Werewolf. Scribing doesn't have that magical theme requirement, and it makes new skills for existing skill lines, so it's far more likely to give something to Werewolf than Spellcrafting would be.


    Scribing has shown us skills like Torchbearer (a torch), Trample (our mount), Smash (our two-handed weapon), and Shield Throw (our shield) being used as weapons, and all of these objects are by default physical in nature. We only enchant those physical objects somehow, although some configurations of these skills don't imply the use of magic at all. Smash, for instance, can be configured with Physical Damage, Wayfarer's Mastery, and Interrupt — none of those Scripts make the skill seem magical in nature.

    The same can be said for potential Werewolf Grimoires. While it would be awesome to have more creative Grimoires with all sorts of functionality and damage types, Werewolf players would benefit from literally anything, even something purely physical in nature. Of course, we may even get multiple Grimoires for any Skill Line over time, as is the case with the two Soul Magic Grimoires.


    It doesn't really make sense that we need to Scribe a Grimoire to be able to throw our shield or swing our greatsword a particular way, but that's just the system that was put into place. I'm sure it won't make sense to need to Scribe a Grimoire in order to be able to bite someone (as that certainly isn't a requirement to use our teeth when biting someone at the Werewolf shrine) but theoretically the pieces are in place to make substantial gameplay changes for a lacking playstyle.

    No I think you misunderstood me. I am totally in support of Scribing adding Werewolf abilities!

    I’m only saying that it makes zero sense in terms of how we are learning things on our characters. A Scribing altar is not going to teach Werewolves how to bite for the first time. It doesn’t actually make sense, but Scribing still supports it. Likewise Spellcrafting is assumed to only be magical, but that doesn’t have to be the case. My point was they could easily have expanded Spellcrafting to do the same thing with a few Stamina cost “spells” and then just require a Werewolf transformation to equip the skill.
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    Spellcrafting would have similarly been balanced. You could for example craft yourself a brand new Frost Bolt attack, decide on the type of attack (ST, DoT, Direct, etc), then you could choose a method of improvement such as reduced cost, increased/reduced, increased range vs on touch effect. That sort of idea. And from doing this, you could make yourself a full Frost Mage Warden, or a full Shock Mage Sorc, or a full Summoner Sorc through Flame Atronachs, Familiars, Dremora summons, etc. Ultimates would have been craftable as well.

    The “balance issue” of it comes from the new functionality, not the actual numbers. In other words, you could craft Muffle from Skyrim, to reduce your footsteps sound for sneaking. You could summon new creatures, which would allow for more powerful minion/easy-to-use Oakensoul like builds. You could make currently bad builds such as PvE non-pet Shock Mage Sorc, into a powerful DPS since you’d acquire many more abilities.

    How would you be able to make a Muffle spell if you could only make damage spells? Was it explained that you'd be able to make any kind of spell, not just damage and summon spells?

    From what I understand, Spellcrafting would let you craft any kind of ability from the ground up, whereas Scribing lets you customize specific customizable abilities to serve different purposes.

    Scribing could do many of the things that Spellcrafting was said to do, though — we just need ZOS to introduce new Grimoires that have some of that functionality — such as a summon Grimoire that can have its damage type customized, or a "Muffle"-like Grimoire or Script which reduces your detection radius or grants invisibility.


    I do understand the frustration of not having all of these options available to us at the start, though. I know Scribing will receive updates yearly, so eventually it'll have plenty of options for any build. Actually, it's because Scribing skills can be introduced for any skill line — rather than just for the 5 schools of magic — that Scribing will offer more flexibility for some builds than Spellcrafting ever could.

    No it’s not only damage skills that you could craft. It is all types of abilities from the schools of magic throughout past Elder Scrolls games.

    In the showcased gameplay we saw Oakflesh, Muffle, Summon Flame Atronach, and some other stuff. The scribed Soul Magic skills are somewhat like Spellcrafting, but the rest aren’t like and easily could’ve been new Active Abilities instead.

