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Update 47 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/680228

QuakeCon and Spellcrafting

Tabbycat
Tabbycat
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Reference: http://www.elderscrollsonline.com/en-us/news/post/2014/07/11/the-future-of-eso-panel
The panel begins at 5:00PM CDT on Friday, July 18th. Game Director Matt Firor will introduce the panel and be present for the Q&A. Here are our speakers, the topics you can expect them to cover, and the order in which they will present:

Lead Content Designer Rich Lambert – Veteran City of Ash dungeon, region three of Craglorn, dungeon replayability, and grouping improvements
Lead PvP Designer Brian Wheeler – the Imperial City
Lead Client Programmer Jesse McIntyre – facial animations
Creative Director Paul Sage – the Champion System and the Justice System
Lead Gameplay Designer Nick Konkle – Spellcrafting
Art Director Jared Carr – combat responsiveness and new PvE content

What is this Spellcrafting? Could it mean... are they finally considering giving us the ability to create spells like we did in Morrowind and Oblivion?

@ZOS_NickKonkle, why must you torture me so?
Founder and Co-GM of The Psijic Order Guild (NA)
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  • Fairydragon3
    Fairydragon3
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    /shrugg: maybe like another way to change the move like morphing, glyphs in WOW , or diablo's skills?

  • KariTR
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    Yeah, they talked about it in one of their previous Road Ahead articles some weeks ago (not long after launch, if I remember rightly).

    Someone may dig up a link, or you may want to do a search.
  • nerevarine1138
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    KariTR wrote: »
    Yeah, they talked about it in one of their previous Road Ahead articles some weeks ago (not long after launch, if I remember rightly).

    Someone may dig up a link, or you may want to do a search.

    They did mention it, and they stated that it would be a way to get back to the old schools of magic (alteration, conjuration, etc.). That's literally all we have for the moment, so I would assume the QuakeCon panel will give us a lot more to look forward to.
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    Murray?
  • Heishi
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    Like was asked about this many times in other threads, I'm quite curious to see if this is going to just apply to spells for the sorceror or if it will apply to all magic damage abilities (pretty much everything but weapon skills).

    This throws the templar into an interesting predicament as well since half their stuff is traditional spells half abilities that do magic damage.
    And so did many brave men, women, and beast fall to the end of Beta, never to be heard from again. All that is left, is whispers of the adventures they had.
  • nerevarine1138
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    Heishi wrote: »
    Like was asked about this many times in other threads, I'm quite curious to see if this is going to just apply to spells for the sorceror or if it will apply to all magic damage abilities (pretty much everything but weapon skills).

    This throws the templar into an interesting predicament as well since half their stuff is traditional spells half abilities that do magic damage.

    Spellcrafting (at least based on the scant information we have so far) will be completely separate from class skills. And it certainly won't be the purview of only one class, since all classes can fill casting roles.
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    Murray?
  • Nox_Aeterna
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    This could really help finally balance this game , make class skills less relevant and make me stop thinking about how i wish i had picked DK/sorc over my templar.
    "Never attribute to malice that which is adequately explained by stupidity."
    -Hanlon's razor
  • Kayira
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    I really wonder how they are going to control the power of spellcrafting. They somehow have to make sure you can't make OP spells like you could in Morrowind. Also I wonder if it is another crafting discipline. They did say you have to pick up spells or something to be able to combine them.
    EU PC
    In Game Tag: @Silthoras

    Raid Mains: Warden and Templar Heals
    DDs: Mag Sorc and Mag Necro
  • Heishi
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    Heishi wrote: »
    Like was asked about this many times in other threads, I'm quite curious to see if this is going to just apply to spells for the sorceror or if it will apply to all magic damage abilities (pretty much everything but weapon skills).

    This throws the templar into an interesting predicament as well since half their stuff is traditional spells half abilities that do magic damage.

    Spellcrafting (at least based on the scant information we have so far) will be completely separate from class skills. And it certainly won't be the purview of only one class, since all classes can fill casting roles.

    Ah, thanks for that. Makes a bit more sense having it as its own thing. Though it still makes me wonder if it'll just be limited to just typical "spell" type things or if they will include things similar to say assassin's blade, dark talons, holy spear, ect that will be useful for melee types.

    Granted as far as I know "class" skills are a whole new thing for TES series.
    And so did many brave men, women, and beast fall to the end of Beta, never to be heard from again. All that is left, is whispers of the adventures they had.
  • Shaun98ca2
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    Im pretty certain I know how it works already.

    Spellcrafting is the name. So under your skill tab where you have class, weapons, armor you will now have Spellcrafting.

    Under spellcrafting you will have the various spell lines we all know from TES games. Then under the spell line you will find the various abilities you can learn, probably 5 per line plus the passives.


    IF it is ANYTHING other than this I will be beyond shocked lol.
  • Jarnhand
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    As if this game isnt a nightmare already to balance, lets bring in even more options for exploit builds...
  • seanolan
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    I hope there are non-combat spells to be crafted. Since almost every ability in game is combat/healing related, I'd love to see completely utilitarian and decorative spells. Summon pack mule? Mark/recall? Sparkle/fireworks? Disguise? Creating illusions? Summon seducer? (Not the daedra...). Create puppy? Silence banker? Wabbajack (please, please, please....let me turn Caldwell into a chicken!) Create fog? Turn water to wine? Locate item? Summon Haskill? Transmute item to gold (1/2 value from selling)? Disguise other? Feather fall? Water walk (presence of slaughter fish disrupts the aetherial energies of this spell)? Alter appearance permanently? Conjure cheese? Transmute rune/ingredient? Transmute mount? Of course, some of these are silly, but that would be the point....magic in game wouldn't have to be about only combat, because it wouldn't cost skill points!
  • Tabbycat
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    With the upcoming Justice System, I certainly wouldn't mind having an unlock spell. That was so handy to have in Morrowind.
    Founder and Co-GM of The Psijic Order Guild (NA)
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  • Archaole
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    Necromancy and summoning may finally become available as well as traditional destruction spells. That's what I'm hoping for.
  • Svann
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    Im fairly certain spellcrafting will be crafting. I think I heard this means both scrollscrafting and jewelry.
    Edited by Svann on July 14, 2014 12:20AM
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