    The frustration of having all options available at the start has nothing to do with it. These are fundamentally different features. Spellcrafting was a massive feature which was purely Elder Scrolls-like, adding the TES Schools of Magic, and was focused on build fantasy and fun. Scribing is just some random new feature here to fill holes in existing builds and to provide further incentive to purchase DLC.

    Sorry it’s just not for me, imo 2024 has been a total letdown unfortunately.

    Oh, so players wanted skills for each school of magic? The appeal behind Spellcrafting was the ability to make any kind of magic at will?


    I don't understand how the Soul Magic Grimoires are "somewhat like Spellcrafting" but the other Grimoires aren't. Do all Spellcrafting skills have to be purely magical in nature?


    I apologize for the constant questions about Spellcrafting — I've never been interested in using magic in any TES game, and I don't know how those systems worked in those games. Even in ESO, I don't like running Magicka builds.

    Scribing has been an appealing feature for me because it can give me new options for martial builds, like the Traveling Knife Grimoire, which I use in PvE. The Scribing system could also potentially give Werewolves a 6th skill to pick from if a Werewolf Grimoire is ever implemented, which would be huge for the build diversity of that playstyle, given how Werewolves can only pick from skills within their own skill line.

    If Scribing was solely about the schools of magic, where every ability costed Magicka and belonged to some new skill line, then it would be a total letdown for me.
    Yes pretty much. The only reason ESO survived past the first year, is because it is an Elder Scrolls game. Tons of people love these games and their lore. Spellcrafting is an established Elder Scrolls feature which for a game that is so limited in its build archetype support, would have provided infinitely more *actually usable* options for all types of builds compared to Scribing, particularly builds that are not supported by the current classes. It also is just way more interesting to interact with and is made for fun, as opposed to farming Dailies to get Scripts and adding a rare material Luminous Ink to change affixes, prioritizing grind instead of fun.

    Heck, the first thing that confused me when I began ESO back in 2014 was where I could go to purchase Frost spells lol, and my brother wanted to go buy some Illusion spells for his character… only find out this was not possible. Heck this game didn’t even have a Justice System in the past (could not steal items)… so making this more of a true Elder Scrolls game should be their primary goal since that is their audience. Gold Road was meant to be a TES4 Oblivion-callback chapter which totally failed on nostalgia.

    As for Soul Magic - some Apprentice-level Destruction school spells would be Fireball, or Chain Lightning, or Ice Spike. These would just function like single target spammables, and maybe could even add a small DoT to them. So what I mean about Soul Magic skills having some relation to Spellcrafting, is that Wield Soul can be created into a spammable like those.

    The thing about “martial builds” - all of those new weapon skills like Travelling Knife should simply be new active abilities to those skill lines. Vast majority of choices available through Scribing are just straight up non-sensical, useless, and only exist because they need to put a ton of random options for the sake of Scribing having its “4000 combinations”. Spellcrafting is much more fun and build relevant, vs the artificial nature of Scribing.

    So pretty much, a player like you who totally avoids Magicka in all Elder Scrolls games can at the very least use Spellcrafting to create buff skills or new Ultimates for yourself. And then the new martial or werewolf abilities you enjoy through Scribing, would just be added as new Active Abilities.

    And I’ll just add one more thing. Spellcrafting is a massive expansion onto the Mages Guild. If ZOS wanted to, they could have given a minor equivalent to the Fighter’s Guild in the form of essentially the current Scribing system for just those martial skills. Spellcrafting and (some of) Scribing can coexist, aka the best of both worlds if you are someone who makes it a point to avoid all Magicka in the series.

    I see. If we had gotten Spellcrafting, then there'd be no reason to assume that we would have also gotten Active Abilities for the other skill lines. I think the idea of a "martial Spellcrafting" via the Fighters Guild is an interesting idea, but naturally you'd expect just skills for the weapon skill lines. You'd also not expect the Fighters Guild equivalent of Spellcrafting to do anything for Werewolves, given how they're enemies.

    I'm sure I could've used Spellcrafting skills as buff abilities the same way I use Scribing skills as buff abilities. After all, after hybridization, suddenly it makes sense for a Stamina Templar to slot Radiant Oppression as their execute — with a limited Magicka pool and the execute ability scaling off your highest offensive stats, it doesn't really matter that you're expending Magicka for a skill if your target is bound to die soon.


    Though, I really want to emphasize how Scribing is the best outcome for a Werewolf player. Regular Spellcrafting would've been new spells in some new skill lines, which we can't use in Werewolf form. It would've powercrept Werewolf even further — which Scribing in its current form currently does, at least until Werewolf gets a Grimoire that only they can use.

    Unlike other playstyles, Werewolf doesn't benefit from the addition of new skills and skill lines outside of their own, and there's no guarantee that Werewolf ever would've been given more Active Abilities as compensation just because of Spellcrafting — there was no precedent for having more than 5 Active Abilities per skill line before Scribing. With Scribing, however, ZOS intends to add new abilities to any skill line, so while it hasn't happened yet, it's possible that Werewolf might actually benefit from this system in the future.


    Basically, if Spellcrafting had the guarantee to be expanded into any skill line, including Werewolf, then it would've been alright in my book. Though, I find that unlikely, given that TES werewolves don't have an inclination for casting magic (though naturally Hircine's Bounty is somewhat of an exception to that rule).

    I don't expect any future Werewolf Grimoires to be allowed to have elemental damage types (despite Werewolf Behemoths flaunting their ice breath, fire stomp, and so on) but that's not a problem for the Scribing system, which supports martial damage types. Maybe Spellcrafting could've given Werewolf a new spell to debuff or buff with, but again — that's an unlikely stretch, due to Spellcrafting necessitating Magicka and Werewolves not having an inclination for it.


    I shouldn't say that Spellcrafting is more limiting than Scribing because it wouldn't allow Martial skills to be made, but from my perspective, it seems that way. Hopefully the Scribing system is expanded enough to be close enough to what players hoped for from the Spellcrafting system.

    Unfortunately Scribing will never get close to fulfilling even half of what Spellcrafting would allow. But far more importantly is the fun factor and significance to TES that this feature had.

    I’m pretty sure it makes zero sense for Scribing to create a spell for Werewolves btw lol. So I’m sure Spellcrafting could get away with it too. Or of course, just add new Active Abilities to Werewolves and Weapon Skill Lines.

    But hey I guess we’ll see how Scribing progresses. I will be on other games but maybe something interesting will come along in a few years.

    Why wouldn't it make sense for Scribing to make new abilities for Werewolf? If it's completely martial (like a biting skill, or a channeled claw attacking skill) then how would it not fit for Werewolf? Any proposed additional Active Ability for the skill line could be designed as a Grimoire to have much greater flexibility than a regular skill would have.

    Spellcrafting couldn't pull it off because all Spellcrafting skills must cost Magicka and be magical in nature. Only if Werewolf is allowed to have a skill which is magical in nature (possibly with inspiration taken from Hircine's Bounty, Werewolf Behemoths like Balorgh, or a gift from Hircine himself) would Spellcrafting make sense for Werewolf. Scribing doesn't have that magical theme requirement, and it makes new skills for existing skill lines, so it's far more likely to give something to Werewolf than Spellcrafting would be.


    Scribing has shown us skills like Torchbearer (a torch), Trample (our mount), Smash (our two-handed weapon), and Shield Throw (our shield) being used as weapons, and all of these objects are by default physical in nature. We only enchant those physical objects somehow, although some configurations of these skills don't imply the use of magic at all. Smash, for instance, can be configured with Physical Damage, Wayfarer's Mastery, and Interrupt — none of those Scripts make the skill seem magical in nature.

    The same can be said for potential Werewolf Grimoires. While it would be awesome to have more creative Grimoires with all sorts of functionality and damage types, Werewolf players would benefit from literally anything, even something purely physical in nature. Of course, we may even get multiple Grimoires for any Skill Line over time, as is the case with the two Soul Magic Grimoires.


    It doesn't really make sense that we need to Scribe a Grimoire to be able to throw our shield or swing our greatsword a particular way, but that's just the system that was put into place. I'm sure it won't make sense to need to Scribe a Grimoire in order to be able to bite someone (as that certainly isn't a requirement to use our teeth when biting someone at the Werewolf shrine) but theoretically the pieces are in place to make substantial gameplay changes for a lacking playstyle.

    No I think you misunderstood me. I am totally in support of Scribing adding Werewolf abilities!

    I’m only saying that it makes zero sense in terms of how we are learning things on our characters. A Scribing altar is not going to teach Werewolves how to bite for the first time. It doesn’t actually make sense, but Scribing still supports it. Likewise Spellcrafting is assumed to only be magical, but that doesn’t have to be the case. My point was they could easily have expanded Spellcrafting to do the same thing with a few Stamina cost “spells” and then just require a Werewolf transformation to equip the skill.

    I agree that it makes no sense how our characters are learning anything with Scribing. Martial Scribing skills aren't "spells" to be learned — they're just new techniques. Smash, for instance, is just another way to swing our two-handed weapon; realistically, we could've learned how to do that without Scribing, like from a tutor from the Fighters Guild.

    At least with Spellcrafting, it'd make sense that we are crafting these spells which couldn't be used before. I'm not sure where werewolves would go to learn how to do martial things like biting in combat (maybe there'd be a tutor in some Hircine-related expansion for that) but Spellcrafting would've at least reasonably explained how a werewolf is suddenly able to use a new spell.
    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).
  • Stafford197
    Stafford197
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    Spellcrafting would have similarly been balanced. You could for example craft yourself a brand new Frost Bolt attack, decide on the type of attack (ST, DoT, Direct, etc), then you could choose a method of improvement such as reduced cost, increased/reduced, increased range vs on touch effect. That sort of idea. And from doing this, you could make yourself a full Frost Mage Warden, or a full Shock Mage Sorc, or a full Summoner Sorc through Flame Atronachs, Familiars, Dremora summons, etc. Ultimates would have been craftable as well.

    The “balance issue” of it comes from the new functionality, not the actual numbers. In other words, you could craft Muffle from Skyrim, to reduce your footsteps sound for sneaking. You could summon new creatures, which would allow for more powerful minion/easy-to-use Oakensoul like builds. You could make currently bad builds such as PvE non-pet Shock Mage Sorc, into a powerful DPS since you’d acquire many more abilities.

    How would you be able to make a Muffle spell if you could only make damage spells? Was it explained that you'd be able to make any kind of spell, not just damage and summon spells?

    From what I understand, Spellcrafting would let you craft any kind of ability from the ground up, whereas Scribing lets you customize specific customizable abilities to serve different purposes.

    Scribing could do many of the things that Spellcrafting was said to do, though — we just need ZOS to introduce new Grimoires that have some of that functionality — such as a summon Grimoire that can have its damage type customized, or a "Muffle"-like Grimoire or Script which reduces your detection radius or grants invisibility.


    I do understand the frustration of not having all of these options available to us at the start, though. I know Scribing will receive updates yearly, so eventually it'll have plenty of options for any build. Actually, it's because Scribing skills can be introduced for any skill line — rather than just for the 5 schools of magic — that Scribing will offer more flexibility for some builds than Spellcrafting ever could.

    No it’s not only damage skills that you could craft. It is all types of abilities from the schools of magic throughout past Elder Scrolls games.

    In the showcased gameplay we saw Oakflesh, Muffle, Summon Flame Atronach, and some other stuff. The scribed Soul Magic skills are somewhat like Spellcrafting, but the rest aren’t like and easily could’ve been new Active Abilities instead.

    The frustration of having all options available at the start has nothing to do with it. These are fundamentally different features. Spellcrafting was a massive feature which was purely Elder Scrolls-like, adding the TES Schools of Magic, and was focused on build fantasy and fun. Scribing is just some random new feature here to fill holes in existing builds and to provide further incentive to purchase DLC.

    Sorry it’s just not for me, imo 2024 has been a total letdown unfortunately.

    Oh, so players wanted skills for each school of magic? The appeal behind Spellcrafting was the ability to make any kind of magic at will?


    I don't understand how the Soul Magic Grimoires are "somewhat like Spellcrafting" but the other Grimoires aren't. Do all Spellcrafting skills have to be purely magical in nature?


    I apologize for the constant questions about Spellcrafting — I've never been interested in using magic in any TES game, and I don't know how those systems worked in those games. Even in ESO, I don't like running Magicka builds.

    Scribing has been an appealing feature for me because it can give me new options for martial builds, like the Traveling Knife Grimoire, which I use in PvE. The Scribing system could also potentially give Werewolves a 6th skill to pick from if a Werewolf Grimoire is ever implemented, which would be huge for the build diversity of that playstyle, given how Werewolves can only pick from skills within their own skill line.

    If Scribing was solely about the schools of magic, where every ability costed Magicka and belonged to some new skill line, then it would be a total letdown for me.
    Yes pretty much. The only reason ESO survived past the first year, is because it is an Elder Scrolls game. Tons of people love these games and their lore. Spellcrafting is an established Elder Scrolls feature which for a game that is so limited in its build archetype support, would have provided infinitely more *actually usable* options for all types of builds compared to Scribing, particularly builds that are not supported by the current classes. It also is just way more interesting to interact with and is made for fun, as opposed to farming Dailies to get Scripts and adding a rare material Luminous Ink to change affixes, prioritizing grind instead of fun.

    Heck, the first thing that confused me when I began ESO back in 2014 was where I could go to purchase Frost spells lol, and my brother wanted to go buy some Illusion spells for his character… only find out this was not possible. Heck this game didn’t even have a Justice System in the past (could not steal items)… so making this more of a true Elder Scrolls game should be their primary goal since that is their audience. Gold Road was meant to be a TES4 Oblivion-callback chapter which totally failed on nostalgia.

    As for Soul Magic - some Apprentice-level Destruction school spells would be Fireball, or Chain Lightning, or Ice Spike. These would just function like single target spammables, and maybe could even add a small DoT to them. So what I mean about Soul Magic skills having some relation to Spellcrafting, is that Wield Soul can be created into a spammable like those.

    The thing about “martial builds” - all of those new weapon skills like Travelling Knife should simply be new active abilities to those skill lines. Vast majority of choices available through Scribing are just straight up non-sensical, useless, and only exist because they need to put a ton of random options for the sake of Scribing having its “4000 combinations”. Spellcrafting is much more fun and build relevant, vs the artificial nature of Scribing.

    So pretty much, a player like you who totally avoids Magicka in all Elder Scrolls games can at the very least use Spellcrafting to create buff skills or new Ultimates for yourself. And then the new martial or werewolf abilities you enjoy through Scribing, would just be added as new Active Abilities.

    And I’ll just add one more thing. Spellcrafting is a massive expansion onto the Mages Guild. If ZOS wanted to, they could have given a minor equivalent to the Fighter’s Guild in the form of essentially the current Scribing system for just those martial skills. Spellcrafting and (some of) Scribing can coexist, aka the best of both worlds if you are someone who makes it a point to avoid all Magicka in the series.

    I see. If we had gotten Spellcrafting, then there'd be no reason to assume that we would have also gotten Active Abilities for the other skill lines. I think the idea of a "martial Spellcrafting" via the Fighters Guild is an interesting idea, but naturally you'd expect just skills for the weapon skill lines. You'd also not expect the Fighters Guild equivalent of Spellcrafting to do anything for Werewolves, given how they're enemies.

    I'm sure I could've used Spellcrafting skills as buff abilities the same way I use Scribing skills as buff abilities. After all, after hybridization, suddenly it makes sense for a Stamina Templar to slot Radiant Oppression as their execute — with a limited Magicka pool and the execute ability scaling off your highest offensive stats, it doesn't really matter that you're expending Magicka for a skill if your target is bound to die soon.


    Though, I really want to emphasize how Scribing is the best outcome for a Werewolf player. Regular Spellcrafting would've been new spells in some new skill lines, which we can't use in Werewolf form. It would've powercrept Werewolf even further — which Scribing in its current form currently does, at least until Werewolf gets a Grimoire that only they can use.

    Unlike other playstyles, Werewolf doesn't benefit from the addition of new skills and skill lines outside of their own, and there's no guarantee that Werewolf ever would've been given more Active Abilities as compensation just because of Spellcrafting — there was no precedent for having more than 5 Active Abilities per skill line before Scribing. With Scribing, however, ZOS intends to add new abilities to any skill line, so while it hasn't happened yet, it's possible that Werewolf might actually benefit from this system in the future.


    Basically, if Spellcrafting had the guarantee to be expanded into any skill line, including Werewolf, then it would've been alright in my book. Though, I find that unlikely, given that TES werewolves don't have an inclination for casting magic (though naturally Hircine's Bounty is somewhat of an exception to that rule).

    I don't expect any future Werewolf Grimoires to be allowed to have elemental damage types (despite Werewolf Behemoths flaunting their ice breath, fire stomp, and so on) but that's not a problem for the Scribing system, which supports martial damage types. Maybe Spellcrafting could've given Werewolf a new spell to debuff or buff with, but again — that's an unlikely stretch, due to Spellcrafting necessitating Magicka and Werewolves not having an inclination for it.


    I shouldn't say that Spellcrafting is more limiting than Scribing because it wouldn't allow Martial skills to be made, but from my perspective, it seems that way. Hopefully the Scribing system is expanded enough to be close enough to what players hoped for from the Spellcrafting system.

    Unfortunately Scribing will never get close to fulfilling even half of what Spellcrafting would allow. But far more importantly is the fun factor and significance to TES that this feature had.

    I’m pretty sure it makes zero sense for Scribing to create a spell for Werewolves btw lol. So I’m sure Spellcrafting could get away with it too. Or of course, just add new Active Abilities to Werewolves and Weapon Skill Lines.

    But hey I guess we’ll see how Scribing progresses. I will be on other games but maybe something interesting will come along in a few years.

    Why wouldn't it make sense for Scribing to make new abilities for Werewolf? If it's completely martial (like a biting skill, or a channeled claw attacking skill) then how would it not fit for Werewolf? Any proposed additional Active Ability for the skill line could be designed as a Grimoire to have much greater flexibility than a regular skill would have.

    Spellcrafting couldn't pull it off because all Spellcrafting skills must cost Magicka and be magical in nature. Only if Werewolf is allowed to have a skill which is magical in nature (possibly with inspiration taken from Hircine's Bounty, Werewolf Behemoths like Balorgh, or a gift from Hircine himself) would Spellcrafting make sense for Werewolf. Scribing doesn't have that magical theme requirement, and it makes new skills for existing skill lines, so it's far more likely to give something to Werewolf than Spellcrafting would be.


    Scribing has shown us skills like Torchbearer (a torch), Trample (our mount), Smash (our two-handed weapon), and Shield Throw (our shield) being used as weapons, and all of these objects are by default physical in nature. We only enchant those physical objects somehow, although some configurations of these skills don't imply the use of magic at all. Smash, for instance, can be configured with Physical Damage, Wayfarer's Mastery, and Interrupt — none of those Scripts make the skill seem magical in nature.

    The same can be said for potential Werewolf Grimoires. While it would be awesome to have more creative Grimoires with all sorts of functionality and damage types, Werewolf players would benefit from literally anything, even something purely physical in nature. Of course, we may even get multiple Grimoires for any Skill Line over time, as is the case with the two Soul Magic Grimoires.


    It doesn't really make sense that we need to Scribe a Grimoire to be able to throw our shield or swing our greatsword a particular way, but that's just the system that was put into place. I'm sure it won't make sense to need to Scribe a Grimoire in order to be able to bite someone (as that certainly isn't a requirement to use our teeth when biting someone at the Werewolf shrine) but theoretically the pieces are in place to make substantial gameplay changes for a lacking playstyle.

    No I think you misunderstood me. I am totally in support of Scribing adding Werewolf abilities!

    I’m only saying that it makes zero sense in terms of how we are learning things on our characters. A Scribing altar is not going to teach Werewolves how to bite for the first time. It doesn’t actually make sense, but Scribing still supports it. Likewise Spellcrafting is assumed to only be magical, but that doesn’t have to be the case. My point was they could easily have expanded Spellcrafting to do the same thing with a few Stamina cost “spells” and then just require a Werewolf transformation to equip the skill.

    I agree that it makes no sense how our characters are learning anything with Scribing. Martial Scribing skills aren't "spells" to be learned — they're just new techniques. Smash, for instance, is just another way to swing our two-handed weapon; realistically, we could've learned how to do that without Scribing, like from a tutor from the Fighters Guild.

    At least with Spellcrafting, it'd make sense that we are crafting these spells which couldn't be used before. I'm not sure where werewolves would go to learn how to do martial things like biting in combat (maybe there'd be a tutor in some Hircine-related expansion for that) but Spellcrafting would've at least reasonably explained how a werewolf is suddenly able to use a new spell.

    Yup! And learning martial abilities from the Fighter’s Guild would have been really cool and made sense.

    Maybe we could have new quest lines for Werewolves / Hircine in a chapter where we would also learn new Werewolf abilities, and same for Western Skyrim for Vampire abilities. There are so many interesting ways to go about it all and Spellcrafting is really just the largest version of it all. Introducing the original Magic schools with the added benefit of being a hugely hyped Elder Scrolls feature is a massive deal.

    Just to give a simple example: I will not play my Ice Mage Warden because it’s too weak. I also won’t even attempt to create a pure Shock Mage Sorc because it’s unbelievably bad. Scribing did not change this. Spellcrafting, ideally, would be able to bring these thematic builds up to par, while not adding anything meaningful to an already OP class like Arcanist. Perhaps people call it imbalanced because it would allow you to play the way you want to play? Sounds like a good imbalance to me lol. Because we get “balanced” Scribing, I get to raid with an Arcanist like everyone else and there is zero chance for variety since there are clear far superior winners for DPS in actual content.

    And at the end of the day that is where my disappointment for Scribing stems from. IMO, it is the worst possible way they could’ve added in what should be their best feature ever. :unamused:
  • Dax_Draconis
    Dax_Draconis
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    I still really don't grasp scribing.

    Is there anything worth scribing for my stamblade DD in PvE?

    might help to mention which weapons your using

    the dagger throw has some good options for a dual wield (such as making the target take increased martial dmg from all sources)

    and wield soul makes a good ranged spammable that can be stamina based and give you buffs (surprise attack is being moved out of shadow tree next update, so i think you could make wield soul stamina ranged spammable that gives major resolve)

    i would have to look into more options, but some options could change depending on your weapon choices

    I'm using DW and 2H, but this was probably the wrong place to ask anyway. Thank you.
  • shadyjane62
    shadyjane62
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    Scribing was nothing more than clik bait to get you to buy Gold Road which I despise.

    I did Scribing quest on first day when the chasm bug was active. Bad start from which I have never recovered mentally. I made one script. It was useless and have not touched it since.

    I just vendor all these useless yellow things I get as I have them all already. Bought one Grimoire wasted 50k gold.

    Last chapter I ever buy and no more subbing.
  • TheMajority
    TheMajority
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    i thought it was the best expansion yet and loved scribing no disappointing here
    Time flies like an arrow- but fruit flies like a banana.

    Sorry for my English, I do not always have a translation tool available. Thank you for your patience with our conversation and working towards our mutual understanding of the topic.
  • Justosay
    Justosay
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    Scribing was nothing more than clik bait to get you to buy Gold Road which I despise.

    I disagree. The idea is really good, but the implementation is bad so far. In other words, in its current state it is "not a butterfly, but a caterpillar" and requires revision. Especially since Bethesda has already used similar ideas before (for example, in generating the main character in TES: Daggerfall). For visual effects, such a spellcraft can be implemented similar to outfit.
  • AvalonRanger
    AvalonRanger
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    I expected trade off changing both stamina based skill and magika one
    for every combat effect. (example, magika based disease or poison.)

    But currently we can't. This is so much disappointed
    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I have [1Tough tank] [1StamSorc-DD] [1Necro-DD] [1Real Healer]
    with [1Stam Blade].
    But, I'm Tank main player. Recently I'm doing Healer.

    2023/12/21
    By the way...Dungeon-Meshi(One of Famous Japanese fantasy story comic book) got finale...
    Good-bye "King of Monster Eater".

    2024/08/23
    Farewell Atsuko Tanaka...(-_-) I never forget epic acting for major Motoko Kusanagi.
  • Vahndamme
    Vahndamme
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    Can the art team do something real with Templar jabs? @ZOS_Kevin

    We can all agree that jabs current animation is just not cutting it. A sped up or cut short version of the first jabs would've looked better than what it is now. A yellow painted Nighthollow Staff with some weird ass spear movement. I agree fully that the studio should cater to an audience as wide as possible. But let's be honest, we all know how the new jabs animation falls with the majority of the population, especially the templar mains/enjoyers.

    It's been many patches since the change, and majority of people just stopped asking or stopped playing Templars and thus stopped asked or just stopped playing all together.. But the sentiment remained the same entire time, the animation needs to change.
  • Aurielle
    Aurielle
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    Vahndamme wrote: »
    Can the art team do something real with Templar jabs? @ZOS_Kevin

    We can all agree that jabs current animation is just not cutting it. A sped up or cut short version of the first jabs would've looked better than what it is now. A yellow painted Nighthollow Staff with some weird ass spear movement. I agree fully that the studio should cater to an audience as wide as possible. But let's be honest, we all know how the new jabs animation falls with the majority of the population, especially the templar mains/enjoyers.

    It's been many patches since the change, and majority of people just stopped asking or stopped playing Templars and thus stopped asked or just stopped playing all together.. But the sentiment remained the same entire time, the animation needs to change.

    What does this have to do with scribing?
  • Vahndamme
    Vahndamme
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    Aurielle wrote: »
    Vahndamme wrote: »
    Can the art team do something real with Templar jabs? @ZOS_Kevin

    We can all agree that jabs current animation is just not cutting it. A sped up or cut short version of the first jabs would've looked better than what it is now. A yellow painted Nighthollow Staff with some weird ass spear movement. I agree fully that the studio should cater to an audience as wide as possible. But let's be honest, we all know how the new jabs animation falls with the majority of the population, especially the templar mains/enjoyers.

    It's been many patches since the change, and majority of people just stopped asking or stopped playing Templars and thus stopped asked or just stopped playing all together.. But the sentiment remained the same entire time, the animation needs to change.

    What does this have to do with scribing?

    I was going further on and a few posts after it that were about animations.
    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 they wanna fix the "new scribing" ability looks, then they might as well revisit the forever cried about animations. I guess it isn't relevant because it isn't 'new' and 'shiny'.
  • SeaGtGruff
    SeaGtGruff
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    EdjeSwift wrote: »
    Expectation versus Reality.

    I wasn't here back then (I joined ESO shortly after the Morrowind chapter), and I know you're referring to Spell Crafting rather than Scribing, but I think it's the same reason why so many players are expressing disappointment with Scribing. Not only did many people jump to the conclusion that Scribing was basically going to be like Spell Crafting-- which it sort of is, and which as far as people's expectations wasn't helped by the devs saying it was going to be sort of an early precursor to Spell Crafting, IIRC-- but many people were apparently expecting Scribing to be a powerful fix-all solution for filling in the gaps on every type of build, with the emphasis on "powerful."

    Unfortunately, anything new that won't be automatically available to everyone, no matter how new they are and which (if any) DLCs and chapters they have access to, will probably never be as powerful as some would like, in order to avoid accusations that it's "pay to win." And even though a lot of players are disappointed that Scribing isn't as powerful as they'd hoped it would be, there are still some players who've said that it's a "pay to win" feature, so go figure. /shrug

    Also, a lot of players seem to have expected that they would immediately be able to craft and experiment with all possible combinations of Scribed skills, without needing to endure any RNG-based grinding for Luminous Ink.
    I've fought mudcrabs more fearsome than me!
  • fedouva
    fedouva
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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.

    The main thing is that the effects do not look like in some anime)
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